forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			746 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			746 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Connection;
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using FishNet.Documenting;
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using FishNet.Managing.Predicting;
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using FishNet.Managing.Timing;
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using FishNet.Object.Prediction;
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using FishNet.Object.Prediction.Delegating;
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using FishNet.Serializing;
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using FishNet.Serializing.Helping;
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using FishNet.Transporting;
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using FishNet.Utility.Constant;
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using FishNet.Utility.Extension;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityScene = UnityEngine.SceneManagement.Scene;
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[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
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namespace FishNet.Object
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{
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    public abstract partial class NetworkBehaviour : MonoBehaviour
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    {
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        #region Public.
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        /// <summary>
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        /// 
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        /// </summary>
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        private uint _lastReconcileTick;
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        /// <summary>
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        /// Gets the last tick this NetworkBehaviour reconciled with.
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        /// </summary>
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        public uint GetLastReconcileTick() => _lastReconcileTick;
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        internal void SetLastReconcileTick(uint value, bool updateGlobals = true)
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        {
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            _lastReconcileTick = value;
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            if (updateGlobals)
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                PredictionManager.LastReconcileTick = value;
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        }
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        /// <summary>
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        /// 
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        /// </summary>
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        private uint _lastReplicateTick;
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        /// <summary>
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        /// Gets the last tick this NetworkBehaviour replicated with.
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        /// </summary>
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        public uint GetLastReplicateTick() => _lastReplicateTick;
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        /// <summary>
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        /// Sets the last tick this NetworkBehaviour replicated with.
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        /// For internal use only.
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        /// </summary>
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        private void SetLastReplicateTick(uint value, bool updateGlobals = true)
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        {
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            _lastReplicateTick = value;
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            if (updateGlobals)
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            {
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                Owner.LocalReplicateTick = TimeManager.LocalTick;
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                PredictionManager.LastReplicateTick = value;
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            }
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        }
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        /// <summary>
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        /// True if this object is reconciling.
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        /// </summary>
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        public bool IsReconciling { get; internal set; }
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        #endregion
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        #region Private.
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        /// <summary>
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        /// Registered Replicate methods.
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        /// </summary>
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        private readonly Dictionary<uint, ReplicateRpcDelegate> _replicateRpcDelegates = new Dictionary<uint, ReplicateRpcDelegate>();
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        /// <summary>
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        /// Registered Reconcile methods.
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        /// </summary>
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        private readonly Dictionary<uint, ReconcileRpcDelegate> _reconcileRpcDelegates = new Dictionary<uint, ReconcileRpcDelegate>();
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        /// <summary>
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        /// True if initialized compnents for prediction.
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        /// </summary>
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        private bool _predictionInitialized;
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        /// <summary>
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        /// Rigidbody found on this object. This is used for prediction.
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        /// </summary>
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        private Rigidbody _predictionRigidbody;
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        /// <summary>
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        /// Rigidbody2D found on this object. This is used for prediction.
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        /// </summary>
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        private Rigidbody2D _predictionRigidbody2d;
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        /// <summary>
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        /// Last position for TransformMayChange.
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        /// </summary>
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        private Vector3 _lastMayChangePosition;
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        /// <summary>
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        /// Last rotation for TransformMayChange.
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        /// </summary>
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        private Quaternion _lastMayChangeRotation;
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        /// <summary>
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        /// Last scale for TransformMayChange.
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        /// </summary>
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        private Vector3 _lastMayChangeScale;
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        /// <summary>
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        /// Number of resends which may occur. This could be for client resending replicates to the server or the server resending reconciles to the client.
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        /// </summary>
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        private int _remainingResends;
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        /// <summary>
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        /// Last enqueued replicate tick on the server.
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        /// </summary> 
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        private uint _lastReceivedReplicateTick;
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        /// <summary>
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        /// Last tick of a reconcile received from the server.
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        /// </summary>
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        private uint _lastReceivedReconcileTick;
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        /// <summary>
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        /// True if the client has cached reconcile 
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        /// </summary>
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        private bool _clientHasReconcileData;
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        #endregion
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        /// <summary>
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        /// Registers a RPC method.
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        /// Internal use.
