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AnticipatedNetworkTransform.cs
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using Unity.Mathematics;
using Unity.Netcode.Runtime;
using UnityEngine;
namespace Unity.Netcode.Components
{
#pragma warning disable IDE0001
/// <summary>
/// A subclass of <see cref="NetworkTransform"/> that supports basic client anticipation - the client
/// can set a value on the belief that the server will update it to reflect the same value in a future update
/// (i.e., as the result of an RPC call). This value can then be adjusted as new updates from the server come in,
/// in three basic modes:
///
/// <list type="bullet">
///
/// <item><description><b>Snap:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="StaleDataHandling.Ignore"/> and no <see cref="NetworkBehaviour.OnReanticipate"/> callback),
/// the moment a more up-to-date value is received from the authority, it will simply replace the anticipated value,
/// resulting in a "snap" to the new value if it is different from the anticipated value.</description></item>
///
/// <item><description><b>Smooth:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="Netcode.StaleDataHandling.Ignore"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> callback that calls
/// <see cref="Smooth"/> from the anticipated value to the authority value with an appropriate
/// <see cref="Mathf.Lerp"/>-style smooth function), when a more up-to-date value is received from the authority,
/// it will interpolate over time from an incorrect anticipated value to the correct authoritative value.</description></item>
///
/// <item><description><b>Constant Reanticipation:</b> In this mode (with <see cref="StaleDataHandling"/> set to
/// <see cref="Netcode.StaleDataHandling.Reanticipate"/> and an <see cref="NetworkBehaviour.OnReanticipate"/> that calculates a
/// new anticipated value based on the current authoritative value), when a more up-to-date value is received from
/// the authority, user code calculates a new anticipated value, possibly calling <see cref="Smooth"/> to interpolate
/// between the previous anticipation and the new anticipation. This is useful for values that change frequently and
/// need to constantly be re-evaluated, as opposed to values that change only in response to user action and simply
/// need a one-time anticipation when the user performs that action.</description></item>
///
/// </list>
///
/// Note that these three modes may be combined. For example, if an <see cref="NetworkBehaviour.OnReanticipate"/> callback
/// does not call either <see cref="Smooth"/> or one of the Anticipate methods, the result will be a snap to the
/// authoritative value, enabling for a callback that may conditionally call <see cref="Smooth"/> when the
/// difference between the anticipated and authoritative values is within some threshold, but fall back to
/// snap behavior if the difference is too large.
/// </summary>
#pragma warning restore IDE0001
[DisallowMultipleComponent]
[AddComponentMenu("Netcode/Anticipated Network Transform")]
[HelpURL(HelpUrls.AnticipatedNetworkTransform)]
public class AnticipatedNetworkTransform : NetworkTransform
{
#if UNITY_EDITOR
internal override bool HideInterpolateValue => true;
#endif
/// <summary>
/// Represents a complete transform state for network synchronization and anticipation
/// </summary>
public struct TransformState
{
/// <summary>
/// The position component of the transform state in world space coordinates.
/// </summary>
public Vector3 Position;
/// <summary>
/// The rotation component of the transform state as a quaternion.
/// </summary>
public Quaternion Rotation;
/// <summary>
/// The scale component of the transform state in local space.
/// </summary>
public Vector3 Scale;
}
private TransformState m_AuthoritativeTransform = new TransformState();
private TransformState m_AnticipatedTransform = new TransformState();
private TransformState m_PreviousAnticipatedTransform = new TransformState();
private ulong m_LastAnticipaionCounter;
private ulong m_LastAuthorityUpdateCounter;
private TransformState m_SmoothFrom;
private TransformState m_SmoothTo;
private float m_SmoothDuration;
private float m_CurrentSmoothTime;
private bool m_OutstandingAuthorityChange = false;
#if UNITY_EDITOR
private void Reset()
{
// Anticipation + smoothing is a form of interpolation, and adding NetworkTransform's buffered interpolation
// makes the anticipation get weird, so we default it to false.
Interpolate = false;
}
#endif
#pragma warning disable IDE0001
/// <summary>
/// Defines what the behavior should be if we receive a value from the server with an earlier associated
/// time value than the anticipation time value.
