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			201 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			8.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| // our ideal update looks like this:
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| //   transport.process_incoming()
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| //   update_world()
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| //   transport.process_outgoing()
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| //
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| // this way we avoid unnecessary latency for low-ish server tick rates.
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| // for example, if we were to use this tick:
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| //   transport.process_incoming/outgoing()
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| //   update_world()
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| //
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| // then anything sent in update_world wouldn't be actually sent out by the
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| // transport until the next frame. if server runs at 60Hz, then this can add
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| // 16ms latency for every single packet.
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| //
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| // => instead we process incoming, update world, process_outgoing in the same
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| //    frame. it's more clear (no race conditions) and lower latency.
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| // => we need to add custom Update functions to the Unity engine:
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| //      NetworkEarlyUpdate before Update()/FixedUpdate()
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| //      NetworkLateUpdate after LateUpdate()
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| //    this way the user can update the world in Update/FixedUpdate/LateUpdate
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| //    and networking still runs before/after those functions no matter what!
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| // => see also: https://docs.unity3d.com/Manual/ExecutionOrder.html
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| // => update order:
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| //    * we add to the end of EarlyUpdate so it runs after any Unity initializations
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| //    * we add to the end of PreLateUpdate so it runs after LateUpdate(). adding
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| //      to the beginning of PostLateUpdate doesn't actually work.
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| using System;
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| using UnityEngine;
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| 
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| // PlayerLoop and LowLevel were in the Experimental namespace until 2019.3
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| // https://docs.unity3d.com/2019.2/Documentation/ScriptReference/Experimental.LowLevel.PlayerLoop.html
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| // https://docs.unity3d.com/2019.3/Documentation/ScriptReference/LowLevel.PlayerLoop.html
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| #if UNITY_2019_3_OR_NEWER
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| using UnityEngine.LowLevel;
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| using UnityEngine.PlayerLoop;
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| #else
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| using UnityEngine.Experimental.LowLevel;
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| using UnityEngine.Experimental.PlayerLoop;
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| #endif
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| 
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| namespace Mirror
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| {
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|     public static class NetworkLoop
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|     {
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|         // helper enum to add loop to begin/end of subSystemList
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|         internal enum AddMode { Beginning, End }
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| 
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|         // callbacks in case someone needs to use early/lateupdate too.
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|         public static Action OnEarlyUpdate;
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|         public static Action OnLateUpdate;
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| 
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|         // helper function to find an update function's index in a player loop
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|         // type. this is used for testing to guarantee our functions are added
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|         // at the beginning/end properly.
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|         internal static int FindPlayerLoopEntryIndex(PlayerLoopSystem.UpdateFunction function, PlayerLoopSystem playerLoop, Type playerLoopSystemType)
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|         {
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|             // did we find the type? e.g. EarlyUpdate/PreLateUpdate/etc.
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|             if (playerLoop.type == playerLoopSystemType)
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|                 return Array.FindIndex(playerLoop.subSystemList, (elem => elem.updateDelegate == function));
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| 
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|             // recursively keep looking
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|             if (playerLoop.subSystemList != null)
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|             {
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|                 for(int i = 0; i < playerLoop.subSystemList.Length; ++i)
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|                 {
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|                     int index = FindPlayerLoopEntryIndex(function, playerLoop.subSystemList[i], playerLoopSystemType);
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|                     if (index != -1) return index;
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|                 }
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|             }
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|             return -1;
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|         }
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| 
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|         // MODIFIED AddSystemToPlayerLoopList from Unity.Entities.ScriptBehaviourUpdateOrder (ECS)
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|         //
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|         // => adds an update function to the Unity internal update type.
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|         // => Unity has different update loops:
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|         //    https://medium.com/@thebeardphantom/unity-2018-and-playerloop-5c46a12a677
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|         //      EarlyUpdate
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|         //      FixedUpdate
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|         //      PreUpdate
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|         //      Update
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|         //      PreLateUpdate
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|         //      PostLateUpdate
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|         //
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|         // function: the custom update function to add
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|         //           IMPORTANT: according to a comment in Unity.Entities.ScriptBehaviourUpdateOrder,
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|         //                      the UpdateFunction can not be virtual because
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|         //                      Mono 4.6 has problems invoking virtual methods
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|         //                      as delegates from native!
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|         // ownerType: the .type to fill in so it's obvious who the new function
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|         //            belongs to. seems to be mostly for debugging. pass any.
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|         // addMode: prepend or append to update list
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|         internal static bool AddToPlayerLoop(PlayerLoopSystem.UpdateFunction function, Type ownerType, ref PlayerLoopSystem playerLoop, Type playerLoopSystemType, AddMode addMode)
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|         {
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|             // did we find the type? e.g. EarlyUpdate/PreLateUpdate/etc.
