_net prog
This commit is contained in:
@@ -2,6 +2,8 @@
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using FlaxEngine;
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using Console = Game.Console;
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using System.Linq;
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using System.Threading;
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#if FLAX_EDITOR
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using FlaxEditor;
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#endif
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using FlaxEngine;
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using FlaxEngine.Assertions;
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@@ -71,16 +72,16 @@ internal class ConsoleVariable
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if (type == typeof(string))
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{
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if (field != null)
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return (string)field.GetValue(null);
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return Unsafe.As<string>(field.GetValue(null));
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if (getter != null)
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return ((float)getter.Invoke(null, null)).ToString();
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return Unsafe.As<string>(getter.Invoke(null, null));
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}
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else if (type == typeof(float))
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{
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if (field != null)
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return field.GetValue(null).ToString();
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if (getter != null)
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return ((float)getter.Invoke(null, null)).ToString();
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return getter.Invoke(null, null).ToString();
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}
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else
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throw new Exception($"ConsoleVariable: Unsupported variable type '{type.FullName}'");
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@@ -161,10 +161,10 @@ public static partial class NetworkManager
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public static void Cleanup()
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{
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Scripting.Exit -= Cleanup;
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Scripting.FixedUpdate -= OnDemoUpdate;
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Scripting.FixedUpdate -= OnServerNetworkUpdate;
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Scripting.Update -= OnDemoUpdate;
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Scripting.Update -= OnServerNetworkUpdate;
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Level.ActorSpawned -= OnServerActorSpawned;
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Scripting.FixedUpdate -= OnClientNetworkUpdate;
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Scripting.Update -= OnClientNetworkUpdate;
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Level.ActorSpawned -= OnClientActorSpawned;
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if (server != null)
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@@ -61,7 +61,7 @@ public static partial class NetworkManager
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}*/
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World.InitClient();
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Scripting.FixedUpdate += OnClientNetworkUpdate;
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Scripting.Update += OnClientNetworkUpdate;
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if (!listenServer)
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{
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Scripting.Exit += Cleanup;
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@@ -59,7 +59,7 @@ public static unsafe partial class NetworkManager
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return false;
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}*/
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Scripting.FixedUpdate += OnDemoUpdate;
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Scripting.Update += OnDemoUpdate;
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//if (!listenServer)
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{
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Scripting.Exit += Cleanup;
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@@ -26,15 +26,16 @@ public static partial class NetworkManager
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ConnectedClients = new List<NetworkConnection>(MaximumClients);
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//var driver = Object.New(typeof(ENetDriver));
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//ServerNetworkDriver = null;
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//INetworkDriver driver = Object.New<ENetDriver>();
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NetworkLagDriver driver = Object.New<NetworkLagDriver>();
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driver.Lag = 200f;
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if (driver is NetworkLagDriver networkLagDriver)
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networkLagDriver.Lag = 200f;
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ServerNetworkDriver = driver;
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server = NetworkPeer.CreatePeer(new NetworkConfig
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{
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NetworkDriver = driver,
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NetworkDriver = (Object)driver,
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ConnectionsLimit = MaximumClients,
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MessagePoolSize = 2048,
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MessageSize = MTU,
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@@ -47,7 +48,7 @@ public static partial class NetworkManager
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return false;
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}
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Scripting.FixedUpdate += OnServerNetworkUpdate;
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Scripting.Update += OnServerNetworkUpdate;
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Scripting.Exit += Cleanup;
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Level.ActorSpawned += OnServerActorSpawned;
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@@ -22,29 +22,23 @@ public enum GameModeMessageType2 : byte
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LastMessageType = 128,
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}
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public class PlayerFrame
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{
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public ulong frame;
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public Float3 position;
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public PlayerInputState2 inputState;
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public PlayerMovementState movementState;
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}
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public interface IClientInfo
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{
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public NetworkConnection Connection { get; set; }
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public PlayerActor PlayerActor { get; set; }
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public PlayerFrame[] FrameHistory { get; set; }
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}
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public class World
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{
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protected class ClientInfo
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{
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public NetworkConnection Connection;
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public PlayerActor PlayerActor;
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public PlayerFrame[] FrameHistory = new PlayerFrame[120];
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public ClientInfo()
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{
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for (int i = 0; i < FrameHistory.Length; i++)
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FrameHistory[i] = new PlayerFrame();
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}
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}
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public class PlayerFrame
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{
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public ulong frame;
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public Float3 position;
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public PlayerInputState2 inputState;
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public PlayerMovementState movementState;
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}
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public bool IsServer => this is ServerWorld;
