[Add] FishNet
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using FishNet.Connection;
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using FishNet.Object;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace FishNet.Example.ColliderRollbacks
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{
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/// <summary>
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/// DEMO. CODE IS NOT OPTIMIZED.
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/// Shows where an object was when client hit it, and where it was after server rolled it back.
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/// </summary>
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public class RollbackVisualizer : NetworkBehaviour
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{
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[SerializeField]
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private GameObject _originalPrefab;
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[SerializeField]
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private GameObject _rollbackPrefab;
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[SerializeField]
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private TextCanvas _textCanvasPrefab;
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/// <summary>
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/// Shows difference between where object was when client shot it, and where it was after rollback.
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/// </summary>
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/// <param name = "original"></param>
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/// <param name = "rolledBack"></param>
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[Server]
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public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
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{
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TargetShowDifference(clientObject.Owner, original, rolledBack);
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}
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[TargetRpc]
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private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
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{
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Instantiate(_originalPrefab, original, transform.rotation);
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Instantiate(_rollbackPrefab, rollback, transform.rotation);
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float difference = Vector3.Distance(original, rollback);
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if (difference <= 0.00001f)
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difference = 0f;
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_differences.Add(difference);
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if (_differences.Count > 20)
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_differences.RemoveAt(0);
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float averageDifference = _differences.Sum() / _differences.Count;
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string accuracyText = IsServerStarted ? $"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing." : $"Difference {difference.ToString("0.000")}m. Average difference {averageDifference.ToString("0.000")}m.";
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TextCanvas tc = Instantiate(_textCanvasPrefab);
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tc.SetText(accuracyText);
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Debug.Log(accuracyText);
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}
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private List<float> _differences = new();
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}
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}
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