/// <br/><br/>
/// If this is <see cref="Netcode.StaleDataHandling.Ignore"/>, the stale data will be ignored and the authoritative
/// value will not replace the anticipated value until the anticipation time is reached. <see cref="OnAuthoritativeValueChanged"/>
/// and <see cref="OnReanticipate"/> will also not be invoked for this stale data.
/// <br/><br/>
/// If this is <see cref="Netcode.StaleDataHandling.Reanticipate"/>, the stale data will replace the anticipated data and
/// <see cref="OnAuthoritativeValueChanged"/> and <see cref="OnReanticipate"/> will be invoked.
/// In this case, the authoritativeTime value passed to <see cref="OnReanticipate"/> will be lower than
/// the anticipationTime value, and that callback can be used to calculate a new anticipated value.
/// </summary>
#pragma warning restore IDE0001
public StaleDataHandling StaleDataHandling = StaleDataHandling.Reanticipate;
/// <summary>
/// Contains the current state of this transform on the server side.
/// Note that, on the server side, this gets updated at the end of the frame, and will not immediately reflect
/// changes to the transform.
/// </summary>
public TransformState AuthoritativeState => m_AuthoritativeTransform;
/// <summary>
/// Contains the current anticipated state, which will match the values of this object's
/// actual <see cref="MonoBehaviour.transform"/>. When a server
/// update arrives, this value will be overwritten by the new
/// server value (unless stale data handling is set to "Ignore"
/// and the update is determined to be stale). This value will
/// be duplicated in <see cref="PreviousAnticipatedState"/>, which
/// will NOT be overwritten in server updates.
/// </summary>
public TransformState AnticipatedState => m_AnticipatedTransform;
/// <summary>
/// Indicates whether this transform currently needs
/// reanticipation. If this is true, the anticipated value
/// has been overwritten by the authoritative value from the
/// server; the previous anticipated value is stored in <see cref="PreviousAnticipatedState"/>
/// </summary>
public bool ShouldReanticipate
{
get;
private set;
}
/// <summary>
/// Holds the most recent anticipated state, whatever was
/// most recently set using the Anticipate methods. Unlike
/// <see cref="AnticipatedState"/>, this does not get overwritten
/// when a server update arrives.
/// </summary>
public TransformState PreviousAnticipatedState => m_PreviousAnticipatedTransform;
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will be in the given
/// <see cref="newPosition"/>
/// </summary>
/// <param name="newPosition">The anticipated position</param>
public void AnticipateMove(Vector3 newPosition)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.position = newPosition;
m_AnticipatedTransform.Position = newPosition;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Position = newPosition;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
/// <see cref="newRotation"/>
/// </summary>
/// <param name="newRotation">The anticipated rotation</param>
public void AnticipateRotate(Quaternion newRotation)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.rotation = newRotation;
m_AnticipatedTransform.Rotation = newRotation;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Rotation = newRotation;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, this transform will have the given
/// <see cref="newScale"/>
/// </summary>
/// <param name="newScale">The anticipated scale</param>
public void AnticipateScale(Vector3 newScale)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
transform.localScale = newScale;
m_AnticipatedTransform.Scale = newScale;
if (CanCommitToTransform)
{
m_AuthoritativeTransform.Scale = newScale;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_LastAnticipaionCounter = NetworkManager.AnticipationSystem.AnticipationCounter;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// Anticipate that, at the end of one round trip to the server, the transform will have the given
/// <see cref="newState"/>
/// </summary>
/// <param name="newState">The anticipated transform state</param>
public void AnticipateState(TransformState newState)
{
if (NetworkManager.ShutdownInProgress || !NetworkManager.IsListening)
{
return;
}
var transform_ = transform;
transform_.SetPositionAndRotation(newState.Position, newState.Rotation);
transform_.localScale = newState.Scale;
m_AnticipatedTransform = newState;
if (CanCommitToTransform)
{
m_AuthoritativeTransform = newState;
}
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
private void ProcessSmoothing()
{
// If not spawned or this instance has authority, exit early
if (!IsSpawned)
{
return;
}
if (m_CurrentSmoothTime < m_SmoothDuration)
{
m_CurrentSmoothTime += NetworkManager.RealTimeProvider.DeltaTime;
var transform_ = transform;
var pct = math.min(m_CurrentSmoothTime / m_SmoothDuration, 1f);
m_AnticipatedTransform = new TransformState
{
Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
Rotation = Quaternion.Lerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
};
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
if (!CanCommitToTransform)
{
transform_.position = m_AnticipatedTransform.Position;
transform_.localScale = m_AnticipatedTransform.Scale;
transform_.rotation = m_AnticipatedTransform.Rotation;
}
}
}
// TODO: This does not handle OnFixedUpdate
// This requires a complete overhaul in this class to switch between using
// NetworkRigidbody's position and rotation values.
