Store in circular buffer & gizmo for local and server rope on client
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c9b874667e
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@ -6,6 +6,17 @@ public struct GameState : INetworkSerializable
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public int tick;
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public NetworkRope nrope;
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public override int GetHashCode()
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{
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return tick;
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}
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public override bool Equals(object obj)
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{
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GameState other = (GameState) obj;
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return this.GetHashCode() == obj.GetHashCode();
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}
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref tick);
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@ -68,12 +68,11 @@ public class RopeSimulator : NetworkBehaviour
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[Header("Netcode")]
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private const float k_serverTickRate = 60f;
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private const int k_rngSeed = 6969;
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private const float k_sendRopeDataDelay = 8f;
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public float k_ropeReconciliateThreshold = 10f;
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private System.Random rng = new System.Random(k_rngSeed);
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private CountdownTimer ropeSendTimer;
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private int currentTick => NetworkManager.Singleton.NetworkTickSystem.LocalTime.Tick;
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[SerializeField] private CircularBuffer<GameState> stateBuffer;
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private GameState lastReceivedServerGameState;
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private const int k_bufferSize = 512;
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private int[] order;
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@ -101,12 +100,6 @@ public class RopeSimulator : NetworkBehaviour
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}
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stateBuffer = new(k_bufferSize);
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ropeSendTimer = new(k_sendRopeDataDelay);
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// ropeSendTimer.OnTimerStop += SendRopeData;
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ropeSendTimer.Start();
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}
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private void OnEnable()
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@ -288,25 +281,25 @@ public class RopeSimulator : NetworkBehaviour
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lineRenderer.SetPositions(positions.ToArray());
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}
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[Rpc(SendTo.NotServer)]
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private void ServerRopeDataReceivedRpc(NetworkRope nrope)
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{
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Debug.Log($"Received rope data from server: {nrope}");
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Rope serverRope = Rope.FromNetworkRope(nrope, distBetweenRopePoints);
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float diff = Rope.CalcDiff(this.rope, serverRope);
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Debug.Log($"server client rope diff: {diff}");
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// if (diff > k_ropeReconciliateThreshold)
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// {
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// Debug.LogWarning("Reconciliating rope!");
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// this.rope = serverRope;
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// }
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}
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[Rpc(SendTo.NotServer)]
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private void ServerToClientGameStateRpc(GameState serverState)
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{
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this.lastReceivedServerGameState = serverState;
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Debug.Log($"Received server state. Server tick: {serverState.tick}, client: {currentTick}");
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// Not enough information
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if (stateBuffer.Get(serverState.tick).Equals(default(GameState))) return;
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// TODO: investigate why this is zero at start of game sometimes
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if (stateBuffer.Get(serverState.tick).nrope.positions.Length == 0) return;
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Debug.Log($"client len: {stateBuffer.Get(serverState.tick).nrope.positions.Length}, server len {serverState.nrope.positions.Length}");
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Rope serverRope = Rope.FromNetworkRope(serverState.nrope, distBetweenRopePoints);
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Rope oldLocalRope = Rope.FromNetworkRope(stateBuffer.Get(serverState.tick).nrope, distBetweenRopePoints);
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float serverLocalRopeDiff = Rope.CalcDiff(serverRope, oldLocalRope);
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Debug.Log($"Server to client sync error: {serverLocalRopeDiff}");
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}
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private void NetworkTick()
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@ -328,20 +321,6 @@ public class RopeSimulator : NetworkBehaviour
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return localState;
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}
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private void SendRopeData()
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{
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if (!IsServer) return;
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Debug.Log($"Sending rope to client");
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NetworkRope nrope = Rope.ToNetworkRope(this.rope);
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// Send server rope to client for reconciliation
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ServerRopeDataReceivedRpc(nrope);
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ropeSendTimer.Reset();
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ropeSendTimer.Start();
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}
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private void Update()
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{
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if (!IsInitialized)
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@ -353,7 +332,6 @@ public class RopeSimulator : NetworkBehaviour
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rope.points.Last().position = end.position;
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float ropeDiff = Simulate(Time.fixedDeltaTime);
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ropeSendTimer.Tick(Time.deltaTime);
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// Update the rope collider positions
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for (int i = 0; i < rope.points.Length; i++)
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@ -397,7 +375,6 @@ public class RopeSimulator : NetworkBehaviour
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}
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DrawRope();
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// SendRopeData();
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}
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private void PlayerPullAnimation(float overshoot)
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@ -456,14 +433,22 @@ public class RopeSimulator : NetworkBehaviour
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private void OnDrawGizmos()
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{
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return;
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if (IsInitialized) return;
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if (!IsInitialized) return;
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if (!Application.isPlaying) return;
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// Local rope
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Gizmos.color = Color.green;
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foreach (var point in rope.points)
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{
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//Debug.Log($"pos: {point.position}");
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Gizmos.DrawSphere(point.position, ropeRadius);
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}
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// Last received server rope
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if (lastReceivedServerGameState.Equals(default(GameState))) return;
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Gizmos.color = Color.red;
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foreach (var point in Rope.FromNetworkRope(lastReceivedServerGameState.nrope, distBetweenRopePoints).points)
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{
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Gizmos.DrawSphere(point.position, ropeRadius);
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}
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}
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