Initial commit

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Thorbjoern
2025-05-26 00:46:28 +02:00
commit e5bca03433
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using System.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
using UnityEngine.XR.Interaction.Toolkit.Interactables;
using UnityEngine.XR.Interaction.Toolkit.Interactors;
namespace XRMultiplayer
{
/// <summary>
/// NetworkInteractableGrab adds some extra functionality to the NetworkBaseInteractable class
/// to allow for better immediate feedback on non owner players.
/// </summary>
[RequireComponent(typeof(Rigidbody), typeof(ClientNetworkTransform))]
public class NetworkPhysicsInteractable : NetworkBaseInteractable
{
/// <summary>
/// Enabling this will call Request Ownership on collision with non-local NetworkPhysicsInteractables.
/// </summary>
[Header("Collision Based Ownership Transfer"), SerializeField, Tooltip("Enabling this will call Request Ownership on collision with non-local NetworkPhysicsInteractables.")]
protected bool m_AllowCollisionOwnershipExchange = true;
/// <summary>
/// Determines the minimum velocity magnitude required to request ownership on collision.
/// </summary>
[SerializeField, Tooltip("Determines the minimum velocity magnitude required to request ownership on collision.")]
protected float m_MinExchangeVelocityMagitude = .025f;
/// <summary>
/// Sets the <see cref="Rigidbody.constraints"/> to <see cref="RigidbodyConstraints.FreezeAll"/> on spawn.
/// </summary>
/// <remarks>
/// This is useful for objects that you want to be non interactable on spawn.
/// </remarks>
[Header("Spawn Options")]
public bool spawnLocked = true;
/// <summary>
/// Used to get the current networked value of <see cref="m_LockedOnSpawn.Value"/>.
/// </summary>
public bool lockedOnSpawn => m_LockedOnSpawn.Value;
protected NetworkVariable<bool> m_LockedOnSpawn = new(true, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
/// <summary>
/// This flag is used to prevent multiple attempts at requesting ownership.
/// </summary>
protected bool m_RequestingOwnership = false;
/// <summary>
/// Client Network Transform used for synchronizing transform data.
/// </summary>
protected ClientNetworkTransform m_ClientNetworkTransform;
protected Rigidbody m_Rigidbody;
protected Collider m_Collider;
/// <summary>
/// This flag is used to determine if the object should be reset on disconnect.
/// </summary>
protected NetworkVariable<bool> m_ResettingObject = new(false, NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Owner);
/// <summary>
/// Coroutine for checking ownership after a request has been made based on current user RTT to server.
/// </summary>
protected IEnumerator checkOwnershipRoutine;
bool m_PauseVelocityCalcuations = false;
Vector3 m_AverageVelocity;
Vector3[] m_CurrentCalculatedVelocity;
int m_FramesToCalculate = 3;
int m_CurrentFrame = 0;
Vector3 m_PrevPos;
/// <inheritdoc/>
public override void Awake()
{
base.Awake();
// Get associated required components
if (!TryGetComponent(out m_Rigidbody) || !TryGetComponent(out m_ClientNetworkTransform))
{
Utils.Log("Missing Components! Disabling Now.", 2);
enabled = false;
return;
}
m_CurrentCalculatedVelocity = new Vector3[m_FramesToCalculate];
m_ClientNetworkTransform.enabled = false;
m_Collider = GetComponentInChildren<Collider>();
}
void Update()
{
if (m_PauseVelocityCalcuations) return;
Vector3 velocity = (transform.position - m_PrevPos) / Time.deltaTime;
m_CurrentCalculatedVelocity[m_CurrentFrame] = velocity;
m_CurrentFrame = (m_CurrentFrame + 1) % m_FramesToCalculate;
m_PrevPos = transform.position;
m_AverageVelocity = GetWorldVelocity();
}
Vector3 GetWorldVelocity()
{
Vector3 averageVelocity = Vector3.zero;
for (int i = 0; i < m_FramesToCalculate; i++)
{
averageVelocity += m_CurrentCalculatedVelocity[i];
}
return averageVelocity / m_FramesToCalculate;
}
/// <inheritdoc/>
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
m_ResettingObject.OnValueChanged += OnObjectPhysicsReset;
if (IsOwner)
{
m_LockedOnSpawn.Value = spawnLocked;
m_Rigidbody.constraints = spawnLocked ? RigidbodyConstraints.FreezeAll : RigidbodyConstraints.None;
}
m_ClientNetworkTransform.enabled = syncSelect;
}
/// <inheritdoc/>
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
if (m_ResetObjectOnDisconnect & !m_Rigidbody.isKinematic)
{
ResetObjectPhysics();
}
}
/// <inheritdoc/>
protected override void OnIsInteractingChanged(bool oldValue, bool newValue)
{
base.OnIsInteractingChanged(oldValue, newValue);
if (IsOwner && newValue && m_LockedOnSpawn.Value)
{
m_LockedOnSpawn.Value = false;
}
if (!newValue)
{
m_Collider.enabled = false;
m_Collider.enabled = true;
}
}
/// <summary>
/// This function is called when the <see cref="m_ResettingObject"/> value changes.
