using FishNet.Connection;
using FishNet.Managing;
using FishNet.Managing.Timing;
using FishNet.Object;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace FishNet.Example.ColliderRollbacks
{
///
/// DEMO. CODE IS NOT OPTIMIZED.
/// Shows where an object was when client hit it, and where it was after server rolled it back.
///
public class RollbackVisualizer : NetworkBehaviour
{
[SerializeField]
private GameObject _originalPrefab;
[SerializeField]
private GameObject _rollbackPrefab;
[SerializeField]
private TextCanvas _textCanvasPrefab;
///
/// Average accuracy over the past 30 shots.
///
private List _accuracyAverage = new List();
private void OnDisable()
{
_accuracyAverage.Clear();
}
///
/// Shows difference between where object was when client shot it, and where it was after rollback.
///
///
///
[Server]
public void ShowDifference(NetworkObject clientObject, Vector3 original, Vector3 rolledBack)
{
//Only send to client if not host.
if (!base.IsHost)
{
float difference = Vector3.Distance(original, rolledBack);
PrintAverage(false, difference, base.NetworkManager);
TargetShowDifference(clientObject.Owner, original, rolledBack);
}
}
[TargetRpc]
private void TargetShowDifference(NetworkConnection conn, Vector3 original, Vector3 rollback)
{
Instantiate(_originalPrefab, original, transform.rotation);
Instantiate(_rollbackPrefab, rollback, transform.rotation);
float difference = Vector3.Distance(original, rollback);
string accuracyText = PrintAverage(true, difference, base.NetworkManager);
TextCanvas tc = Instantiate(_textCanvasPrefab);
tc.SetText(accuracyText);
}
///
/// Prints an average accuracy, returning what was printed.
///
/// True if difference is received from the server.
private string PrintAverage(bool fromServer, float difference, NetworkManager nm)
{
//If clientHost...
if (nm.IsHost)
{
string result = $"Accuracy will not show properly when as clientHost.{Environment.NewLine}Use a separate client and server for testing.";
Debug.Log(result);
return result;
}
else
{
_accuracyAverage.Add(difference);
if (_accuracyAverage.Count > 20)
_accuracyAverage.RemoveAt(0);
string currentHit = $"Accuracy is within {difference.ToString("0.0000")} units.";
string allHit = $"{_accuracyAverage.Count} hit average is {(_accuracyAverage.Sum() / _accuracyAverage.Count).ToString("0.0000")}.";
string result = $"{currentHit} {allHit}";
Debug.Log(result);
return result;
}
}
}
}