/// <inheritdoc/>
public override void OnUpdate()
{
ProcessSmoothing();
// Do not call the base class implementation...
// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
// and we will want all reanticipation done before anything else wants to reference the transform in
// OnUpdate()
//base.OnUpdate();
}
/// <summary>
/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
/// we have to update every frame to assure authority processes soothing.
/// </summary>
private void Update()
{
if (CanCommitToTransform && IsSpawned)
{
ProcessSmoothing();
}
}
internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
{
public AnticipatedNetworkTransform Transform;
public void SetupForRender()
{
if (Transform.CanCommitToTransform)
{
var transform_ = Transform.transform;
Transform.m_AuthoritativeTransform = new TransformState
{
Position = transform_.position,
Rotation = transform_.rotation,
Scale = transform_.localScale
};
if (Transform.m_CurrentSmoothTime >= Transform.m_SmoothDuration)
{
// If we've had a call to Smooth() we'll continue interpolating.
// Otherwise we'll go ahead and make the visual and actual locations
// match.
Transform.m_AnticipatedTransform = Transform.m_AuthoritativeTransform;
}
transform_.SetPositionAndRotation(Transform.m_AnticipatedTransform.Position, Transform.m_AnticipatedTransform.Rotation);
transform_.localScale = Transform.m_AnticipatedTransform.Scale;
}
}
public void SetupForUpdate()
{
if (Transform.CanCommitToTransform)
{
var transform_ = Transform.transform;
transform_.SetPositionAndRotation(Transform.m_AuthoritativeTransform.Position, Transform.m_AuthoritativeTransform.Rotation);
transform_.localScale = Transform.m_AuthoritativeTransform.Scale;
}
}
public void Update()
{
// No need to do this, it's handled by NetworkTransform.OnUpdate
}
public void ResetAnticipation()
{
Transform.ShouldReanticipate = false;
}
public NetworkObject OwnerObject => Transform.NetworkObject;
}
private AnticipatedObject m_AnticipatedObject = null;
private void ResetAnticipatedState()
{
var transform_ = transform;
m_AuthoritativeTransform = new TransformState
{
Position = transform_.position,
Rotation = transform_.rotation,
Scale = transform_.localScale
};
m_AnticipatedTransform = m_AuthoritativeTransform;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
}
/// <summary>
/// (This replaces the first OnSynchronize for NetworkTransforms)
/// This is needed to initialize when fully synchronized since non-authority instances
/// don't apply the initial synchronization (new client synchronization) until after
/// everything has been spawned and synchronized.
/// </summary>
protected internal override void InternalOnNetworkSessionSynchronized()
{
var wasSynchronizing = SynchronizeState.IsSynchronizing;
base.InternalOnNetworkSessionSynchronized();
if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
/// <summary>
/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
/// This occurs on already connected clients when dynamically spawning a NetworkObject for
/// non-authoritative instances.