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public bool IsClient => !IsServer;
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public ulong Frame { get; protected set; }
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@@ -54,7 +48,6 @@ public class World
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protected Scene _scene;
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protected Actor _worldSpawn;
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protected Dictionary<uint, ClientInfo> _clients = new();
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public static void InitClient()
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{
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@@ -65,6 +58,9 @@ public class World
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{
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WorldStore.ServerWorld = new ServerWorld();
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WorldStore.ServerWorld.Init();
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Scripting.Update += WorldStore.ServerWorld.OnUpdate;
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Scripting.LateUpdate += WorldStore.ServerWorld.OnUpdateLate;
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Scripting.FixedUpdate += WorldStore.ServerWorld.OnFixedUpdate;
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}
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public static void CleanupClient()
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{
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@@ -79,12 +75,17 @@ public class World
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virtual protected void Init()
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{
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Scripting.LateFixedUpdate += OnLateUpdate;
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}
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virtual protected void Cleanup()
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{
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//Level.SceneLoaded -= OnLevelLoaded;
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//Scripting.LateUpdate -= OnLateUpdatePre;
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Scripting.Update -= OnUpdate;
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Scripting.LateUpdate -= OnUpdateLate;
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Scripting.FixedUpdate -= OnFixedUpdate;
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Scripting.LateFixedUpdate -= OnLateUpdate;
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if (_scene)
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@@ -99,6 +100,21 @@ public class World
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}
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}
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void OnUpdate()
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{
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Console.Print("server Update");
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}
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void OnUpdateLate()
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{
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Console.Print("server LateUpdate");
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}
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void OnFixedUpdate()
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{
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Console.Print("server FixedUpdate");
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}
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protected void CreateScene(string sceneNamePrefix, string sceneGuid)
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{
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string physicsSceneName = $"{sceneNamePrefix}PhysicsScene";
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@@ -155,7 +171,7 @@ public class World
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_scene.Name = $"{sceneNamePrefix}Scene";
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//Level.SceneLoaded += OnLevelLoaded;
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Scripting.LateFixedUpdate += OnLateUpdate;
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var importer = FlaxEngine.Object.New<Q3MapImporter>();
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importer.mapPath = @"C:\dev\GoakeFlax\Assets\Maps\aerowalk.map";
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@@ -167,16 +183,12 @@ public class World
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Assert.IsTrue(_worldSpawn);
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}
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public void OnLateUpdate()
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virtual protected void OnLateUpdate()
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{
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Frame++;
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}
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protected void OnClientConnected(NetworkConnection connection)
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{
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uint playerId = connection.ConnectionId;
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_clients.Add(playerId, new ClientInfo() { Connection = connection });
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}
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virtual protected IClientInfo GetClient(uint playerId) => null;
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virtual protected PlayerActor SpawnPlayer(uint playerId, Float3 position, Vector3 eulerAngles)
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{
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@@ -189,7 +201,8 @@ public class World
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playerActor.Initialize(playerId, position, eulerAngles);
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//playerActor.Teleport(position, eulerAngles);
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_clients[playerId].PlayerActor = playerActor;
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IClientInfo player = GetClient(playerId);
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player.PlayerActor = playerActor;
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IPlayerInput playerInput = playerActor.GetScript<PlayerMovement>().Input;
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playerInput.SetFrame(Frame);
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/*if (IsServer)
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@@ -213,7 +226,7 @@ public class World
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public PlayerFrame GetPlayerFrame(uint playerId, ulong frame)
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{
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ClientInfo player = _clients[playerId];
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IClientInfo player = GetClient(playerId);
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PlayerFrame playerFrame = player.FrameHistory[frame % 120];
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if (playerFrame.frame != frame)
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return null;
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@@ -229,10 +242,52 @@ public class World
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inputState = playerFrame?.inputState ?? default;
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return playerFrame != null;
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}
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virtual public void UpdatePlayerInputState(uint playerId, ulong frame, PlayerInputState2 inputState, PlayerMovementState movementState)
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{
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IClientInfo player = GetClient(playerId);
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PlayerFrame playerFrame = player.FrameHistory[frame % 120];
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if (playerFrame.frame == frame)
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{
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playerFrame.inputState = inputState with
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{
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ViewDelta = playerFrame.inputState.ViewDelta + inputState.ViewDelta,
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MoveForward = MathF.MaxMagnitude(playerFrame.inputState.MoveForward, inputState.MoveForward),
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MoveRight = MathF.MaxMagnitude(playerFrame.inputState.MoveRight, inputState.MoveRight),
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Attack = playerFrame.inputState.Attack || inputState.Attack,
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Jump = playerFrame.inputState.Jump || inputState.Jump,
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};
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}
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else
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playerFrame.inputState = inputState;
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playerFrame.movementState = movementState;
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playerFrame.frame = frame;
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}
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}
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file class ServerWorld : World
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{
