Gonna move to server authority

This commit is contained in:
2022-01-31 17:27:38 +05:30
parent f3d21f4ec6
commit 7368968176
1354 changed files with 107808 additions and 80043 deletions

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using Mirror;
using System.Runtime.CompilerServices;
namespace FirstGearGames.Utilities.Networks
{
public static class Lookups
{
/// <summary>
/// Returns the NetworkBehaviour for the specified NetworkIdentity and component index.
/// </summary>
/// <param name="componentIndex"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static NetworkBehaviour ReturnNetworkBehaviour(NetworkIdentity netIdentity, byte componentIndex)
{
if (netIdentity == null)
return null;
/* Networkbehaviours within the collection are the same order as compenent indexes.
* I can save several iterations by simply grabbing the index from the networkbehaviours collection rather than iterating
* it. */
//A network behaviour was removed or added at runtime, component counts don't match up.
if (componentIndex >= netIdentity.NetworkBehaviours.Length)
return null;
return netIdentity.NetworkBehaviours[componentIndex];
}
}
}

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//#if MIRROR_53_0_OR_NEWER
using Mirror;
namespace FirstGearGames.Utilities.Networks
{
public static class MirrorBreaksProjectsEveryRelease_Serializers
{
public static void WriteBoolean(this NetworkWriter writer, bool value) => writer.WriteBool(value);
public static bool ReadBoolean(this NetworkReader reader) => reader.ReadBool();
public static void WriteInt64(this NetworkWriter writer, long value) => writer.WriteLong(value);
public static long ReadInt64(this NetworkReader reader) => reader.ReadLong();
public static void WriteUInt64(this NetworkWriter writer, ulong value) => writer.WriteULong(value);
public static ulong ReadUInt64(this NetworkReader reader) => reader.ReadULong();
public static void WriteInt32(this NetworkWriter writer, int value) => writer.WriteInt(value);
public static int ReadInt32(this NetworkReader reader) => reader.ReadInt();
public static void WriteUInt32(this NetworkWriter writer, uint value) => writer.WriteUInt(value);
public static uint ReadUInt32(this NetworkReader reader) => reader.ReadUInt();
public static void WriteInt16(this NetworkWriter writer, short value) => writer.WriteShort(value);
public static short ReadInt16(this NetworkReader reader) => reader.ReadShort();
public static void WriteUInt16(this NetworkWriter writer, ushort value) => writer.WriteUShort(value);
public static ushort ReadUInt16(this NetworkReader reader) => reader.ReadUShort();
public static void WriteSingle(this NetworkWriter writer, float value) => writer.WriteFloat(value);
public static float ReadSingle(this NetworkReader reader) => reader.ReadFloat();
}
}
//#endif

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using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using Mirror;
namespace FirstGearGames.Utilities.Networks
{
public static class Platforms
{
/// <summary>
/// Returns the NetworkId for a NetworkIdentity.
/// </summary>
/// <param name="ni"></param>
/// <returns></returns>
public static uint ReturnNetworkId(this NetworkIdentity ni)
{
return ni.netId;
}
/// <summary>
/// Sends a message to the server.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="nm"></param>
/// <param name="msg"></param>
/// <param name="channel"></param>
public static void ClientSend<T>(NetworkManager nm, T msg, int channel) where T : struct, NetworkMessage
{
NetworkClient.Send(msg, channel);
}
/// <summary>
/// Sends a message to all clients.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="nm"></param>
/// <param name="msg"></param>
/// <param name="channel"></param>
public static void ServerSendToAll<T>(NetworkManager nm, T msg, int channel) where T : struct, NetworkMessage
{
NetworkServer.SendToAll(msg, channel, true);
}
/// <summary>
/// Returns true if object has an owner.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnHasOwner(this NetworkBehaviour nb)
{
return (nb.connectionToClient != null);
}
/// <summary>
/// Returns the networkId for the networkIdentity.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static uint ReturnNetId(this NetworkBehaviour nb)
{
return nb.netIdentity.netId;
}
/// <summary>
/// Returns current owner of this object.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static NetworkConnection ReturnOwner(this NetworkBehaviour nb)
{
return nb.connectionToClient;
}
/// <summary>
/// Returns if current client has authority.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnHasAuthority(this NetworkBehaviour nb)
{
return nb.hasAuthority;
}
/// <summary>
/// Returns if is server.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnIsServer(this NetworkBehaviour nb)
{
return nb.isServer;
}
/// <summary>
/// Returns if is server only.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnIsServerOnly(this NetworkBehaviour nb)
{
return nb.isServerOnly;
}
/// <summary>
/// Returns if is client.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnIsClient(this NetworkBehaviour nb)
{
return nb.isClient;
}
/// <summary>
/// Returns if client is active.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnServerActive(NetworkManager nm)
{
return NetworkServer.active;
}
/// <summary>
/// Returns if client is active.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool ReturnClientActive(NetworkManager nm)
{
return NetworkClient.active;
}
/// <summary>
/// Returns if a connection is ready.
/// </summary>
/// <param name="nc"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool IsReady(this NetworkConnection nc)
{
return nc.isReady;
}
/// <summary>
/// Returns currently spawned NetworkIdentities.
/// </summary>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Dictionary<uint, NetworkIdentity> ReturnSpawned(NetworkManager nm)
{
return NetworkIdentity.spawned;
}
/// <summary>
/// Sets MTU values.
/// </summary>
/// <param name="reliable"></param>
/// <param name="unreliable"></param>
/// <returns></returns>
public static void SetMTU(ref int reliable, ref int unreliable, int maxPacketSize)
{
if (Transport.activeTransport != null)
{
reliable = Mathf.Min(maxPacketSize, Transport.activeTransport.GetMaxPacketSize(0));
unreliable = Mathf.Min(maxPacketSize, Transport.activeTransport.GetMaxPacketSize(1));
}
//If packet sizes are not calculated then use max.
if (reliable == -1)
reliable = maxPacketSize;
if (unreliable == -1)
unreliable = maxPacketSize;
}
}
}

