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using System;
using Hazel;
using InnerNet;
using UnityEngine;
//c 角色的位置和速度数据
[DisallowMultipleComponent]
public class CustomNetworkTransform : InnerNetObject
{
private const float LocalMovementThreshold = 0.0001f;
private const float LocalVelocityThreshold = 0.0001f;
private const float MoveAheadRatio = 0.1f;
private readonly FloatRange XRange = new FloatRange(-40f, 40f);
private readonly FloatRange YRange = new FloatRange(-40f, 40f);
// 用来辅助设置位置
[SerializeField]
private float sendInterval = 0.1f;
[SerializeField]
private float snapThreshold = 5f;
[SerializeField]
private float interpolateMovement = 1f;
private Rigidbody2D body;
private Vector2 targetSyncPosition;
private Vector2 targetSyncVelocity;
private ushort lastSequenceId;
private Vector2 prevPosSent;
private Vector2 prevVelSent;
private enum RpcCalls
{
SnapTo
}
private void Awake()
{
this.body = base.GetComponent<Rigidbody2D>();
this.targetSyncPosition = (this.prevPosSent = base.transform.position);
this.targetSyncVelocity = (this.prevVelSent = Vector2.zero);
}
public void OnEnable()
{
base.SetDirtyBit(3U);
}
public void Halt()
{
ushort minSid = (ushort)(this.lastSequenceId + 1);
this.SnapTo(base.transform.position, minSid);
}
public void RpcSnapTo(Vector2 position)
{
ushort minSid = (ushort)(this.lastSequenceId + 5);
if (AmongUsClient.Instance.AmClient)
{
this.SnapTo(position, minSid);
}
MessageWriter messageWriter = AmongUsClient.Instance.StartRpc(this.NetId, 0, SendOption.Reliable);
this.WriteVector2(position, messageWriter);
messageWriter.Write(this.lastSequenceId);
messageWriter.EndMessage();
}
public void SnapTo(Vector2 position)
{
ushort minSid = (ushort)(this.lastSequenceId + 3);
this.SnapTo(position, minSid);
}
private void SnapTo(Vector2 position, ushort minSid)
{
if (!CustomNetworkTransform.SidGreaterThan(minSid, this.lastSequenceId))
{
return;
}
this.lastSequenceId = minSid;
Transform transform = base.transform;
this.body.position = position;
this.targetSyncPosition = position;
transform.position = position;
this.targetSyncVelocity = (this.body.velocity = Vector2.zero);
this.prevPosSent = position;
this.prevVelSent = Vector2.zero;
}
private void FixedUpdate()
{
if (base.AmOwner)
{
if (this.HasMoved())
{
base.SetDirtyBit(3U);
return;
}
}
else
{
if (this.interpolateMovement != 0f)
{
Vector2 vector = this.targetSyncPosition - this.body.position;
if (vector.sqrMagnitude >= 0.0001f)
{
float num = this.interpolateMovement / this.sendInterval;
vector.x *= num;
vector.y *= num;
if (PlayerControl.LocalPlayer)
{
vector = Vector2.ClampMagnitude(vector, PlayerControl.LocalPlayer.MyPhysics.TrueSpeed);
}
this.body.velocity = vector;
}
else
{
this.body.velocity = Vector2.zero;
}
}
this.targetSyncPosition += this.targetSyncVelocity * Time.fixedDeltaTime * 0.1f;
}
}
private bool HasMoved()
{
float num;
if (this.body != null)
{
num = Vector2.Distance(this.body.position, this.prevPosSent);
}
else
{
num = Vector2.Distance(base.transform.position, this.prevPosSent);
}
if (num > 0.0001f)
{
return true;
}
if (this.body != null)
{
num = Vector2.Distance(this.body.velocity, this.prevVelSent);
}
return num > 0.0001f;
}
public override void HandleRpc(byte callId, MessageReader reader)
{
if (!base.isActiveAndEnabled)
{
return;
}
if (callId == 0)
{
Vector2 position = this.ReadVector2(reader);
ushort minSid = reader.ReadUInt16();
this.SnapTo(position, minSid);
}
}
//c 序列化角色位置数据
public override bool Serialize(MessageWriter writer, bool initialState)
{
if (initialState)
{
writer.Write(this.lastSequenceId);
this.WriteVector2(this.body.position, writer);
this.WriteVector2(this.body.velocity, writer);
return true;
}
if (this.DirtyBits == 0U)
{
return false;
}
if (!base.isActiveAndEnabled)
{
this.DirtyBits = 0U;
return false;
}
this.lastSequenceId += 1;
writer.Write(this.lastSequenceId);
this.WriteVector2(this.body.position, writer);
this.WriteVector2(this.body.velocity, writer);
this.prevPosSent = this.body.position;
this.prevVelSent = this.body.velocity;
this.DirtyBits -= 1U;
return true;
}
//c 反序列化角色数据,用来更新数据
public override void Deserialize(MessageReader reader, bool initialState)
{
if (initialState)
{
this.lastSequenceId = reader.ReadUInt16();
this.targetSyncPosition = (base.transform.position = this.ReadVector2(reader));
this.targetSyncVelocity = this.ReadVector2(reader);
return;
}
ushort newSid = reader.ReadUInt16();
if (!CustomNetworkTransform.SidGreaterThan(newSid, this.lastSequenceId))
{
return;
}
this.lastSequenceId = newSid;
if (!base.isActiveAndEnabled)
{
return;
}
this.targetSyncPosition = this.ReadVector2(reader);
this.targetSyncVelocity = this.ReadVector2(reader);
// 当本地计算的位置数据和网络传输的位置数据差别大于snapThreshold的时候直接用消息里的位置和速度数据
// 实际上是一种预测的策略
if (Vector2.Distance(this.body.position, this.targetSyncPosition) > this.snapThreshold)
{
if (this.body)
{
this.body.position = this.targetSyncPosition;
this.body.velocity = this.targetSyncVelocity;
}
else
{
base.transform.position = this.targetSyncPosition;
}
}
if (this.interpolateMovement == 0f && this.body)
{
this.body.position = this.targetSyncPosition;
}
}
private static bool SidGreaterThan(ushort newSid, ushort prevSid)
{
ushort num = (ushort)(prevSid + 32767);
if (prevSid < num)
{
return newSid > prevSid && newSid <= num;
}
return newSid > prevSid || newSid <= num;
}
private void WriteVector2(Vector2 vec, MessageWriter writer)
{
ushort value = (ushort)(this.XRange.ReverseLerp(vec.x) * 65535f);
ushort value2 = (ushort)(this.YRange.ReverseLerp(vec.y) * 65535f);
writer.Write(value);
writer.Write(value2);
}
private Vector2 ReadVector2(MessageReader reader)
{
float v = (float)reader.ReadUInt16() / 65535f;
float v2 = (float)reader.ReadUInt16() / 65535f;
return new Vector2(this.XRange.Lerp(v), this.YRange.Lerp(v2));
}
}
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