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protected class ClientInfo : IClientInfo
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{
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public NetworkConnection Connection { get; set; }
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public PlayerActor PlayerActor { get; set; }
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public PlayerFrame[] FrameHistory { get; set; } = new PlayerFrame[120];
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public ulong LastReceivedFrame = 0;
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public ulong LastSentDeltaFrame = 0; // TODO: Accumulate deltas since this frame
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public int SendRate = 0; // How many updates the client wants to receive per second
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public ClientInfo()
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{
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for (int i = 0; i < FrameHistory.Length; i++)
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FrameHistory[i] = new PlayerFrame();
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}
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}
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protected Dictionary<uint, ClientInfo> _clients = new();
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protected override IClientInfo GetClient(uint playerId) => _clients[playerId];
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protected override void Init()
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{
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NetworkManager.RegisterServerCallbacks(OnMessage, OnClientConnecting, OnClientConnected);
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@@ -249,6 +304,12 @@ file class ServerWorld : World
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base.Cleanup();
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}
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protected override void OnLateUpdate()
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{
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Console.Print("server LateFixedUpdate");
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base.OnLateUpdate();
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}
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public bool OnMessage(ref NetworkEvent networkEvent)
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{
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byte messageTypeByte = networkEvent.Message.ReadByte();
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@@ -266,23 +327,9 @@ file class ServerWorld : World
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{
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case GameModeMessageType2.AcceptConnection: // Client
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{
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AcceptConnectionMessage message = AcceptConnectionMessage.Read(ref networkEvent.Message);
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Frame += message.Frame;
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GameTime = message.GameTime;
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ServerFrame = message.Frame;
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/*foreach (var player in message.Players)
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{
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SpawnPlayer(player.PlayerId, player.PlayerPosition, new Float3(0));
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var playerFrames = new PlayerFrame[120];
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for (int j = 0; j < playerFrames.Length; j++)
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playerFrames[j] = new PlayerFrame();
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clientWorldState.playerFrameHistory.Add(player.PlayerId, playerFrames);
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}*/
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break;
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}
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break;
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case GameModeMessageType2.PlayerPosition:
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case GameModeMessageType2.PlayerPosition: // FIXME: Should be the delta frame
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{
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//uint playerId = networkEvent.Sender.ConnectionId;
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PlayerInputState2 inputState; //?
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@@ -316,8 +363,40 @@ file class ServerWorld : World
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inputState.Jump = networkEvent.Message.ReadBoolean();
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ServerFrame = receivedFrame;
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break;
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}
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case GameModeMessageType2.PlayerInput:
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{
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PlayerInputState2 inputState; //?
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ulong receivedFrame = networkEvent.Message.ReadUInt64();
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uint reportedPlayerId = networkEvent.Message.ReadUInt32();
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inputState.Frame = receivedFrame;
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inputState.ViewDelta.X = networkEvent.Message.ReadSingle();
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inputState.ViewDelta.Y = networkEvent.Message.ReadSingle();
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inputState.MoveForward = networkEvent.Message.ReadSingle();
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inputState.MoveRight = networkEvent.Message.ReadSingle();
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inputState.Attack = networkEvent.Message.ReadBoolean();
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inputState.Jump = networkEvent.Message.ReadBoolean();
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Console.Print($"server receive client frame {receivedFrame}, current server frame {Frame}");
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var asdf = receivedFrame;
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receivedFrame = Frame;
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if (inputState.MoveForward != 0)
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receivedFrame = receivedFrame;
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// Sanity check
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if (GetPlayerInputState(reportedPlayerId, receivedFrame, out var prevInputState))
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{
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Console.PrintWarning($"Duplicate frame received from client: {asdf}");
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}
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PlayerMovementState movementState = default;
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UpdatePlayerInputState(reportedPlayerId, receivedFrame, inputState, movementState);
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break;
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}
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break;
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default:
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break;
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}
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@@ -346,11 +425,10 @@ file class ServerWorld : World
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return true;
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}
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public new void OnClientConnected(NetworkConnection connection)
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public void OnClientConnected(NetworkConnection connection)
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{
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base.OnClientConnected(connection);
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uint playerId = connection.ConnectionId;
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_clients.Add(playerId, new ClientInfo() { Connection = connection });
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var spawns = _worldSpawn.GetChildren<Actor>().Where(x => x.Name.StartsWith("PlayerSpawn_")).ToArray();
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Console.Print($"found {spawns.Length} spawns");
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@@ -375,12 +453,44 @@ file class ServerWorld : World
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NetworkManager.ServerEndSendMessage(ref message, connection);
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}
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}
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public override void UpdatePlayerInputState(uint playerId, ulong frame, PlayerInputState2 inputState, PlayerMovementState movementState)
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{
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base.UpdatePlayerInputState(playerId, frame, inputState, movementState);
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ClientInfo player = GetClient(playerId) as ClientInfo;
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player.LastReceivedFrame = frame; // Dropped frames should be ignored?
