parent
15d0079a2d
commit
3364a2785d
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@ -179,7 +179,7 @@ LineRenderer:
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 0.2280693
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value: 0.2160211
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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@ -2238,9 +2238,9 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 34894283}
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- component: {fileID: 34894286}
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- component: {fileID: 34894284}
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- component: {fileID: 34894285}
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- component: {fileID: 34894286}
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m_Layer: 0
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m_Name: Rope
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m_TagString: Untagged
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@ -2276,12 +2276,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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solveIterations: 10
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subDivision: 20
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distBetweenRopePoints: 1.5
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subDivision: 30
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distBetweenRopePoints: 0.75
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lineRenderer: {fileID: 34894285}
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rope:
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points: []
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sticks: []
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reconciliateThreshold: 2
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reconciliateLerpFrameDuration: 9
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stateBuffer:
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buffer: []
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bufferSize: 0
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@ -2294,7 +2296,7 @@ LineRenderer:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 34894282}
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m_Enabled: 1
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m_CastShadows: 1
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m_CastShadows: 0
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m_ReceiveShadows: 1
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m_DynamicOccludee: 1
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m_StaticShadowCaster: 0
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@ -2308,7 +2310,7 @@ LineRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 10306, guid: 0000000000000000f000000000000000, type: 0}
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- {fileID: 2100000, guid: 62e10f2f26f232f49affb7663a8064fb, type: 2}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@ -2338,7 +2340,7 @@ LineRenderer:
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 0.10041046
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value: 0.21601537
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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@ -2381,7 +2383,7 @@ LineRenderer:
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numCornerVertices: 0
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numCapVertices: 0
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alignment: 0
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textureMode: 0
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textureMode: 1
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textureScale: {x: 1, y: 1}
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shadowBias: 0.5
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generateLightingData: 0
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@ -93,6 +93,22 @@ public class Rope
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return builder.Build();
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}
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public Rope Copy(float stickLength)
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{
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RopeBuilder builder = new();
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foreach (var point in points)
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{
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builder.AddPoint(new Point(point.position, point.locked));
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}
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for (int i = 0; i < points.Length - 1; i++)
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{
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builder.ConnectPointsWithDesiredLength(i, i + 1, stickLength);
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}
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return builder.Build();
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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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int pLen = 0;
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@ -2,6 +2,7 @@ using UnityEngine;
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using UnityEngine.Assertions;
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using System.Linq;
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using Unity.Netcode;
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using System.Collections;
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public class RopeSimulator : NetworkBehaviour
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{
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@ -19,11 +20,16 @@ public class RopeSimulator : NetworkBehaviour
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[SerializeField] Rope rope;
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[Header("Networking")]
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[SerializeField] CircularBuffer<RopeState> stateBuffer;
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[SerializeField] float reconciliateThreshold = 1f;
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[SerializeField] int reconciliateLerpFrameDuration = 5;
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[SerializeField] CircularBuffer<RopeState> stateBuffer;
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[SerializeField] float reconciliateCooldownDuration = 1f;
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float reconciliateCooldown = -3f; // First reconciliate after n seconds after its begun to populate stateBuffer
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private const int k_stateBufferSize = 128;
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private int currentTick => NetworkManager.Singleton.NetworkTickSystem.LocalTime.Tick;
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bool initted = false;
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private void Awake()
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{
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this.rope = null;
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@ -45,8 +51,9 @@ public class RopeSimulator : NetworkBehaviour
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private void Update()
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{
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if (rope == null) return;