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        /// </summary>
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        /// <param name="hash"></param>
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        /// <param name="del"></param>
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        [APIExclude]
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        [CodegenMakePublic]
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        protected internal void RegisterReplicateRpc_Internal(uint hash, ReplicateRpcDelegate del)
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        {
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            _replicateRpcDelegates[hash] = del;
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        }
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        /// <summary>
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        /// Registers a RPC method.
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        /// Internal use.
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        /// </summary>
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        /// <param name="hash"></param>
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        /// <param name="del"></param>
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        [APIExclude]
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        [CodegenMakePublic]
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        protected internal void RegisterReconcileRpc_Internal(uint hash, ReconcileRpcDelegate del)
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        {
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            _reconcileRpcDelegates[hash] = del;
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        }
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        /// <summary>
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        /// Called when a replicate is received.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void OnReplicateRpc(uint? methodHash, PooledReader reader, NetworkConnection sendingClient, Channel channel)
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        {
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            if (methodHash == null)
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                methodHash = ReadRpcHash(reader);
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            if (sendingClient == null)
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            {
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                _networkObjectCache.NetworkManager.LogError($"NetworkConnection is null. Replicate {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name} will not complete. Remainder of packet may become corrupt.");
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                return;
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            }
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            if (_replicateRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReplicateRpcDelegate del))
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                del.Invoke(reader, sendingClient, channel);
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            else
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                _networkObjectCache.NetworkManager.LogWarning($"Replicate not found for hash {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name}. Remainder of packet may become corrupt.");
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        }
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        /// <summary>
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        /// Called when a reconcile is received.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void OnReconcileRpc(uint? methodHash, PooledReader reader, Channel channel)
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        {
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            if (methodHash == null)
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                methodHash = ReadRpcHash(reader);
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            if (_reconcileRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReconcileRpcDelegate del))
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                del.Invoke(reader, channel);
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            else
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                _networkObjectCache.NetworkManager.LogWarning($"Reconcile not found for hash {methodHash.Value}. Remainder of packet may become corrupt.");
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        }
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        /// <summary>
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        /// Clears cached replicates. This can be useful to call on server and client after teleporting.
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        /// </summary>
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        /// <param name="asServer">True to reset values for server, false to reset values for client.</param>
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        public void ClearReplicateCache(bool asServer)
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        {
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            ResetLastPredictionTicks();
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            ClearReplicateCache_Internal(asServer);
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        }
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        /// <summary>
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        /// Clears cached replicates for server and client. This can be useful to call on server and client after teleporting.
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        /// </summary>
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        public void ClearReplicateCache()
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        {
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            ResetLastPredictionTicks();
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            ClearReplicateCache_Internal(true);
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            ClearReplicateCache_Internal(false);
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        }
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        /// <summary>
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        /// Resets last predirection tick values.
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        /// </summary>
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        private void ResetLastPredictionTicks()
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        {
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            _lastSentReplicateTick = 0;
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            _lastReceivedReplicateTick = 0;
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            _lastReceivedReconcileTick = 0;
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            SetLastReconcileTick(0, false);
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            SetLastReplicateTick(0, false);
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        }
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        /// <summary>
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        /// Clears cached replicates.
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        /// For internal use only.
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        /// </summary>
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        /// <param name="asServer"></param>
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        [CodegenMakePublic]
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        [APIExclude]
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        protected internal virtual void ClearReplicateCache_Internal(bool asServer) { }
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        /// <summary>
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        /// Writes number of past inputs from buffer to writer and sends it to the server.
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        /// Internal use. 
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        /// </summary>
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        [CodegenMakePublic]
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        [APIExclude]
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        private void SendReplicateRpc<T>(uint hash, List<T> replicates, Channel channel) where T : IReplicateData
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        {
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            if (!IsSpawnedWithWarning())
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                return;
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            int bufferCount = replicates.Count;
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            int lastBufferIndex = (bufferCount - 1);
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            //Nothing to send; should never be possible.
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            if (lastBufferIndex < 0)
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                return;
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            //Number of past inputs to send.
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            int pastInputs = Mathf.Min(PredictionManager.GetRedundancyCount(), bufferCount);
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            /* Where to start writing from. When passed
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             * into the writer values from this offset
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             * and forward will be written. */
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            int offset = bufferCount - pastInputs;
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            if (offset < 0)
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                offset = 0;
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            uint lastReplicateTick = _lastSentReplicateTick;
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            if (lastReplicateTick > 0)
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            {
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                uint diff = TimeManager.LocalTick - GetLastReplicateTick();
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                offset += (int)diff - 1;
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                if (offset >= replicates.Count)
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                    return;
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            }
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            _lastSentReplicateTick = TimeManager.LocalTick;
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            //Write history to methodWriter.
