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113 行
4.5 KiB
113 行
4.5 KiB
using System;
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using Unity.Profiling;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Provides discretized time.
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/// This is useful for games that require ticks happening at regular interval on the server and clients.
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/// </summary>
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public class NetworkTickSystem
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private static ProfilerMarker s_Tick = new ProfilerMarker($"{nameof(NetworkTickSystem)}.Tick");
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#endif
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/// <summary>
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/// Special value to indicate "No tick information"
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/// </summary>
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public const int NoTick = int.MinValue;
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/// <summary>
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/// The TickRate of the tick system. This is used to decide how often a fixed network tick is run.
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/// </summary>
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public uint TickRate { get; internal set; }
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/// <summary>
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/// The current local time. This is the time at which predicted or client authoritative objects move.
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/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
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/// </summary>
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public NetworkTime LocalTime { get; internal set; }
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/// <summary>
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/// The current server time. This value is mostly used for internal purposes and to interpolate state received from the server.
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/// This value is accurate when called in Update or during the <see cref="Tick"/> event but does not work correctly for FixedUpdate.
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/// </summary>
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public NetworkTime ServerTime { get; internal set; }
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/// <summary>
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/// Gets invoked before every network tick.
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/// </summary>
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public event Action Tick;
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/// <summary>
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/// Creates a new instance of the <see cref="NetworkTickSystem"/> class.
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/// </summary>
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/// <param name="tickRate">The tick rate</param>
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/// <param name="localTimeSec">The initial local time to start at.</param>
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/// <param name="serverTimeSec">The initial server time to start at.</param>
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public NetworkTickSystem(uint tickRate, double localTimeSec, double serverTimeSec)
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{
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if (tickRate == 0)
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{
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throw new ArgumentException("Tickrate must be a positive value.", nameof(tickRate));
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}
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TickRate = tickRate;
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Tick = null;
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LocalTime = new NetworkTime(tickRate, localTimeSec);
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ServerTime = new NetworkTime(tickRate, serverTimeSec);
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}
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/// <summary>
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/// Resets the tick system to the given network time.
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/// </summary>
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/// <param name="localTimeSec">The local time in seconds.</param>
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/// <param name="serverTimeSec">The server time in seconds.</param>
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public void Reset(double localTimeSec, double serverTimeSec)
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{
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LocalTime = new NetworkTime(TickRate, localTimeSec);
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ServerTime = new NetworkTime(TickRate, serverTimeSec);
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}
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/// <summary>
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/// Called after advancing the time system to run ticks based on the difference in time.
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/// </summary>
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/// <param name="localTimeSec">The local time in seconds</param>
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/// <param name="serverTimeSec">The server time in seconds</param>
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public void UpdateTick(double localTimeSec, double serverTimeSec)
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{
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// store old local tick to know how many fixed ticks passed
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var previousLocalTick = LocalTime.Tick;
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LocalTime = new NetworkTime(TickRate, localTimeSec);
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ServerTime = new NetworkTime(TickRate, serverTimeSec);
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// cache times here so that we can adjust them to temporary values while simulating ticks.
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var cacheLocalTime = LocalTime;
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var cacheServerTime = ServerTime;
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var currentLocalTick = LocalTime.Tick;
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var localToServerDifference = currentLocalTick - ServerTime.Tick;
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for (int i = previousLocalTick + 1; i <= currentLocalTick; i++)
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{
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// set exposed time values to correct fixed values
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LocalTime = new NetworkTime(TickRate, i);
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ServerTime = new NetworkTime(TickRate, i - localToServerDifference);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_Tick.Begin();
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#endif
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Tick?.Invoke();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_Tick.End();
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#endif
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}
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// Set exposed time to values from tick system
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LocalTime = cacheLocalTime;
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ServerTime = cacheServerTime;
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}
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}
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}
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