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253 行
15 KiB
253 行
15 KiB
using Unity.Burst;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Jobs;
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using Unity.Jobs.LowLevel.Unsafe;
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using Unity.Networking.Transport.Utilities;
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using Unity.NetCode;
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using Unity.Entities;
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[UpdateInGroup(typeof(GhostUpdateSystemGroup))]
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public class PlayerStateGhostUpdateSystem : JobComponentSystem
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{
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[BurstCompile]
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struct UpdateInterpolatedJob : IJobChunk
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{
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[ReadOnly] public NativeHashMap<int, GhostEntity> GhostMap;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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[NativeDisableContainerSafetyRestriction] public NativeArray<uint> minMaxSnapshotTick;
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#pragma warning disable 649
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[NativeSetThreadIndex]
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public int ThreadIndex;
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#pragma warning restore 649
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#endif
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[ReadOnly] public ArchetypeChunkBufferType<PlayerStateSnapshotData> ghostSnapshotDataType;
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[ReadOnly] public ArchetypeChunkEntityType ghostEntityType;
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public ArchetypeChunkComponentType<Player.State> ghostPlayerStateType;
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public uint targetTick;
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public float targetTickFraction;
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public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
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{
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var deserializerState = new GhostDeserializerState
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{
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GhostMap = GhostMap
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};
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var ghostEntityArray = chunk.GetNativeArray(ghostEntityType);
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var ghostSnapshotDataArray = chunk.GetBufferAccessor(ghostSnapshotDataType);
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var ghostPlayerStateArray = chunk.GetNativeArray(ghostPlayerStateType);
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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var minMaxOffset = ThreadIndex * (JobsUtility.CacheLineSize/4);
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#endif
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for (int entityIndex = 0; entityIndex < ghostEntityArray.Length; ++entityIndex)
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{
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var snapshot = ghostSnapshotDataArray[entityIndex];
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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var latestTick = snapshot.GetLatestTick();
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if (latestTick != 0)
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{
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if (minMaxSnapshotTick[minMaxOffset] == 0 || SequenceHelpers.IsNewer(minMaxSnapshotTick[minMaxOffset], latestTick))
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minMaxSnapshotTick[minMaxOffset] = latestTick;
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if (minMaxSnapshotTick[minMaxOffset + 1] == 0 || SequenceHelpers.IsNewer(latestTick, minMaxSnapshotTick[minMaxOffset + 1]))
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minMaxSnapshotTick[minMaxOffset + 1] = latestTick;
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}
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#endif
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PlayerStateSnapshotData snapshotData;
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snapshot.GetDataAtTick(targetTick, targetTickFraction, out snapshotData);
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var ghostPlayerState = ghostPlayerStateArray[entityIndex];
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ghostPlayerState.playerId = snapshotData.GetPlayerStateplayerId(deserializerState);
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ghostPlayerState.playerName = snapshotData.GetPlayerStateplayerName(deserializerState);
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ghostPlayerState.teamIndex = snapshotData.GetPlayerStateteamIndex(deserializerState);
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ghostPlayerState.score = snapshotData.GetPlayerStatescore(deserializerState);
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ghostPlayerState.gameModeSystemInitialized = snapshotData.GetPlayerStategameModeSystemInitialized(deserializerState);
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ghostPlayerState.displayCountDown = snapshotData.GetPlayerStatedisplayCountDown(deserializerState);
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ghostPlayerState.countDown = snapshotData.GetPlayerStatecountDown(deserializerState);
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ghostPlayerState.displayScoreBoard = snapshotData.GetPlayerStatedisplayScoreBoard(deserializerState);
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ghostPlayerState.displayGameScore = snapshotData.GetPlayerStatedisplayGameScore(deserializerState);
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ghostPlayerState.displayGameResult = snapshotData.GetPlayerStatedisplayGameResult(deserializerState);