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            PooledWriter methodWriter = WriterPool.GetWriter(WriterPool.LENGTH_BRACKET);
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            methodWriter.WriteReplicate<T>(replicates, offset);
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            PooledWriter writer;
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            //if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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            //writer = CreateLinkedRpc(link, methodWriter, Channel.Unreliable);
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            //else //todo add support for -> server rpc links.
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            writer = CreateRpc(hash, methodWriter, PacketId.Replicate, channel);
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            NetworkManager.TransportManager.SendToServer((byte)channel, writer.GetArraySegment(), false);
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            /* If being sent as reliable then clear buffer
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             * since we know it will get there. 
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             * Also reset remaining resends. */
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            if (channel == Channel.Reliable)
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            {
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                replicates.Clear();
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                _remainingResends = 0;
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            }
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            methodWriter.DisposeLength();
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            writer.DisposeLength();
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        }
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        private uint _lastSentReplicateTick;
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        /// <summary>
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        /// Sends a RPC to target.
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        /// Internal use.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        [CodegenMakePublic]
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        [APIExclude]
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        internal void SendReconcileRpc<T>(uint hash, T reconcileData, Channel channel)
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        {
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            if (!IsSpawned)
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                return;
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            if (!Owner.IsActive)
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                return;
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            PooledWriter methodWriter = WriterPool.GetWriter();
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            methodWriter.WriteUInt32(GetLastReplicateTick());
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            methodWriter.Write(reconcileData);
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            PooledWriter writer;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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            if (NetworkManager.DebugManager.ReconcileRpcLinks && _rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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#else
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            if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
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#endif
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                writer = CreateLinkedRpc(link, methodWriter, channel);
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            else
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                writer = CreateRpc(hash, methodWriter, PacketId.Reconcile, channel);
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            _networkObjectCache.NetworkManager.TransportManager.SendToClient((byte)channel, writer.GetArraySegment(), Owner);
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            methodWriter.Dispose();
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            writer.Dispose();
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        }
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        /// <summary>
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        /// Returns if there is a chance the transform may change after the tick.
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        /// </summary>
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        /// <returns></returns>
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        protected internal bool TransformMayChange()
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        {
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            if (!_predictionInitialized)
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            {
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                _predictionInitialized = true;
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                _predictionRigidbody = GetComponentInParent<Rigidbody>();
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                _predictionRigidbody2d = GetComponentInParent<Rigidbody2D>();
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            }
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            /* Use distance when checking if changed because rigidbodies can twitch
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             * or move an extremely small amount. These small moves are not worth
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             * resending over because they often fix themselves each frame. */
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            float changeDistance = 0.000004f;
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            bool positionChanged = (transform.position - _lastMayChangePosition).sqrMagnitude > changeDistance;
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            bool rotationChanged = (transform.rotation.eulerAngles - _lastMayChangeRotation.eulerAngles).sqrMagnitude > changeDistance;
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            bool scaleChanged = (transform.localScale - _lastMayChangeScale).sqrMagnitude > changeDistance;
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            bool transformChanged = (positionChanged || rotationChanged || scaleChanged);
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            /* Returns true if transform.hasChanged, or if either
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             * of the rigidbodies have velocity. */
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            bool changed = (
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                transformChanged ||
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                (_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
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                (_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
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                );
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						|
            //If transform changed update last values.
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            if (transformChanged)
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            {
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                _lastMayChangePosition = transform.position;
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                _lastMayChangeRotation = transform.rotation;
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                _lastMayChangeScale = transform.localScale;
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						|
            }
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            return changed;
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						|
        }
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						|
 | 
						|
        /// <summary>
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						|
        /// Checks conditions for a replicate.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="asServer">True if checking as server.</param>
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						|
        /// <returns>Returns true if to exit the replicate early.</returns>
 | 
						|
        [CodegenMakePublic] //internal
 | 
						|
        [APIExclude]
 | 
						|
        public bool Replicate_ExitEarly_A_Internal(bool asServer, bool replaying)
 | 
						|
        {
 | 
						|
            bool isOwner = IsOwner;
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						|
            //Server.
