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113 行
4.5 KiB

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