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ghostPlayerState.gameResult = snapshotData.GetPlayerStategameResult(deserializerState);
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ghostPlayerState.displayGoal = snapshotData.GetPlayerStatedisplayGoal(deserializerState);
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ghostPlayerState.goalPosition = snapshotData.GetPlayerStategoalPosition(deserializerState);
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ghostPlayerState.goalDefendersColor = snapshotData.GetPlayerStategoalDefendersColor(deserializerState);
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ghostPlayerState.goalAttackersColor = snapshotData.GetPlayerStategoalAttackersColor(deserializerState);
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ghostPlayerState.goalAttackers = snapshotData.GetPlayerStategoalAttackers(deserializerState);
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ghostPlayerState.goalDefenders = snapshotData.GetPlayerStategoalDefenders(deserializerState);
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ghostPlayerState.goalString = snapshotData.GetPlayerStategoalString(deserializerState);
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ghostPlayerState.actionString = snapshotData.GetPlayerStateactionString(deserializerState);
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ghostPlayerState.goalCompletion = snapshotData.GetPlayerStategoalCompletion(deserializerState);
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ghostPlayerStateArray[entityIndex] = ghostPlayerState;
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}
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}
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}
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[BurstCompile]
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struct UpdatePredictedJob : IJobChunk
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{
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[ReadOnly] public NativeHashMap<int, GhostEntity> GhostMap;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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[NativeDisableContainerSafetyRestriction] public NativeArray<uint> minMaxSnapshotTick;
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#endif
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#pragma warning disable 649
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[NativeSetThreadIndex]
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public int ThreadIndex;
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#pragma warning restore 649
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[NativeDisableParallelForRestriction] public NativeArray<uint> minPredictedTick;
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[ReadOnly] public ArchetypeChunkBufferType<PlayerStateSnapshotData> ghostSnapshotDataType;
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[ReadOnly] public ArchetypeChunkEntityType ghostEntityType;
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public ArchetypeChunkComponentType<PredictedGhostComponent> predictedGhostComponentType;
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public ArchetypeChunkComponentType<Player.State> ghostPlayerStateType;
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public uint targetTick;
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public uint lastPredictedTick;
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public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
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{
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var deserializerState = new GhostDeserializerState
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{
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GhostMap = GhostMap
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};
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var ghostEntityArray = chunk.GetNativeArray(ghostEntityType);
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var ghostSnapshotDataArray = chunk.GetBufferAccessor(ghostSnapshotDataType);
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var predictedGhostComponentArray = chunk.GetNativeArray(predictedGhostComponentType);
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var ghostPlayerStateArray = chunk.GetNativeArray(ghostPlayerStateType);
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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var minMaxOffset = ThreadIndex * (JobsUtility.CacheLineSize/4);
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#endif
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for (int entityIndex = 0; entityIndex < ghostEntityArray.Length; ++entityIndex)
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{
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var snapshot = ghostSnapshotDataArray[entityIndex];
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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var latestTick = snapshot.GetLatestTick();
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if (latestTick != 0)
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{
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if (minMaxSnapshotTick[minMaxOffset] == 0 || SequenceHelpers.IsNewer(minMaxSnapshotTick[minMaxOffset], latestTick))
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minMaxSnapshotTick[minMaxOffset] = latestTick;
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if (minMaxSnapshotTick[minMaxOffset + 1] == 0 || SequenceHelpers.IsNewer(latestTick, minMaxSnapshotTick[minMaxOffset + 1]))
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minMaxSnapshotTick[minMaxOffset + 1] = latestTick;
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}
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#endif
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PlayerStateSnapshotData snapshotData;
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snapshot.GetDataAtTick(targetTick, out snapshotData);
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var predictedData = predictedGhostComponentArray[entityIndex];