/// </summary>
void OnObjectPhysicsReset(bool oldValue, bool currentValue)
{
if (currentValue)
{
m_CurrentCalculatedVelocity = new Vector3[m_FramesToCalculate];
m_PauseVelocityCalcuations = true;
}
else
{
m_PauseVelocityCalcuations = false;
}
}
/// <inheritdoc/>
public override void ResetObject()
{
base.ResetObject();
ResetObjectPhysics();
}
/// <summary>
/// Resets the object to its original state.
/// </summary>
public void ResetObjectPhysics()
{
m_CurrentCalculatedVelocity = new Vector3[m_FramesToCalculate];
// Take a snapshot of the current rigidbody
int snapShotRigidbodyInterpolation = (int)m_Rigidbody.interpolation;
bool wasKinematic = m_Rigidbody.isKinematic;
if (!m_Rigidbody.isKinematic)
{
m_Rigidbody.linearVelocity = Vector3.zero;
m_Rigidbody.angularVelocity = Vector3.zero;
}
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
m_Rigidbody.isKinematic = true;
if (IsOwner && NetworkManager.IsConnectedClient & !NetworkManager.Singleton.ShutdownInProgress)
m_ResettingObject.Value = true;
// Wait for a fixed update to reset the object.
StartCoroutine(ResetPhysicsRoutine(wasKinematic, snapShotRigidbodyInterpolation));
}
IEnumerator ResetPhysicsRoutine(bool wasKinematic, int interpolation)
{
// Since the Rigidbody is using Interpolate, we need to disable Kinematic for a frame to reset the object.
yield return new WaitForFixedUpdate();
m_Rigidbody.interpolation = (RigidbodyInterpolation)interpolation;
m_Rigidbody.isKinematic = wasKinematic;
if (IsOwner && NetworkManager.IsConnectedClient & !NetworkManager.Singleton.ShutdownInProgress)
m_ResettingObject.Value = false;
}
/// <inheritdoc/>
public override void OnSelectEnteredLocal(BaseInteractionEventArgs args)
{
base.OnSelectEnteredLocal(args);
// Return out early if the interactor is ignoring sockets or not syncing select.
if (m_IgnoreSocketSelectedCallback && args.interactorObject.transform.GetComponent<XRSocketInteractor>() != null) return;
// Disable the network transform to allow smooth interaction with high latency and wait for ownership or timeout to re-enable.
if (CanHold() & !IsOwner)
{
m_ClientNetworkTransform.enabled = false;
}
}
/// <inheritdoc/>
public override void OnSelectExitedLocal(BaseInteractionEventArgs args)
{
base.OnSelectExitedLocal(args);
// Return out early if the interactor is ignoring sockets or not syncing select.
if (m_IgnoreSocketSelectedCallback && args.interactorObject.transform.GetComponent<XRSocketInteractor>() != null) return;
// Check if still holding with other hand.
if (m_BaseInteractable.isSelected) return;
if (!IsOwner)
{
// Enable Network Transform if releasing the object before ownership has been gained.
m_ClientNetworkTransform.enabled = true;
}
if (IsOwner)
{
// Check for interactable type and update kinematic state on release.
if (baseInteractable.GetType() == typeof(XRGrabInteractable))
{
if (((XRGrabInteractable)baseInteractable).movementType == XRBaseInteractable.MovementType.VelocityTracking || ((UnityEngine.XR.Interaction.Toolkit.Interactables.XRGrabInteractable)baseInteractable).throwOnDetach)
{
m_Rigidbody.isKinematic = false;
}
}
}
}
/// <summary>
/// Override for enabling the NetworkTransform once ownership has been gained.