/// </summary>
protected internal override void InternalOnNetworkPostSpawn()
{
base.InternalOnNetworkPostSpawn();
if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
{
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
if (NetworkManager.DistributedAuthorityMode)
{
Debug.LogWarning($"This component is not currently supported in distributed authority.");
}
base.OnNetworkSpawn();
// Non-authoritative instances exit early if the synchronization has yet to
// be applied at this point
if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
{
return;
}
m_OutstandingAuthorityChange = true;
ApplyAuthoritativeState();
ResetAnticipatedState();
m_AnticipatedObject = new AnticipatedObject { Transform = this };
NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
}
/// <inheritdoc/>
public override void OnNetworkDespawn()
{
if (m_AnticipatedObject != null)
{
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
m_AnticipatedObject = null;
}
ResetAnticipatedState();
base.OnNetworkDespawn();
}
/// <inheritdoc/>
public override void OnDestroy()
{
if (m_AnticipatedObject != null)
{
NetworkManager.AnticipationSystem.DeregisterForAnticipationEvents(m_AnticipatedObject);
NetworkManager.AnticipationSystem.AllAnticipatedObjects.Remove(m_AnticipatedObject);
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Remove(m_AnticipatedObject);
m_AnticipatedObject = null;
}
base.OnDestroy();
}
/// <summary>
/// Interpolate between the transform represented by <see cref="from"/> to the transform represented by
/// <see cref="to"/> over <see cref="durationSeconds"/> of real time. The duration uses
/// <see cref="Time.deltaTime"/>, so it is affected by <see cref="Time.timeScale"/>.
/// </summary>
/// <param name="from">Starting transform state</param>
/// <param name="to">Target transform state</param>
/// <param name="durationSeconds">Interpolation time in seconds</param>
public void Smooth(TransformState from, TransformState to, float durationSeconds)
{
var transform_ = transform;
if (durationSeconds <= 0)
{
m_AnticipatedTransform = to;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
transform_.SetPositionAndRotation(to.Position, to.Rotation);
transform_.localScale = to.Scale;
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
return;
}
m_AnticipatedTransform = from;
m_PreviousAnticipatedTransform = m_AnticipatedTransform;
if (!CanCommitToTransform)
{
transform_.SetPositionAndRotation(from.Position, from.Rotation);
transform_.localScale = from.Scale;
}
m_SmoothFrom = from;
m_SmoothTo = to;
m_SmoothDuration = durationSeconds;
m_CurrentSmoothTime = 0;
}
/// <inheritdoc/>
protected override void OnBeforeUpdateTransformState()
{
// this is called when new data comes from the server
m_LastAuthorityUpdateCounter = NetworkManager.AnticipationSystem.LastAnticipationAck;
m_OutstandingAuthorityChange = true;
}
/// <inheritdoc/>
protected override void OnNetworkTransformStateUpdated(ref NetworkTransformState oldState, ref NetworkTransformState newState)
{
base.OnNetworkTransformStateUpdated(ref oldState, ref newState);
ApplyAuthoritativeState();
}
/// <inheritdoc/>
protected override void OnTransformUpdated()
{
if (CanCommitToTransform || m_AnticipatedObject == null)
{
return;
}
// this is called pretty much every frame and will change the transform
// If we've overridden the transform with an anticipated state, we need to be able to change it back
// to the anticipated state (while updating the authority state accordingly) or else
// mark this transform for reanticipation
var transform_ = transform;
var previousAnticipatedTransform = m_AnticipatedTransform;
// Update authority state to catch any possible interpolation data
m_AuthoritativeTransform.Position = transform_.position;
m_AuthoritativeTransform.Rotation = transform_.rotation;
m_AuthoritativeTransform.Scale = transform_.localScale;
if (!m_OutstandingAuthorityChange)
{
// Keep the anticipated value unchanged, we have no updates from the server at all.
transform_.position = previousAnticipatedTransform.Position;
transform_.localScale = previousAnticipatedTransform.Scale;
transform_.rotation = previousAnticipatedTransform.Rotation;
return;
}
if (StaleDataHandling == StaleDataHandling.Ignore && m_LastAnticipaionCounter > m_LastAuthorityUpdateCounter)
{
// Keep the anticipated value unchanged because it is more recent than the authoritative one.
transform_.position = previousAnticipatedTransform.Position;
transform_.localScale = previousAnticipatedTransform.Scale;
transform_.rotation = previousAnticipatedTransform.Rotation;
return;
}
m_SmoothDuration = 0;
m_CurrentSmoothTime = 0;
m_OutstandingAuthorityChange = false;
m_AnticipatedTransform = m_AuthoritativeTransform;
ShouldReanticipate = true;
NetworkManager.AnticipationSystem.ObjectsToReanticipate.Add(m_AnticipatedObject);
}
}
}