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|             if (playerLoop.type == playerLoopSystemType)
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|             {
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|                 // debugging
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|                 //Debug.Log($"Found playerLoop of type {playerLoop.type} with {playerLoop.subSystemList.Length} Functions:");
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|                 //foreach (PlayerLoopSystem sys in playerLoop.subSystemList)
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|                 //    Debug.Log($"  ->{sys.type}");
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| 
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|                 // resize & expand subSystemList to fit one more entry
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|                 int oldListLength = (playerLoop.subSystemList != null) ? playerLoop.subSystemList.Length : 0;
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|                 Array.Resize(ref playerLoop.subSystemList, oldListLength + 1);
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| 
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|                 // IMPORTANT: always insert a FRESH PlayerLoopSystem!
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|                 // We CAN NOT resize and then OVERWRITE an entry's type/loop.
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|                 // => PlayerLoopSystem has native IntPtr loop members
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|                 // => forgetting to clear those would cause undefined behaviour!
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|                 // see also: https://github.com/vis2k/Mirror/pull/2652
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|                 PlayerLoopSystem system = new PlayerLoopSystem {
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|                     type = ownerType,
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|                     updateDelegate = function
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|                 };
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| 
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|                 // prepend our custom loop to the beginning
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|                 if (addMode == AddMode.Beginning)
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|                 {
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|                     // shift to the right, write into first array element
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|                     Array.Copy(playerLoop.subSystemList, 0, playerLoop.subSystemList, 1, playerLoop.subSystemList.Length - 1);
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|                     playerLoop.subSystemList[0] = system;
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| 
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|                 }
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|                 // append our custom loop to the end
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|                 else if (addMode == AddMode.End)
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|                 {
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|                     // simply write into last array element
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|                     playerLoop.subSystemList[oldListLength] = system;
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|                 }
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| 
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|                 // debugging
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|                 //Debug.Log($"New playerLoop of type {playerLoop.type} with {playerLoop.subSystemList.Length} Functions:");
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|                 //foreach (PlayerLoopSystem sys in playerLoop.subSystemList)
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|                 //    Debug.Log($"  ->{sys.type}");
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| 
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|                 return true;
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|             }
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| 
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|             // recursively keep looking
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|             if (playerLoop.subSystemList != null)
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|             {
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|                 for(int i = 0; i < playerLoop.subSystemList.Length; ++i)
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|                 {
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|                     if (AddToPlayerLoop(function, ownerType, ref playerLoop.subSystemList[i], playerLoopSystemType, addMode))
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|                         return true;
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|                 }
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|             }
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|             return false;
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|         }
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| 
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|         // hook into Unity runtime to actually add our custom functions
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|         [RuntimeInitializeOnLoadMethod]
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|         static void RuntimeInitializeOnLoad()
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|         {
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|             //Debug.Log("Mirror: adding Network[Early/Late]Update to Unity...");
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| 
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|             // get loop
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|             // 2019 has GetCURRENTPlayerLoop which is safe to use without
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|             // breaking other custom system's custom loops.
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|             // see also: https://github.com/vis2k/Mirror/pull/2627/files
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|             PlayerLoopSystem playerLoop =
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| #if UNITY_2019_3_OR_NEWER
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|                 PlayerLoop.GetCurrentPlayerLoop();
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| #else
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|                 PlayerLoop.GetDefaultPlayerLoop();
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| #endif
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| 
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|             // add NetworkEarlyUpdate to the end of EarlyUpdate so it runs after
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|             // any Unity initializations but before the first Update/FixedUpdate
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|             AddToPlayerLoop(NetworkEarlyUpdate, typeof(NetworkLoop), ref playerLoop, typeof(EarlyUpdate), AddMode.End);
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| 
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|             // add NetworkLateUpdate to the end of PreLateUpdate so it runs after
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|             // LateUpdate(). adding to the beginning of PostLateUpdate doesn't
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|             // actually work.
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|             AddToPlayerLoop(NetworkLateUpdate, typeof(NetworkLoop), ref playerLoop, typeof(PreLateUpdate), AddMode.End);
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| 
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|             // set the new loop
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|             PlayerLoop.SetPlayerLoop(playerLoop);
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|         }
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| 
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|         static void NetworkEarlyUpdate()
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|         {
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|             //Debug.Log($"NetworkEarlyUpdate {Time.time}");
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|             NetworkServer.NetworkEarlyUpdate();
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|             NetworkClient.NetworkEarlyUpdate();
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|             // invoke event after mirror has done it's early updating.
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|             OnEarlyUpdate?.Invoke();
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|         }
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| 
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|         static void NetworkLateUpdate()
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|         {
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|             //Debug.Log($"NetworkLateUpdate {Time.time}");
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|             // invoke event before mirror does its final late updating.
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|             OnLateUpdate?.Invoke();
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|             NetworkServer.NetworkLateUpdate();
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|             NetworkClient.NetworkLateUpdate();
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|         }
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|     }
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| }
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