Figuring out synchronization

This commit is contained in:
Mikolaj 2022-05-22 10:43:00 +02:00
parent 579313b7f5
commit 5dca464069
22 changed files with 783 additions and 217 deletions

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View file

@ -7,7 +7,6 @@ namespace TTTSC.Player.Character
{ {
public class AliveReffrenceHub : MonoBehaviour public class AliveReffrenceHub : MonoBehaviour
{ {
public NetworkIdentity aliveNetworkIdentity;
public Controller.CharacterMovementConfig characterMovementConfig; public Controller.CharacterMovementConfig characterMovementConfig;
public Controller.CharacterStateMachine characterStateMachine; public Controller.CharacterStateMachine characterStateMachine;
public Controller.GroundCheck characterHover; public Controller.GroundCheck characterHover;

View file

@ -33,6 +33,8 @@ namespace TTTSC.Player.Character.Controller
_networkIdentity = GetComponent<NetworkIdentity>(); _networkIdentity = GetComponent<NetworkIdentity>();
_networkIdentity.AssignClientAuthority(_networkIdentity.connectionToClient);
// //
#region GlobalControls #region GlobalControls
@ -263,26 +265,18 @@ namespace TTTSC.Player.Character.Controller
#region CrouchInputReciver #region CrouchInputReciver
[Client]
private void CrouchInputReceiver(InputAction.CallbackContext ctx) private void CrouchInputReceiver(InputAction.CallbackContext ctx)
{ {
float value = ctx.ReadValue<float>(); float value = ctx.ReadValue<float>();
Debug.Log("CrouchInputReceiver: " + value); Debug.Log("CrouchInputReceiver: " + value);
if (isLocalPlayer)
{
Debug.Log("Sending crouch input to server"); Debug.Log("Sending crouch input to server");
CmdCrouchInput(FloatBool(value, "==", 1)); CrouchInputEvent?.Invoke(FloatBool(value, "==", 1));
}
} }
[Command]
private void CmdCrouchInput(bool performed)
{
Debug.Log("Crouch input received on server from" + _networkIdentity.netId);
CrouchInputEvent?.Invoke(performed);
}
#endregion #endregion

View file

@ -13,8 +13,8 @@ namespace TTTSC.Player.Character.PlayerCharacterInfo
public enum playerPlayStates public enum playerPlayStates
{ {
Spectator, Alive,
Alive Spectator
}; };
public playerPlayStates currentPlayerPlayState; public playerPlayStates currentPlayerPlayState;

View file

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using TTTSC.Player.Character.Controller;
namespace TTTSC.Player.NetworkedCharacter
{
public class NetworkAliveReffrenceHub : MonoBehaviour
{
public NetworkIdentity aliveNetworkIdentity;
public CharacterMovementConfig networkCharacterMovementConfig;
public NetworkCharacterStateMachine networkCharacterStateMachine;
public NetworkCharacterHover networkCharacterHover;
public NetworkCharacterStateChanger networkCharacterStateChanger;
}
}

View file

@ -0,0 +1,11 @@
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View file

@ -1,4 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;

View file

@ -7,7 +7,7 @@ using Mirror;
namespace TTTSC.Player.NetworkedCharacter namespace TTTSC.Player.NetworkedCharacter
{ {
public class NetworkCharacterStateChanger : NetworkBehaviour public class NetworkCharacterStateChanger : MonoBehaviour
{ {
private PlayerGhostReffrenceHub _playerGhostReffrenceHub; private PlayerGhostReffrenceHub _playerGhostReffrenceHub;
private PlayerInputReceiver _playerInputReceiver; private PlayerInputReceiver _playerInputReceiver;
@ -23,124 +23,41 @@ namespace TTTSC.Player.NetworkedCharacter
_playerInputReceiver.MoveInputEvent += Walk; _playerInputReceiver.MoveInputEvent += Walk;
_playerInputReceiver.CrouchInputEvent += Crouch; _playerInputReceiver.CrouchInputEvent += Crouch;
_playerInputReceiver.SprintInputEvent += Sprint; _playerInputReceiver.SprintInputEvent += Sprint;
Debug.Log(isLocalPlayer);
} }
#region input
private void Walk(Vector2 direction, bool performing) private void Walk(Vector2 direction, bool performing)
{
if (isLocalPlayer)
{ {
_walkIsPerforming = performing; _walkIsPerforming = performing;
} }
}
private void Crouch(bool performing) private void Crouch(bool performing)
{ {
if (isLocalPlayer)
{
Debug.Log("Crouch event triggered with status " + performing);
_crouchIsHeld = performing; _crouchIsHeld = performing;
} }
}
private void Sprint(bool held) private void Sprint(bool held)
{ {
if (isLocalPlayer)
{
Debug.Log("Sprint event triggered with status " + held);
_sprintIsPerforming = held; _sprintIsPerforming = held;
} }
}
#endregion
private void Update() private void Update()
{ {
//Debug.Log("Local player is updating");
if (!isLocalPlayer)
{
Debug.LogError("This is not the local player");
return;
}
if (_crouchIsHeld && !_sprintIsPerforming) if (_crouchIsHeld && !_sprintIsPerforming)
{ _networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Crouching;
Debug.Log("asking server to crouch");
CmdCrouch();
}
if (_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming) if (_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
{ _networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Walking;
CmdWalk();
}
if (_sprintIsPerforming && !_crouchIsHeld && _walkIsPerforming) if (_sprintIsPerforming && !_crouchIsHeld && _walkIsPerforming)
{ _networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Sprinting;
CmdSprint();
}
if (!_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming) if (!_walkIsPerforming && !_crouchIsHeld && !_sprintIsPerforming)
{
CmdIdle();
}
}
#region client
[Command]
void CmdCrouch()
{
Debug.Log("asking clients to crouch");
RpcCrouch();
}
[Command]
void CmdWalk()
{
RpcWalk();
}
[Command]
void CmdSprint()
{
RpcSprint();
}
[Command]
void CmdIdle()
{
RpcIdle();
}
#endregion
#region server
[ClientRpc]
void RpcCrouch()
{
Debug.Log("crouching");
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Crouching;
}
[ClientRpc]
void RpcWalk()
{
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Walking;
}
[ClientRpc]
void RpcSprint()
{
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Sprinting;
}
[ClientRpc]
void RpcIdle()
{ {
_networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Idle; _networkCharacterStateMachine.movementState = NetworkCharacterStateMachine.MovementStates.Idle;
} }
#endregion }
} }
} }