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}
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protected override PlayerActor SpawnPlayer(uint playerId, Float3 position, Vector3 eulerAngles)
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{
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var playerActor = base.SpawnPlayer(playerId, position, eulerAngles);
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playerActor.Input = new PlayerInputNetwork2(playerId, this);
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return playerActor;
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}
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}
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file class ClientWorld : World
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{
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protected class ClientInfo : IClientInfo
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{
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public NetworkConnection Connection { get; set; }
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public PlayerActor PlayerActor { get; set; }
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public PlayerFrame[] FrameHistory { get; set; } = new PlayerFrame[120];
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public ClientInfo()
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{
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for (int i = 0; i < FrameHistory.Length; i++)
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FrameHistory[i] = new PlayerFrame();
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}
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}
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private uint _localPlayerId;
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protected Dictionary<uint, ClientInfo> _clients = new();
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protected override IClientInfo GetClient(uint playerId) => _clients[playerId];
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protected override void Init()
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{
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NetworkManager.RegisterClientCallbacks(OnMessage, null, OnClientConnected);
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@@ -396,6 +506,44 @@ file class ClientWorld : World
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base.Cleanup();
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}
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override protected void OnLateUpdate()
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{
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foreach (var player in _scene.GetChildren<PlayerActor>())
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{
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if (player.PlayerId != _localPlayerId)
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continue;
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ClientInfo playerClient = GetClient(player.PlayerId) as ClientInfo;
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PlayerInputState2 inputState = player.Input.GetState();
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PlayerMovementState movementState = player.GetScript<PlayerMovement>().movementState;
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if (inputState.Frame == 0)
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inputState = inputState;
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/*public Float2 ViewDelta;
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public float MoveForward;
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public float MoveRight;
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public bool Attack;
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public bool Jump;*/
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Console.Print($"client send {Frame}");
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UpdatePlayerInputState(player.PlayerId, Frame, inputState, movementState);
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//Console.Print($"cframe: {Frame}");
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NetworkMessage message = NetworkManager.ClientBeginSendMessage();
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message.WriteByte((byte)GameModeMessageType2.PlayerInput);
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message.WriteUInt64(Frame);
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message.WriteUInt32(player.PlayerId);
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message.WriteVector2(inputState.ViewDelta);
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message.WriteSingle(inputState.MoveForward);
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message.WriteSingle(inputState.MoveRight);
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message.WriteBoolean(inputState.Attack);
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message.WriteBoolean(inputState.Jump);
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NetworkManager.ClientEndSendMessage(ref message);
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}
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base.OnLateUpdate();
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}
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public bool OnMessage(ref NetworkEvent networkEvent)
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{
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byte messageTypeByte = networkEvent.Message.ReadByte();