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						|
            if (asServer)
 | 
						|
            {
 | 
						|
                //No owner, do not try to replicate 'owner' input.
 | 
						|
                if (!Owner.IsActive)
 | 
						|
                {
 | 
						|
                    ClearReplicateCache(true);
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
                //Is client host, no need to use CSP; trust client.
 | 
						|
                if (isOwner)
 | 
						|
                {
 | 
						|
                    ClearReplicateCache();
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            //Client.
 | 
						|
            else
 | 
						|
            {
 | 
						|
                //Server does not replay; this should never happen.
 | 
						|
                if (replaying && IsServer)
 | 
						|
                    return true;
 | 
						|
                //Spectators cannot replicate.
 | 
						|
                if (!isOwner)
 | 
						|
                {
 | 
						|
                    ClearReplicateCache(false);
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            //Checks pass.
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Clears a Queue.
 | 
						|
        /// This is used as a patch for Unity 2022 Burst compiler bugs.
 | 
						|
        /// Using Queue.Clear via codegen throws for an unknown reason.
 | 
						|
        /// </summary>
 | 
						|
        public void ClearQueue_Server_Internal<T>(Queue<T> q)
 | 
						|
        {
 | 
						|
            q.Clear();
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Gets the next replicate in queue.
 | 
						|
        /// </summary>
 | 
						|
        [CodegenMakePublic] //internal
 | 
						|
        [APIExclude]
 | 
						|
        public void Replicate_Server_Internal<T>(ReplicateUserLogicDelegate<T> del, Queue<T> q, Channel channel) where T : IReplicateData
 | 
						|
        {
 | 
						|
            int count = q.Count;
 | 
						|
            if (count > 0)
 | 
						|
            {
 | 
						|
                ReplicateData(q.Dequeue());
 | 
						|
                count--;
 | 
						|
 | 
						|
                PredictionManager pm = PredictionManager;
 | 
						|
                bool consumeExcess = !pm.DropExcessiveReplicates;
 | 
						|
                //Number of entries to leave in buffer when consuming.
 | 
						|
                const int leaveInBuffer = 2;
 | 
						|
                //Only consume if the queue count is over leaveInBuffer.
 | 
						|
                if (consumeExcess && count > leaveInBuffer)
 | 
						|
                {
 | 
						|
                    byte maximumAllowedConsumes = pm.GetMaximumConsumeCount();
 | 
						|
                    int maximumPossibleConsumes = (count - leaveInBuffer);
 | 
						|
                    int consumeAmount = Mathf.Min(maximumAllowedConsumes, maximumPossibleConsumes);
 | 
						|
 | 
						|
                    for (int i = 0; i < consumeAmount; i++)
 | 
						|
                        ReplicateData(q.Dequeue());
 | 
						|
                }
 | 
						|
 | 
						|
                void ReplicateData(T data)
 | 
						|
                {
 | 
						|
                    uint tick = data.GetTick();
 | 
						|
                    SetLastReplicateTick(tick);
 | 
						|
                    del.Invoke(data, true, channel, false);
 | 
						|
                }
 | 
						|
 | 
						|
                _remainingResends = pm.GetRedundancyCount();
 | 
						|
            }
 | 
						|
            else
 | 
						|
            {
 | 
						|
                del.Invoke(default, true, channel, false);
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Returns the maximum amount of replicates when consuming multiple inputs per tick.
 | 
						|
        /// </summary>
 | 
						|
        /// <returns></returns>
 | 
						|
        private int GetMaximumReplicatesWhenConsuming() => (TimeManager.TickRate * 3);
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Returns if a replicates data changed and updates resends as well data tick.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="enqueueData">True to enqueue data for replaying.</param>
 | 
						|
        /// <returns>True if data has changed..</returns>
 | 
						|
        [CodegenMakePublic] //internal
 | 
						|
        [APIExclude]
 | 
						|
        public void Replicate_Client_Internal<T>(ReplicateUserLogicDelegate<T> del, uint methodHash, List<T> replicates, T data, Channel channel) where T : IReplicateData
 | 
						|
        {
 | 
						|
            //Only check to enqueu/send if not clientHost.
