using UnityEngine; using SanAndreasUnity.Net; using Mirror; using SanAndreasUnity.Utilities; using System.Linq; namespace SanAndreasUnity.Behaviours.Vehicles { public class VehicleController : NetworkBehaviour { private Vehicle m_vehicle; bool IsControlledByLocalPlayer => m_vehicle.IsControlledByLocalPlayer; [SyncVar] int m_net_id; [SyncVar] string m_net_carColors; [SyncVar] float m_net_acceleration; [SyncVar] float m_net_steering; [SyncVar] float m_net_braking; [SyncVar(hook=nameof(OnNetPositionChanged))] Vector3 m_net_position; [SyncVar(hook=nameof(OnNetRotationChanged))] Quaternion m_net_rotation; [SyncVar] Vector3 m_net_linearVelocity; [SyncVar] Vector3 m_net_angularVelocity; [SyncVar] float m_net_health; struct WheelSyncData { public float brakeTorque; public float motorTorque; public float steerAngle; //public float travel; public float localPosY; public float rpm; } class WheelSyncList : SyncList { } WheelSyncList m_net_wheelsData; // is it better to place syncvars in Vehicle class ? - that way, there is no need for hooks // - or we could assign/read syncvars in Update() private void Awake() { //m_vehicle = GetComponent(); } internal void OnAfterCreateVehicle() { m_vehicle = this.GetComponent(); m_net_id = m_vehicle.Definition.Id; m_net_carColors = SerializeColors(m_vehicle.Colors); } public override void OnStartClient() { base.OnStartClient(); if (!NetStatus.IsServer) { F.RunExceptionSafe( () => { // load vehicle on clients int[] colors = DeserializeColors(m_net_carColors); m_vehicle = Vehicle.Create(this.gameObject, m_net_id, colors, this.transform.position, this.transform.rotation); // update rigid body status this.EnableOrDisableRigidBody(); if (VehicleManager.Instance.destroyWheelCollidersOnClient) { foreach (var wheelCollider in this.GetComponentsInChildren()) { Destroy(wheelCollider); } } }); } } public override void OnStartAuthority() { base.OnStartAuthority(); this.EnableOrDisableRigidBody(); } public override void OnStopAuthority() { base.OnStopAuthority(); this.EnableOrDisableRigidBody(); } public static string SerializeColors(int[] colors) { return colors != null ? string.Join(";", colors.Select(c => c.ToString(System.Globalization.CultureInfo.InvariantCulture))) : null; } public static int[] DeserializeColors(string colors) { return string.IsNullOrEmpty(colors) ? null : colors.Split(';').Select(s => int.Parse(s, System.Globalization.CultureInfo.InvariantCulture)).ToArray(); } private void Update() { // if syncvars are used for updating transform, then disable NetworkTransform, and vice versa m_vehicle.NetTransform.enabled = ! VehicleManager.Instance.syncVehicleTransformUsingSyncVars; // update status of rigid body this.EnableOrDisableRigidBody(); this.ProcessSyncvars(); var driverSeat = m_vehicle.DriverSeat; if (null == driverSeat || null == driverSeat.OccupyingPed) { if (NetStatus.IsServer) this.ResetInput(); return; } if (null == Ped.Instance || driverSeat.OccupyingPed != Ped.Instance) return; // local ped is occupying driver seat float oldAcc = m_vehicle.Accelerator; float oldBrake = m_vehicle.Braking; float oldSteer = m_vehicle.Steering; if (!GameManager.CanPlayerReadInput()) this.ResetInput(); else this.ReadInput(); // why do we send input ? // - so that everyone knows if the gas/brake is pressed, and can simulate wheel effects // - so that server can predict position and velocity of rigid body PedSync.Local.SendVehicleInput(m_vehicle.Accelerator, m_vehicle.Steering, m_vehicle.Braking); // TODO: also send velocity of rigid body if (!NetStatus.IsServer && !VehicleManager.Instance.controlInputOnLocalPlayer) { // local player should not