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var lastPredictedTickInst = lastPredictedTick;
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if (lastPredictedTickInst == 0 || predictedData.AppliedTick != snapshotData.Tick)
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lastPredictedTickInst = snapshotData.Tick;
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else if (!SequenceHelpers.IsNewer(lastPredictedTickInst, snapshotData.Tick))
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lastPredictedTickInst = snapshotData.Tick;
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if (minPredictedTick[ThreadIndex] == 0 || SequenceHelpers.IsNewer(minPredictedTick[ThreadIndex], lastPredictedTickInst))
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minPredictedTick[ThreadIndex] = lastPredictedTickInst;
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predictedGhostComponentArray[entityIndex] = new PredictedGhostComponent{AppliedTick = snapshotData.Tick, PredictionStartTick = lastPredictedTickInst};
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if (lastPredictedTickInst != snapshotData.Tick)
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continue;
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var ghostPlayerState = ghostPlayerStateArray[entityIndex];
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ghostPlayerState.playerId = snapshotData.GetPlayerStateplayerId(deserializerState);
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ghostPlayerState.playerName = snapshotData.GetPlayerStateplayerName(deserializerState);
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ghostPlayerState.teamIndex = snapshotData.GetPlayerStateteamIndex(deserializerState);
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ghostPlayerState.score = snapshotData.GetPlayerStatescore(deserializerState);
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ghostPlayerState.gameModeSystemInitialized = snapshotData.GetPlayerStategameModeSystemInitialized(deserializerState);
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ghostPlayerState.displayCountDown = snapshotData.GetPlayerStatedisplayCountDown(deserializerState);
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ghostPlayerState.countDown = snapshotData.GetPlayerStatecountDown(deserializerState);
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ghostPlayerState.displayScoreBoard = snapshotData.GetPlayerStatedisplayScoreBoard(deserializerState);
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ghostPlayerState.displayGameScore = snapshotData.GetPlayerStatedisplayGameScore(deserializerState);
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ghostPlayerState.displayGameResult = snapshotData.GetPlayerStatedisplayGameResult(deserializerState);
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ghostPlayerState.gameResult = snapshotData.GetPlayerStategameResult(deserializerState);
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ghostPlayerState.displayGoal = snapshotData.GetPlayerStatedisplayGoal(deserializerState);
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ghostPlayerState.goalPosition = snapshotData.GetPlayerStategoalPosition(deserializerState);
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ghostPlayerState.goalDefendersColor = snapshotData.GetPlayerStategoalDefendersColor(deserializerState);
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ghostPlayerState.goalAttackersColor = snapshotData.GetPlayerStategoalAttackersColor(deserializerState);
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ghostPlayerState.goalAttackers = snapshotData.GetPlayerStategoalAttackers(deserializerState);
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ghostPlayerState.goalDefenders = snapshotData.GetPlayerStategoalDefenders(deserializerState);
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ghostPlayerState.goalString = snapshotData.GetPlayerStategoalString(deserializerState);
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ghostPlayerState.actionString = snapshotData.GetPlayerStateactionString(deserializerState);
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ghostPlayerState.goalCompletion = snapshotData.GetPlayerStategoalCompletion(deserializerState);
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ghostPlayerStateArray[entityIndex] = ghostPlayerState;
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}
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}
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}
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private ClientSimulationSystemGroup m_ClientSimulationSystemGroup;
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private GhostPredictionSystemGroup m_GhostPredictionSystemGroup;
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private EntityQuery m_interpolatedQuery;
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private EntityQuery m_predictedQuery;
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private NativeHashMap<int, GhostEntity> m_ghostEntityMap;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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private NativeArray<uint> m_ghostMinMaxSnapshotTick;
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#endif
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private GhostUpdateSystemGroup m_GhostUpdateSystemGroup;
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private uint m_LastPredictedTick;
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protected override void OnCreate()
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{
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m_GhostUpdateSystemGroup = World.GetOrCreateSystem<GhostUpdateSystemGroup>();
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m_ghostEntityMap = m_GhostUpdateSystemGroup.GhostEntityMap;
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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m_ghostMinMaxSnapshotTick = m_GhostUpdateSystemGroup.GhostSnapshotTickMinMax;
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#endif
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m_ClientSimulationSystemGroup = World.GetOrCreateSystem<ClientSimulationSystemGroup>();