 | 
						|
            if (!IsServer)
 | 
						|
            {
 | 
						|
                Func<T, bool> isDefaultDel = GeneratedComparer<T>.IsDefault;
 | 
						|
                if (isDefaultDel == null)
 | 
						|
                {
 | 
						|
                    NetworkManager.LogError($"ReplicateComparers not found for type {typeof(T).FullName}");
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
 | 
						|
                //If there's no datas then reset last replicate send tick.
 | 
						|
                if (replicates.Count == 0)
 | 
						|
                    _lastSentReplicateTick = 0;
 | 
						|
 | 
						|
                PredictionManager pm = NetworkManager.PredictionManager;
 | 
						|
 | 
						|
                bool isDefault = isDefaultDel.Invoke(data);
 | 
						|
                bool mayChange = TransformMayChange();
 | 
						|
                bool resetResends = (pm.UsingRigidbodies || mayChange || !isDefault);
 | 
						|
                /* If there is going to be a resend then enqueue data no matter what.
 | 
						|
                 * Then ensures there are no data gaps for ticks. EG, input may
 | 
						|
                 * look like this...
 | 
						|
                 * Move - tick 0.
 | 
						|
                 * Idle - tick 1.
 | 
						|
                 * Move - tick 2.
 | 
						|
                 * 
 | 
						|
                 * If there were no 'using rigidbodies' then resetResends may be false.
 | 
						|
                 * As result the queue would be filled like this...
 | 
						|
                 * Move - tick 0.
 | 
						|
                 * Move - tick 2.
 | 
						|
                 * 
 | 
						|
                 * The ticks are not sent per data, just once and incremented once per data.
 | 
						|
                 * Due to this the results would actually be...
 | 
						|
                 * Move - tick 0.
 | 
						|
                 * Move - tick 1 (should be tick 2!).
 | 
						|
                 * 
 | 
						|
                 * But by including data if there will be resends the defaults will become added. */
 | 
						|
                if (resetResends)
 | 
						|
                    _remainingResends = pm.GetRedundancyCount();
 | 
						|
 | 
						|
                bool enqueueData = (_remainingResends > 0);
 | 
						|
                if (enqueueData)
 | 
						|
                {
 | 
						|
                    /* Replicates will be limited to 1 second
 | 
						|
                     * worth on the client. That means the client
 | 
						|
                     * will only lose replays if they do not receive
 | 
						|
                     * a response back from the server for over a second.
 | 
						|
                     * When a client drops a replay it does not necessarily mean
 | 
						|
                     * they will be out of synchronization, but rather they
 | 
						|
                     * will not be able to reconcile that tick. */
 | 
						|
                    /* Even though limit is 1 second only remove entries if over 2 seconds
 | 
						|
                     * to prevent constant remove calls to the collection. */
 | 
						|
                    int maximumReplicates = (TimeManager.TickRate * 2);
 | 
						|
                    //If over then remove half the replicates.
 | 
						|
                    if (replicates.Count >= maximumReplicates)
 | 
						|
                    {
 | 
						|
                        int removeCount = (maximumReplicates / 2);
 | 
						|
                        //Dispose first.
 | 
						|
                        for (int i = 0; i < removeCount; i++)
 | 
						|
                            replicates[i].Dispose();
 | 
						|
                        //Then remove.
 | 
						|
                        replicates.RemoveRange(0, removeCount);
 | 
						|
                    }
 | 
						|
 | 
						|
                    uint localTick = TimeManager.LocalTick;
 | 
						|
                    //Update tick on the data to current.
 | 
						|
                    data.SetTick(localTick);
 | 
						|
                    //Add to collection.
 | 
						|
                    replicates.Add(data);
 | 
						|
                }
 | 
						|
 | 
						|
                //If theres resends left.
 | 
						|
                if (_remainingResends > 0)
 | 
						|
                {
 | 
						|
                    _remainingResends--;
 | 
						|
                    SendReplicateRpc<T>(methodHash, replicates, channel);
 | 
						|
                    //Update last replicate tick.
 | 
						|
                    SetLastReplicateTick(TimeManager.LocalTick);
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            del.Invoke(data, false, channel, false);
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Reads a replicate the client.