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@@ -426,8 +574,8 @@ file class ClientWorld : World
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}
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||||
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Console.Print("received welcome: frame " + ServerFrame);
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break;
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}
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break;
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case GameModeMessageType2.SpawnPlayer:
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{
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uint playerId = networkEvent.Message.ReadUInt32();
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@@ -447,8 +595,8 @@ file class ClientWorld : World
|
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//if (NetworkManager.IsClient)
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//players[playerId].GetScript<PlayerMovement>().Input.SetFrame(ClientFrame);
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||||
break;
|
||||
}
|
||||
break;
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#if false
|
||||
case GameModeMessageType2.PlayerPosition:
|
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{
|
||||
@@ -484,8 +632,8 @@ file class ClientWorld : World
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inputState.Jump = networkEvent.Message.ReadBoolean();
|
||||
|
||||
ServerFrame = receivedFrame;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
break;
|
||||
@@ -496,10 +644,12 @@ file class ClientWorld : World
|
||||
|
||||
public override bool IsLocalPlayer(uint playerId) => playerId == _localPlayerId;
|
||||
|
||||
public new void OnClientConnected(NetworkConnection connection)
|
||||
public void OnClientConnected(NetworkConnection connection)
|
||||
{
|
||||
base.OnClientConnected(connection);
|
||||
_localPlayerId = connection.ConnectionId;
|
||||
uint playerId = connection.ConnectionId;
|
||||
_clients.Add(playerId, new ClientInfo() { Connection = connection });
|
||||
|
||||
_localPlayerId = playerId;
|
||||
Console.Print($"ClientWorld: Connected, playerId: {_localPlayerId}");
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace Game;
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct PlayerInputState2
|
||||
{
|
||||
//public ulong frame;
|
||||
public ulong Frame;
|
||||
public Float2 ViewDelta;
|
||||
public float MoveForward;
|
||||
public float MoveRight;
|
||||
@@ -53,8 +53,13 @@ public class PlayerInput2 : IPlayerInput
|
||||
[ConsoleVariable("sensitivity")]
|
||||
private static float _sensitivity { get; set; } = 1.0f;
|
||||
|
||||
private ulong _frame;
|
||||
|
||||
public void SetFrame(ulong frame)
|
||||
{
|
||||
if (_frame != frame)
|
||||
ResetState();
|
||||
_frame = frame;
|
||||
}
|
||||
|
||||
public void UpdateState()
|
||||
@@ -74,6 +79,7 @@ public class PlayerInput2 : IPlayerInput
|
||||
_recordState.MoveRight = MathF.MaxMagnitude(_recordState.MoveRight, Input.GetAxis("Horizontal"));
|
||||
_recordState.Attack |= Input.GetAction("Attack");
|
||||
_recordState.Jump |= Input.GetAction("Jump");
|
||||
_recordState.Frame = _frame;
|
||||
}
|
||||
|
||||
public PlayerInputState2 GetState() => _recordState;
|
||||
|
||||
@@ -252,12 +252,16 @@ public class PlayerMovement : Script
|
||||
|
||||
public override void OnUpdate()
|
||||
{
|
||||
Console.Print("playerMovement OnUpdate");
|
||||
//input.OnUpdate();
|
||||
|
||||
|
||||
//if (Input is PlayerInputDemo /*&& currentInputFrame2 >= currentInputFrame*/)
|
||||
// return;
|
||||
|
||||
if (World.IsServer)
|
||||
viewAngles = viewAngles;
|
||||
|
||||
Input.SetFrame(World.Frame);
|
||||
Input.UpdateState();
|
||||
|
||||
@@ -311,13 +315,14 @@ public class PlayerMovement : Script
|
||||
|
||||
public override void OnFixedUpdate()
|
||||
{
|
||||
Console.Print("playerMovement OnFixedUpdate");
|
||||
float timeDeltaDiff = Time.DeltaTime - 1.0f / Time.PhysicsFPS;
|
||||
if (Time.PhysicsFPS > 0 && Math.Abs(timeDeltaDiff) > 0.0001f)
|
||||
Console.Print("Time.DeltaTime is not stable: " + timeDeltaDiff);
|
||||
|
||||
//Input.OnFixedUpdate();
|
||||
PlayerInputState2 inputState = Input.GetState();
|
||||
bool predict = World.IsClient;
|
||||
bool predict = World.IsClient && false;
|
||||
if (predict)
|
||||
{
|
||||
// Get the latest frame we have predicted
|
||||
@@ -962,7 +967,7 @@ public class PlayerMovement : Script
|
||||
if (capsuleCollider && capsuleCollider.IsActive)
|
||||
{
|
||||
Quaternion rotation = capsuleCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
|
||||
DebugDraw.DrawWireTube(capsuleCollider.Position, rotation, capsuleCollider.Radius,
|
||||
DebugDraw.DrawWireCapsule(capsuleCollider.Position, rotation, capsuleCollider.Radius,
|
||||
capsuleCollider.Height, Color.GreenYellow * 0.8f);
|
||||
}
|
||||
else if (meshCollider && meshCollider.IsActive)
|
||||
@@ -970,7 +975,7 @@ public class PlayerMovement : Script
|
||||
//Quaternion rotation = meshCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
|
||||
DebugDraw.DrawWireCylinder(meshCollider.Position, meshCollider.Orientation, capsuleCollider.Radius,
|
||||
capsuleCollider.Height + capsuleCollider.Radius * 2, Color.GreenYellow * 0.8f);
|
||||
//DebugDraw.DrawWireTube(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f);
|
||||
//DebugDraw.DrawWireCapsule(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f);
|
||||
}
|
||||
else if (boxCollider && boxCollider.IsActive)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user