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if (!initted) return;
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reconciliateCooldown += Time.deltaTime;
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rope.points.First().position = ropeStart.position;
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rope.points.Last().position = ropeEnd.position;
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Simulate(this.rope, Time.deltaTime, this.distBetweenRopePoints, this.solveIterations);
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@ -61,6 +68,8 @@ public class RopeSimulator : NetworkBehaviour
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this.rope = RopeSimulator.BuildRope(this.ropeStart, this.ropeEnd, this.subDivision, this.distBetweenRopePoints);
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NetworkManager.Singleton.NetworkTickSystem.Tick += NetworkTick;
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initted = true;
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}
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private void NetworkTick()
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@ -68,7 +77,8 @@ public class RopeSimulator : NetworkBehaviour
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RopeState ropeState = new()
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{
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tick = currentTick,
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nrope = Rope.ToNetworkRope(this.rope)
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nrope = Rope.ToNetworkRope(this.rope),
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playerPositions = GameObject.FindObjectsByType<PlayerMovement>(FindObjectsSortMode.None).Select(p => new Vector3(p.transform.position.x, p.transform.position.y, p.GetComponent<NetworkObject>().NetworkObjectId)).ToArray()
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};
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stateBuffer.Add(ropeState, currentTick);
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@ -84,13 +94,52 @@ public class RopeSimulator : NetworkBehaviour
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{
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RopeState clientState = this.stateBuffer.Get(serverState.tick);
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Rope serverRope = Rope.FromNetworkRope(serverState.nrope, this.distBetweenRopePoints);
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// Not enough information on client to reconcile
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if (clientState.nrope.Equals(default(NetworkRope)))
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return;
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Rope previousClientRope = Rope.FromNetworkRope(clientState.nrope, this.distBetweenRopePoints);
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float diff = Rope.CalcDiff(previousClientRope, serverRope);
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Debug.Log($"Diff: {diff}, ({serverState.tick})/({clientState.tick})");
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// Debug.Log($"Diff: {diff}, ({serverState.tick})/({currentTick})");
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if (diff > reconciliateThreshold)
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if (diff > reconciliateThreshold && reconciliateCooldown >= reconciliateCooldownDuration)
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{
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this.rope = serverRope;
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reconciliateCooldown = 0f;
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// StopCoroutine("ReconciliateLerp");
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// StartCoroutine(ReconciliateLerp(serverRope));
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Rope localCopy = serverRope.Copy(this.distBetweenRopePoints);
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int ticksToResimulate = currentTick - serverState.tick;
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Debug.Log($"Resimulating {ticksToResimulate} ticks");
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for (int i = 1; i <= ticksToResimulate; i++)
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{
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RopeState intermediateState = stateBuffer.Get(serverState.tick + i);
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Vector3 intermediateRopeStart = new Vector3(intermediateState.playerPositions[0].x, intermediateState.playerPositions[0].y, ropeStart.position.z);
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Vector3 intermediateRopeEnd = new Vector3(intermediateState.playerPositions[1].x, intermediateState.playerPositions[1].y, ropeEnd.position.z);
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rope.points.First().position = intermediateRopeStart;
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rope.points.Last().position = intermediateRopeEnd;
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Simulate(localCopy, 1f / (float) NetworkManager.Singleton.NetworkTickSystem.TickRate, this.distBetweenRopePoints, this.solveIterations);
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}
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localCopy.points.First().position = ropeStart.position;
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localCopy.points.Last().position = ropeEnd.position;
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StopCoroutine("LerpRope");
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LerpRope(this.rope, localCopy);
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}
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}
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IEnumerator LerpRope(Rope from, Rope to)
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{
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for (int i = 1; i <= reconciliateLerpFrameDuration; i++)
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{
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float t = (float) i / (float) reconciliateLerpFrameDuration;
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for (int j = 0; j < this.rope.points.Length; j++)
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{
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from.points[j].position = Vector3.Lerp(this.rope.points[j].position, to.points[j].position, t);
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from.points[j].prevPosition = Vector3.Lerp(this.rope.points[j].prevPosition, to.points[j].prevPosition, t);
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}
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yield return new WaitForEndOfFrame();
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}
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}
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@ -6,6 +6,7 @@ public struct RopeState : INetworkSerializable
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{
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public int tick;
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public NetworkRope nrope;
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public Vector3[] playerPositions;
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public override int GetHashCode()
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{
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