 | 
						|
        /// </summary>
 | 
						|
        public void Replicate_Reader_Internal<T>(PooledReader reader, NetworkConnection sender, T[] arrBuffer, Queue<T> replicates, Channel channel) where T : IReplicateData
 | 
						|
        {
 | 
						|
            int receivedReplicatesCount = reader.ReadReplicate<T>(ref arrBuffer, TimeManager.LastPacketTick);
 | 
						|
            if (!OwnerMatches(sender))
 | 
						|
                return;
 | 
						|
 | 
						|
            PredictionManager pm = PredictionManager;
 | 
						|
            bool consumeExcess = !pm.DropExcessiveReplicates;
 | 
						|
            //Maximum number of replicates allowed to be queued at once.
 | 
						|
            int replicatesCountLimit = (consumeExcess) ?
 | 
						|
                GetMaximumReplicatesWhenConsuming() : pm.GetMaximumServerReplicates();
 | 
						|
 | 
						|
            for (int i = 0; i < receivedReplicatesCount; i++)
 | 
						|
            {
 | 
						|
                uint tick = arrBuffer[i].GetTick();
 | 
						|
                if (tick > _lastReceivedReplicateTick)
 | 
						|
                {
 | 
						|
                    //Cannot queue anymore, discard oldest.
 | 
						|
                    if (replicates.Count >= replicatesCountLimit)
 | 
						|
                    {
 | 
						|
                        T data = replicates.Dequeue();
 | 
						|
                        data.Dispose();
 | 
						|
                    }
 | 
						|
 | 
						|
                    replicates.Enqueue(arrBuffer[i]);
 | 
						|
                    _lastReceivedReplicateTick = tick;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Checks conditions for a reconcile.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="asServer">True if checking as server.</param>
 | 
						|
        /// <returns>Returns true if able to continue.</returns>
 | 
						|
        [CodegenMakePublic] //internal
 | 
						|
        [APIExclude]
 | 
						|
        public bool Reconcile_ExitEarly_A_Internal(bool asServer, out Channel channel)
 | 
						|
        {
 | 
						|
            channel = Channel.Unreliable;
 | 
						|
            //Server.
 | 
						|
            if (asServer)
 | 
						|
            {
 | 
						|
                if (_remainingResends <= 0)
 | 
						|
                    return true;
 | 
						|
 | 
						|
                _remainingResends--;
 | 
						|
                if (_remainingResends == 0)
 | 
						|
                    channel = Channel.Reliable;
 | 
						|
            }
 | 
						|
            //Client.
 | 
						|
            else
 | 
						|
            {
 | 
						|
                if (!_clientHasReconcileData)
 | 
						|
                    return true;
 | 
						|
 | 
						|
                _clientHasReconcileData = false;
 | 
						|
                /* If clientHost then invoke reconciles but
 | 
						|
                 * don't actually reconcile. This is done
 | 
						|
                 * because certain user code may
 | 
						|
                 * rely on those events running even as host. */
 | 
						|
                if (IsServer)
 | 
						|
                {
 | 
						|
                    PredictionManager.InvokeOnReconcile_Internal(this, true);
 | 
						|
                    PredictionManager.InvokeOnReconcile_Internal(this, false);
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            //Checks pass.
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Updates lastReconcileTick as though running asServer.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="ird">Data to set tick on.</param>
 | 
						|
        public void Reconcile_Server_Internal<T>(uint methodHash, T data, Channel channel) where T : IReconcileData
 | 
						|
        {
 | 
						|
            //Server always uses last replicate tick as reconcile tick.
 | 
						|
            uint tick = _lastReplicateTick;
 | 
						|
            data.SetTick(tick);
 | 
						|
            SetLastReconcileTick(tick);
 | 
						|
 | 
						|
            PredictionManager.InvokeServerReconcile(this, true);
 | 
						|
            SendReconcileRpc(methodHash, data, channel);
 | 
						|
            PredictionManager.InvokeServerReconcile(this, false);
 | 
						|
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Processes a reconcile for client.