View file

@ -5,8 +5,9 @@ namespace TTTSC.Player.NetworkedCharacter
{ {
public class NetworkCharacterStateMachine : NetworkBehaviour public class NetworkCharacterStateMachine : NetworkBehaviour
{ {
[SyncVar]
public CharacterStates characterState; public CharacterStates characterState;
[SyncVar(hook = nameof(HandleMovementStateChange))] [SyncVar]
public MovementStates movementState; public MovementStates movementState;
public bool ceilingDetected; public bool ceilingDetected;
public bool eligibleForStep; public bool eligibleForStep;
@ -44,22 +45,5 @@ namespace TTTSC.Player.NetworkedCharacter
InBoat, InBoat,
InProp InProp
} }
[Command]
private void HandleMovementStateChange(MovementStates oldMovementState, MovementStates newMovementState)
{
RpcSetMovementState(newMovementState);
}
[ClientRpc]
private void RpcSetMovementState(MovementStates newMovementState)
{
movementState = newMovementState;
}
private void HandleCharacterStateChange(CharacterStates oldCharacterState, CharacterStates newCharacterState)
{
}
} }
} }

View file

@ -51,7 +51,6 @@ namespace TTTSC.Player.NetworkedCharacter
} }
} }
[ClientRpc]
public void SpawnAlivePlayerBody() public void SpawnAlivePlayerBody()
{ {
_playerInfoData.helth = 100; _playerInfoData.helth = 100;
@ -64,10 +63,10 @@ namespace TTTSC.Player.NetworkedCharacter
if (_aliveBody == null) if (_aliveBody == null)
{ {
_aliveBody = Instantiate(_aliveBodyPrefab, transform.position, transform.rotation, transform); _aliveBody = Instantiate(_aliveBodyPrefab, transform.position, transform.rotation, transform);
NetworkServer.Spawn(_aliveBody);
} }
} }
[ClientRpc]
public void SpawnSpectatorPlayerBody() public void SpawnSpectatorPlayerBody()
{ {
if (_aliveBody != null) if (_aliveBody != null)
@ -79,11 +78,9 @@ namespace TTTSC.Player.NetworkedCharacter
if (_spectatorBody == null) if (_spectatorBody == null)
{ {
if (isServer)
{
_spectatorBody = Instantiate(_spectatorBodyPrefab, transform.position, transform.rotation, transform);
} _spectatorBody = Instantiate(_spectatorBodyPrefab, transform.position, transform.rotation, transform);
NetworkServer.Spawn(_spectatorBody);
} }
} }