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m_GhostPredictionSystemGroup = World.GetOrCreateSystem<GhostPredictionSystemGroup>();
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m_interpolatedQuery = GetEntityQuery(new EntityQueryDesc
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{
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All = new []{
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ComponentType.ReadWrite<PlayerStateSnapshotData>(),
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ComponentType.ReadOnly<GhostComponent>(),
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ComponentType.ReadWrite<Player.State>(),
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},
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None = new []{ComponentType.ReadWrite<PredictedGhostComponent>()}
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});
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m_predictedQuery = GetEntityQuery(new EntityQueryDesc
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{
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All = new []{
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ComponentType.ReadOnly<PlayerStateSnapshotData>(),
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ComponentType.ReadOnly<GhostComponent>(),
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ComponentType.ReadOnly<PredictedGhostComponent>(),
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ComponentType.ReadWrite<Player.State>(),
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}
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});
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RequireForUpdate(GetEntityQuery(ComponentType.ReadWrite<PlayerStateSnapshotData>(),
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ComponentType.ReadOnly<GhostComponent>()));
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}
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protected override JobHandle OnUpdate(JobHandle inputDeps)
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{
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if (!m_predictedQuery.IsEmptyIgnoreFilter)
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{
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var updatePredictedJob = new UpdatePredictedJob
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{
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GhostMap = m_ghostEntityMap,
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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minMaxSnapshotTick = m_ghostMinMaxSnapshotTick,
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#endif
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minPredictedTick = m_GhostPredictionSystemGroup.OldestPredictedTick,
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ghostSnapshotDataType = GetArchetypeChunkBufferType<PlayerStateSnapshotData>(true),
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ghostEntityType = GetArchetypeChunkEntityType(),
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predictedGhostComponentType = GetArchetypeChunkComponentType<PredictedGhostComponent>(),
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ghostPlayerStateType = GetArchetypeChunkComponentType<Player.State>(),
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targetTick = m_ClientSimulationSystemGroup.ServerTick,
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lastPredictedTick = m_LastPredictedTick
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};
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m_LastPredictedTick = m_ClientSimulationSystemGroup.ServerTick;
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if (m_ClientSimulationSystemGroup.ServerTickFraction < 1)
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m_LastPredictedTick = 0;
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inputDeps = updatePredictedJob.Schedule(m_predictedQuery, JobHandle.CombineDependencies(inputDeps, m_GhostUpdateSystemGroup.LastGhostMapWriter));
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m_GhostPredictionSystemGroup.AddPredictedTickWriter(inputDeps);
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}
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if (!m_interpolatedQuery.IsEmptyIgnoreFilter)
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{
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var updateInterpolatedJob = new UpdateInterpolatedJob
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{
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GhostMap = m_ghostEntityMap,
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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minMaxSnapshotTick = m_ghostMinMaxSnapshotTick,
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#endif
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ghostSnapshotDataType = GetArchetypeChunkBufferType<PlayerStateSnapshotData>(true),
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ghostEntityType = GetArchetypeChunkEntityType(),
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ghostPlayerStateType = GetArchetypeChunkComponentType<Player.State>(),
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targetTick = m_ClientSimulationSystemGroup.InterpolationTick,
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targetTickFraction = m_ClientSimulationSystemGroup.InterpolationTickFraction
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};
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inputDeps = updateInterpolatedJob.Schedule(m_interpolatedQuery, JobHandle.CombineDependencies(inputDeps, m_GhostUpdateSystemGroup.LastGhostMapWriter));
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}
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return inputDeps;
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}
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}
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public partial class PlayerStateGhostSpawnSystem : DefaultGhostSpawnSystem<PlayerStateSnapshotData>
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{
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}
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