 | 
						|
        /// </summary>
 | 
						|
        public void Reconcile_Client_Internal<T, T2>(ReconcileUserLogicDelegate<T> reconcileDel, ReplicateUserLogicDelegate<T2> replicateULDel, List<T2> replicates, T data, Channel channel) where T : IReconcileData where T2 : IReplicateData
 | 
						|
        {
 | 
						|
            uint tick = data.GetTick();
 | 
						|
 | 
						|
            /* If the first entry in cllection has a tick higher than
 | 
						|
             * the received tick then something went wrong, do not reconcile. */
 | 
						|
            if (replicates.Count > 0 && replicates[0].GetTick() > tick)
 | 
						|
                return;
 | 
						|
 | 
						|
            UnityScene scene = gameObject.scene;
 | 
						|
            PhysicsScene ps = scene.GetPhysicsScene();
 | 
						|
            PhysicsScene2D ps2d = scene.GetPhysicsScene2D();
 | 
						|
 | 
						|
            //This must be set before reconcile is invoked.
 | 
						|
            SetLastReconcileTick(tick);
 | 
						|
            //Invoke that reconcile is starting.
 | 
						|
            PredictionManager.InvokeOnReconcile_Internal(this, true);
 | 
						|
            //Call reconcile user logic.
 | 
						|
            reconcileDel?.Invoke(data, false, channel);
 | 
						|
 | 
						|
            //True if the timemanager is handling physics simulations.
 | 
						|
            bool tmPhysics = (TimeManager.PhysicsMode == PhysicsMode.TimeManager);
 | 
						|
            //Sync transforms if using tm physics.
 | 
						|
            if (tmPhysics)
 | 
						|
            {
 | 
						|
                Physics.SyncTransforms();
 | 
						|
                Physics2D.SyncTransforms();
 | 
						|
            }
 | 
						|
 | 
						|
            //Remove excess from buffered inputs.
 | 
						|
            int queueIndex = -1;
 | 
						|
            for (int i = 0; i < replicates.Count; i++)
 | 
						|
            {
 | 
						|
                if (replicates[i].GetTick() == tick)
 | 
						|
                {
 | 
						|
                    queueIndex = i;
 | 
						|
                    break;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            //Now found, weird.
 | 
						|
            if (queueIndex == -1)
 | 
						|
                replicates.Clear();
 | 
						|
            //Remove up to found, including it.
 | 
						|
            else
 | 
						|
                replicates.RemoveRange(0, queueIndex + 1);
 | 
						|
 | 
						|
            //Number of replays which will be performed.
 | 
						|
            int replays = replicates.Count;
 | 
						|
            float tickDelta = (float)TimeManager.TickDelta;
 | 
						|
 | 
						|
            for (int i = 0; i < replays; i++)
 | 
						|
            {
 | 
						|
                T2 rData = replicates[i];
 | 
						|
                uint replayTick = rData.GetTick();
 | 
						|
 | 
						|
                PredictionManager.InvokeOnReplicateReplay_Internal(scene, replayTick, ps, ps2d, true);
 | 
						|
 | 
						|
                //Replay the data using the replicate logic delegate.
 | 
						|
                replicateULDel.Invoke(rData, false, channel, true);
 | 
						|
                if (tmPhysics)
 | 
						|
                {
 | 
						|
                    ps.Simulate(tickDelta);
 | 
						|
                    ps2d.Simulate(tickDelta);
 | 
						|
                }
 | 
						|
 | 
						|
                PredictionManager.InvokeOnReplicateReplay_Internal(scene, replayTick, ps, ps2d, false);
 | 
						|
            }
 | 
						|
 | 
						|
            //Reconcile ended.
 | 
						|
            PredictionManager.InvokeOnReconcile_Internal(this, false);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Reads a reconcile the client.
 | 
						|
        /// </summary>
 | 
						|
        public void Reconcile_Reader_Internal<T>(PooledReader reader, ref T data, Channel channel) where T : IReconcileData
 | 
						|
        {
 | 
						|
            uint tick = reader.ReadUInt32();
 | 
						|
            T newData = reader.Read<T>();
 | 
						|
 | 
						|
            //Tick is old or already processed.
 | 
						|
            if (tick <= _lastReceivedReconcileTick)
 | 
						|
                return;
 | 
						|
            //Only owner reconciles. Maybe ownership changed then packet arrived out of order.
 | 
						|
            if (!IsOwner)
 | 
						|
                return;
 | 
						|
 | 
						|
            data = newData;
 | 
						|
            data.SetTick(tick);
 | 
						|
            _clientHasReconcileData = true;
 | 
						|
            _lastReceivedReconcileTick = tick;
 | 
						|
        }
 | 
						|
 | 
						|
    }
 | 
						|
} |