View file

@ -15,6 +15,7 @@ public class PresanceManager : MonoBehaviour
string maxPlayersInGame; string maxPlayersInGame;
string timeUntillGameEnds; string timeUntillGameEnds;
GameEventDataSet gameEventDataSet;
private void OnEnable() private void OnEnable()
{ {
DontDestroyOnLoad(this); DontDestroyOnLoad(this);
@ -26,7 +27,8 @@ public class PresanceManager : MonoBehaviour
public void SetPresence(GameEventDataSet dataSet) public void SetPresence(GameEventDataSet dataSet)
{ {
Debug.Log("attempting to set presence"); Debug.Log("attempting to set presence");
CheckDataSet(dataSet); gameEventDataSet = dataSet;
CheckDataSet(gameEventDataSet);
} }
public void CheckDataSet(GameEventDataSet dataSet) public void CheckDataSet(GameEventDataSet dataSet)
@ -65,7 +67,7 @@ public class PresanceManager : MonoBehaviour
} }
else else
{ {
Debug.Log("suceessfuly recived current gamemode " + state); Debug.Log("suceessfuly recived current gamemode " + gamemode);
} }
break; break;
@ -79,7 +81,7 @@ public class PresanceManager : MonoBehaviour
} }
else else
{ {
Debug.Log("suceessfuly recived map " + state); Debug.Log("suceessfuly recived map " + map);
} }
break; break;
@ -93,7 +95,7 @@ public class PresanceManager : MonoBehaviour
} }
else else
{ {
Debug.Log("suceessfuly recived the current amout of players " + state); Debug.Log("suceessfuly recived the current amout of players " + playersInGame);
} }
break; break;
@ -107,7 +109,7 @@ public class PresanceManager : MonoBehaviour
} }
else else
{ {
Debug.Log("suceessfuly recived the max amout of players " + state); Debug.Log("suceessfuly recived the max amout of players " + maxPlayersInGame);
} }
break; break;
} }
@ -116,18 +118,83 @@ public class PresanceManager : MonoBehaviour
//await Task.WhenAll(task); //await Task.WhenAll(task);
Debug.Log("all data has been successfully checked, attempting setting presence"); Debug.Log("all data has been successfully checked, attempting setting presence");
UpdatePresenceStats();
SetSteamPeresance(); SetSteamPeresance();
discordManager.SetPresence(state, gamemode, map, playersInGame, maxPlayersInGame); discordManager.SetPresence(state, gamemode, map, playersInGame, maxPlayersInGame);
UpdatePresenceStats();
Debug.Log("attepting to update all platform presences"); Debug.Log("attepting to update all platform presences");
} }
private void UpdatePresenceStats() private void UpdatePresenceStats()
{ {
steamworksManager.SetSteamPresance(valueName, gamemode); steamworksManager.SetSteamPresance(valueName, gamemode);
for (int data = 0; data < gameEventDataSet.gameEventData.Count; data++)
{
var currentData = gameEventDataSet.gameEventData[data];
//task[data] = currentData;
Debug.Log("there is " + gameEventDataSet.gameEventData.Count + " data set to check");
switch (currentData.valueName)
{
//
case "presence_gamemode":
valueName = currentData.valueName;
steamworksManager.SetSteamPresance(valueName, gamemode);
if (gamemode == null || gamemode == "null")
{
Debug.Log("no gamemode was passed");
}
else
{
Debug.Log("steam suceessfuly recived current gamemode " + gamemode);
}
break;
//
case "presence_map":
valueName = currentData.valueName;
steamworksManager.SetSteamPresance(valueName, map); steamworksManager.SetSteamPresance(valueName, map);
if (map == null || map == "null")
{
Debug.Log("no map was passed");
}
else
{
Debug.Log("steam suceessfuly recived map " + map);
}
break;
//
case "presence_playersInGame":
valueName = currentData.valueName;
steamworksManager.SetSteamPresance(valueName, playersInGame); steamworksManager.SetSteamPresance(valueName, playersInGame);
if (playersInGame == null || playersInGame == "null")
{
Debug.Log("no player amout was passed");
}
else
{
Debug.Log("steam suceessfuly recived the current amout of players " + playersInGame);
}
break;
//
case "presence_maxPlayersInGame":
valueName = currentData.valueName;
steamworksManager.SetSteamPresance(valueName, maxPlayersInGame); steamworksManager.SetSteamPresance(valueName, maxPlayersInGame);
if (maxPlayersInGame == null || maxPlayersInGame == "null")
{
Debug.Log("no state was passed");
}
else
{
Debug.Log("steam suceessfuly recived the max amout of players " + maxPlayersInGame);
}
break;
}
}
Debug.Log("Updated steam presence stats"); Debug.Log("Updated steam presence stats");
} }

View file

@ -13,6 +13,7 @@ public class SteamworksManager : MonoBehaviour
// Start is called before the first frame update // Start is called before the first frame update
public void SetSteamPresance(string valueName, string presanceText) public void SetSteamPresance(string valueName, string presanceText)
{ {
Debug.Log("SetSteamPresance with key: " + valueName + " and content: " + presanceText);
SteamFriends.SetRichPresence(valueName, presanceText); SteamFriends.SetRichPresence(valueName, presanceText);
} }

View file

@ -2,11 +2,14 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Mirror; using Mirror;
using TTTSC.Player.NetworkedCharacter;
public class TTTSC_NetworkManager : NetworkManager public class TTTSC_NetworkManager : NetworkManager
{ {
[SerializeField] [SerializeField]
NetworkPresenceUtilities _networkPresenceUtilities; NetworkPresenceUtilities _networkPresenceUtilities;
public override void OnClientConnect(NetworkConnection conn) public override void OnClientConnect(NetworkConnection conn)
{ {
base.OnClientConnect(conn); base.OnClientConnect(conn);

29
Assets/TestPlayer.cs Normal file
View file

@ -0,0 +1,29 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
using TTTSC.Player.Character.Controller;
public class TestPlayer : MonoBehaviour
{
public PlayerInputReceiver playerInputReceiver;
// Start is called before the first frame update
void Start()
{
playerInputReceiver = GetComponent<PlayerInputReceiver>();
playerInputReceiver.CrouchInputEvent += test;
}
private void test(bool test)
{
Debug.Log("test");
}
// Update is called once per frame
void Update()
{
}
}

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