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using System;
using UnityEngine;
namespace FirstGearGames.Utilities.Networks
{
public static class Quaternions
{
/// <summary>
/// Credit to this man for converting gaffer games c code to c#
/// https://gist.github.com/fversnel/0497ad7ab3b81e0dc1dd
/// </summary>
private enum ComponentType : uint
{
X = 0,
Y = 1,
Z = 2,
W = 3
}
// note: 1.0f / sqrt(2)
private const float Maximum = +1.0f / 1.414214f;
private const int BitsPerAxis = 10;
private const int LargestComponentShift = BitsPerAxis * 3;
private const int AShift = BitsPerAxis * 2;
private const int BShift = BitsPerAxis * 1;
private const int IntScale = (1 << (BitsPerAxis - 1)) - 1;
private const int IntMask = (1 << BitsPerAxis) - 1;
internal static uint Compress(Quaternion quaternion)
{
float absX = Mathf.Abs(quaternion.x);
float absY = Mathf.Abs(quaternion.y);
float absZ = Mathf.Abs(quaternion.z);
float absW = Mathf.Abs(quaternion.w);
ComponentType largestComponent = ComponentType.X;
float largestAbs = absX;
float largest = quaternion.x;
if (absY > largestAbs)
{
largestAbs = absY;
largestComponent = ComponentType.Y;
largest = quaternion.y;
}
if (absZ > largestAbs)
{
largestAbs = absZ;
largestComponent = ComponentType.Z;
largest = quaternion.z;
}
if (absW > largestAbs)
{
largestComponent = ComponentType.W;
largest = quaternion.w;
}
float a = 0;
float b = 0;
float c = 0;
switch (largestComponent)
{
case ComponentType.X:
a = quaternion.y;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Y:
a = quaternion.x;
b = quaternion.z;
c = quaternion.w;
break;
case ComponentType.Z:
a = quaternion.x;
b = quaternion.y;
c = quaternion.w;
break;
case ComponentType.W:
a = quaternion.x;
b = quaternion.y;
c = quaternion.z;
break;
}
if (largest < 0)
{
a = -a;
b = -b;
c = -c;
}
uint integerA = ScaleToUint(a);
uint integerB = ScaleToUint(b);
uint integerC = ScaleToUint(c);
return (((uint)largestComponent) << LargestComponentShift) | (integerA << AShift) | (integerB << BShift) | integerC;
}
private static uint ScaleToUint(float v)
{
float normalized = v / Maximum;
return (uint)Mathf.RoundToInt(normalized * IntScale) & IntMask;
}
private static float ScaleToFloat(uint v)
{
float unscaled = v * Maximum / IntScale;
if (unscaled > Maximum)
unscaled -= Maximum * 2;
return unscaled;
}
internal static Quaternion Decompress(uint compressed)
{
var largestComponentType = (ComponentType)(compressed >> LargestComponentShift);
uint integerA = (compressed >> AShift) & IntMask;
uint integerB = (compressed >> BShift) & IntMask;
uint integerC = compressed & IntMask;
float a = ScaleToFloat(integerA);
float b = ScaleToFloat(integerB);
float c = ScaleToFloat(integerC);
Quaternion rotation;
switch (largestComponentType)
{
case ComponentType.X:
// (?) y z w
rotation.y = a;
rotation.z = b;
rotation.w = c;
rotation.x = Mathf.Sqrt(1 - rotation.y * rotation.y
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Y:
// x (?) z w
rotation.x = a;
rotation.z = b;
rotation.w = c;
rotation.y = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.z * rotation.z
- rotation.w * rotation.w);
break;
case ComponentType.Z:
// x y (?) w
rotation.x = a;
rotation.y = b;
rotation.w = c;
rotation.z = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.w * rotation.w);
break;
case ComponentType.W:
// x y z (?)
rotation.x = a;
rotation.y = b;
rotation.z = c;
rotation.w = Mathf.Sqrt(1 - rotation.x * rotation.x
- rotation.y * rotation.y
- rotation.z * rotation.z);
break;
default:
// Should never happen!
throw new ArgumentOutOfRangeException("Unknown rotation component type: " +
largestComponentType);
}
return rotation;
}
}
}

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