/// </summary>
public override void OnGainedOwnership()
{
base.OnGainedOwnership();
if (IsOwner)
{
m_RequestingOwnership = false;
m_ClientNetworkTransform.enabled = true;
m_IsInteracting.Value = baseInteractable.isSelected;
if (!baseInteractable.isSelected & !m_Rigidbody.isKinematic)
{
m_Rigidbody.linearVelocity = m_AverageVelocity;
}
}
}
/// <summary>
/// If Ownership was lost due to another player taking over, make sure we cancel all ownership requests and re-enable the ClientNetworkTransform.
/// </summary>
public override void OnLostOwnership()
{
base.OnLostOwnership();
if (checkOwnershipRoutine != null) StopCoroutine(checkOwnershipRoutine);
m_RequestingOwnership = false;
m_ClientNetworkTransform.enabled = true;
}
/// <inheritdoc/>
void OnCollisionEnter(Collision collision)
{
if (!IsOwner || !m_AllowCollisionOwnershipExchange) return;
NetworkPhysicsInteractable networkPhysicsInteractable = collision.transform.GetComponentInParent<NetworkPhysicsInteractable>();
if (networkPhysicsInteractable != null && (isInteracting || IsMovingFaster(networkPhysicsInteractable.m_Rigidbody)))
{
networkPhysicsInteractable.RequestOwnership();
}
}
/// <summary>
/// Checks if the current object is moving faster than the other object based on velocity magnitude.
/// </summary>
/// <param name="otherBody">The Other Rigidbody you are colliding with</param>
/// <returns>Returns true if this object is moving faster than the <see cref="m_MinExchangeVelocityMagitude"/> and the object we are hitting.</returns>
protected bool IsMovingFaster(Rigidbody otherBody)
{
return m_Rigidbody.linearVelocity.magnitude > m_MinExchangeVelocityMagitude && m_Rigidbody.linearVelocity.magnitude > otherBody.linearVelocity.magnitude;
}
/// <summary>
/// Checks if ownership transfer is blocked by current conditions.
/// </summary>
/// <returns></returns>
public bool OwnershipTransferBlocked()
{
return isInteracting || IsOwner || m_RequestingOwnership || m_LockedOnSpawn.Value || !m_AllowCollisionOwnershipExchange || !NetworkObject.IsSpawned || baseInteractable.isSelected || m_ResettingObject.Value;
}
/// <summary>
/// This function will request ownership of this object.
/// This will disable the <see cref="m_ClientNetworkTransform"/> to allow for smooth interaction.
/// This will also set the <see cref="m_RequestingOwnership"/> flag to true.
/// This will also start a Coroutine to check if ownership was not granted based on the current RTT to the server.
/// </summary>
public void RequestOwnership()
{
if (IsOwner || OwnershipTransferBlocked()) return;
m_RequestingOwnership = true;
m_ClientNetworkTransform.enabled = false;
if (!m_Rigidbody.isKinematic)
{
m_Rigidbody.linearVelocity = m_AverageVelocity;
}
if (((XRGrabInteractable)baseInteractable).movementType != XRBaseInteractable.MovementType.Kinematic)
{
m_Rigidbody.isKinematic = false;
}
RelinquishOwnershipAfterTime();
RequestOwnershipRpc(NetworkManager.Singleton.LocalClientId);
if (checkOwnershipRoutine != null) StopCoroutine(checkOwnershipRoutine);
checkOwnershipRoutine = CheckOwnershipRoutine();
StartCoroutine(checkOwnershipRoutine);
}
[Rpc(SendTo.Server)]
void RequestOwnershipRpc(ulong clientId)
{
NetworkObject.ChangeOwnership(clientId);
}
/// <summary>
/// Coroutine to check if ownership was granted based on the current RTT to the server.
/// </summary>
/// <returns></returns>
IEnumerator CheckOwnershipRoutine()
{
// Get the current RTT to the server and wait for twice that time before checking if ownership was granted.
float waitTime = NetworkManager.Singleton.NetworkConfig.NetworkTransport.GetCurrentRtt(NetworkManager.ServerClientId) * 2;
if (waitTime < .025f || waitTime > 5.0f)
{
waitTime = 1.0f;
}
yield return new WaitForSeconds(waitTime);
if (!IsOwner)
{
Utils.Log($"Ownership Request Timed Out on Object {gameObject.name}");
}
m_RequestingOwnership = false;
m_ClientNetworkTransform.enabled = true;
}
}
}