control input, so restore old input m_vehicle.Accelerator = oldAcc; m_vehicle.Braking = oldBrake; m_vehicle.Steering = oldSteer; } } void ProcessSyncvars() { if (NetStatus.IsServer) { m_net_acceleration = m_vehicle.Accelerator; m_net_steering = m_vehicle.Steering; m_net_braking = m_vehicle.Braking; m_net_position = m_vehicle.RigidBody.position; m_net_rotation = m_vehicle.RigidBody.rotation; m_net_linearVelocity = m_vehicle.RigidBody.velocity; m_net_angularVelocity = m_vehicle.RigidBody.angularVelocity; m_net_health = m_vehicle.Health; // wheels m_net_wheelsData.Flush(); // remove current list of changes - this ensures that only the current wheel state is sent, and prevents memory leak bug in Mirror m_net_wheelsData.Clear(); foreach (var wheel in m_vehicle.Wheels) { m_net_wheelsData.Add(new WheelSyncData() { brakeTorque = wheel.Collider.brakeTorque, motorTorque = wheel.Collider.motorTorque, steerAngle = wheel.Collider.steerAngle, //travel = wheel.Travel, localPosY = wheel.Child.localPosition.y, rpm = wheel.Collider.rpm, }); } } else { // apply input if (!this.IsControlledByLocalPlayer || (this.IsControlledByLocalPlayer && !VehicleManager.Instance.controlInputOnLocalPlayer)) { m_vehicle.Accelerator = m_net_acceleration; m_vehicle.Steering = m_net_steering; m_vehicle.Braking = m_net_braking; } // update wheels if (!this.IsControlledByLocalPlayer || (this.IsControlledByLocalPlayer && !VehicleManager.Instance.controlWheelsOnLocalPlayer)) { for (int i=0; i < m_vehicle.Wheels.Count && i < m_net_wheelsData.Count; i++) { var w = m_vehicle.Wheels[i]; var data = m_net_wheelsData[i]; if (w.Collider != null) { w.Collider.brakeTorque = data.brakeTorque; w.Collider.motorTorque = data.motorTorque; w.Collider.steerAngle = data.steerAngle; } //w.Travel = data.travel; w.Child.SetLocalY(data.localPosY); Vehicle.UpdateWheelRotation(w, data.rpm, data.steerAngle); } } // position and rotation will be applied in syncvar hooks // apply velocity on all clients if (VehicleManager.Instance.syncLinearVelocity) m_vehicle.RigidBody.velocity = m_net_linearVelocity; else m_vehicle.RigidBody.velocity = Vector3.zero; if (VehicleManager.Instance.syncAngularVelocity) m_vehicle.RigidBody.angularVelocity = m_net_angularVelocity; else m_vehicle.RigidBody.angularVelocity = Vector3.zero; m_vehicle.Health = m_net_health; } } void ResetInput() { m_vehicle.Accelerator = 0; m_vehicle.Steering = 0; m_vehicle.Braking = 0; } void ReadInput() { var customInput = CustomInput.Instance; var accel = customInput.GetAxis("Vertical"); var brake = customInput.GetButton("Brake") ? 1.0f : 0.0f; var speed = Vector3.Dot(m_vehicle.Velocity, m_vehicle.transform.forward); if (speed * accel < 0f) { brake = Mathf.Max(brake, 0.75f); accel = 0f; } m_vehicle.Accelerator = accel; m_vehicle.Steering = customInput.GetAxis("Horizontal"); m_vehicle.Braking = brake; } public void EnableOrDisableRigidBody() { if (NetStatus.IsServer) { F.EnableRigidBody(m_vehicle.RigidBody); return; } if (VehicleManager.Instance.whenToDisableRigidBody.Matches(this.IsControlledByLocalPlayer, !NetStatus.IsServer)) F.DisableRigidBody(m_vehicle.RigidBody); else F.EnableRigidBody(m_vehicle.RigidBody); } void OnNetPositionChanged(Vector3 pos) { if (NetStatus.IsServer) return; if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) { if (m_vehicle != null && m_vehicle.RigidBody != null) m_vehicle.RigidBody.MovePosition(pos); } } void OnNetRotationChanged(Quaternion rot) { if (NetStatus.IsServer) return; if (VehicleManager.Instance.syncVehicleTransformUsingSyncVars) { if (m_vehicle != null && m_vehicle.RigidBody != null) m_vehicle.RigidBody.MoveRotation(rot); } } } }