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Unity FPSSample Demo研究

时间:2024-08-16 17:54:05浏览次数:11  
标签:... FPSSample Demo void Update data Unity ref public

1.前言

 

Unity FpsSample Demo大约是2018发布,用于官方演示MLAPI(NetCode前身)+DOTS的一个FPS多人对战Demo。

Demo下载地址(需要安装Git LFS) :https://github.com/Unity-Technologies/FPSSample

下载完成后3-40GB左右,若大小不对可能下载不完整。

 

时间原因写的并不完整,但大致描绘了项目的框架轮廓。

 

1.1.附带文档与主配置界面

在项目根目录可以找到附带的文档:

在项目中的Fps Sample/Windows/Project Tools处可以打开主配置界面:

 

其中打包AssetBundle的方式值得一提,因为在资源底部标记AssetBundle的方式非常的不方便,

FpsSample将AssetBunlde通过Hash值存到了ScriptableObject里,并且区分Server/Client,

服务端打包AssetBundle时将用一些资源及耗费性能较少的替代文件,客户端打包的AssetBundle

则是完整版本。

2.GameLoop

 可参考文档SourceCode.md,不同的GameLoop决定当前游戏下的主循环逻辑:

游戏内的几种GameLoop分别对应如下:

  • ClientGameLoop 客户端游戏循环
  • ServerGameLoop 服务端游戏循环
  • PreviewGameLoop 编辑器下执行关卡测试时对应的游戏循环(单机跑图模式)
  • ThinClientGameLoop 调试用的轻量版客户端游戏循环,内部几乎没有System

2.1 GameLoop触发逻辑

游戏的入口是Game.prefab:

GameLoop接口定义在Game.cs中:

public interface IGameLoop
{
    bool Init(string[] args);
    void Shutdown();

    void Update();
    void FixedUpdate();
    void LateUpdate();
}

然后通过命令初始化所需要的GameLoop,内部会通过反射创建(Game.cs中):

void CmdServe(string[] args)
{
    RequestGameLoop(typeof(ServerGameLoop), args);
    Console.s_PendingCommandsWaitForFrames = 1;
}
IGameLoop gameLoop = (IGameLoop)System.Activator.CreateInstance(m_RequestedGameLoopTypes[i]);
initSucceeded = gameLoop.Init(m_RequestedGameLoopArguments[i]);

3.网络运行逻辑

3.1 ClientGameLoop

先来看下ClientGameLoop,初始化会调用Init函数,NetworkTransport为Unity封装的网络层,

NetworkClient为上层封装,附带一些游戏逻辑。

public bool Init(string[] args)
{
    ...
    m_NetworkTransport = new SocketTransport();
    m_NetworkClient = new NetworkClient(m_NetworkTransport);

3.1.1 NetworkClient内部逻辑

跟进去看下NetworkClient的结构,删了一些内容,部分接口如下:

public class NetworkClient
{
    ...

    public bool isConnected { get; }
    public ConnectionState connectionState { get; }
    public int clientId { get; }
    public NetworkClient(INetworkTransport transport)
    public void Shutdown()

    public void QueueCommand(int time, DataGenerator generator)
    public void QueueEvent(ushort typeId, bool reliable, NetworkEventGenerator generator)
    ClientConnection m_Connection;
}

其中QueueCommand用于处理角色的移动、跳跃等信息,包含于Command结构中。

QueueEvent用于处理角色的连接、启动等状态。

3.1.2 NetworkClient外部调用

继续回到ClientGameLoop,在Update中可以看到NetworkClient的更新逻辑

public void Update()
{
    Profiler.BeginSample("ClientGameLoop.Update");

    Profiler.BeginSample("-NetworkClientUpdate");
    m_NetworkClient.Update(this, m_clientWorld?.GetSnapshotConsumer()); //客户端接收数据
    Profiler.EndSample();

    Profiler.BeginSample("-StateMachine update");
    m_StateMachine.Update();
    Profiler.EndSample();

    // TODO (petera) change if we have a lobby like setup one day
    if (m_StateMachine.CurrentState() == ClientState.Playing && Game.game.clientFrontend != null)
        Game.game.clientFrontend.UpdateChat(m_ChatSystem);

    m_NetworkClient.SendData(); //客户端发送数据

其中ClientGameLoop Update函数签名如下:

public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer)

参数1用于处理OnConnect、OnDisconnect等消息,参数2用于处理场景中各类快照信息。

3.1.3 m_NetworkClient.Update

进入Update函数看下接收逻辑:

public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer)
{
    ...
    TransportEvent e = new TransportEvent();
    while (m_Transport.NextEvent(ref e))
    {
        switch (e.type)
        {
            case TransportEvent.Type.Connect:
                OnConnect(e.connectionId);
                break;
            case TransportEvent.Type.Disconnect:
                OnDisconnect(e.connectionId);
                break;
            case TransportEvent.Type.Data:
                OnData(e.connectionId, e.data, e.dataSize, clientNetworkConsumer, snapshotConsumer);
                break;
        }
    }
}

可以看见具体逻辑处理在OnData中

3.1.4 m_NetworkClient.SendData

进入SendData函数,看下发送数据是如何处理的。

public void SendPackage<TOutputStream>() where TOutputStream : struct, NetworkCompression.IOutputStream
{
    ...if (commandSequence > 0)
    {
        lastSentCommandSeq = commandSequence;
        WriteCommands(info, ref output);
    }
    WriteEvents(info, ref output);
    int compressedSize = output.Flush();
    rawOutputStream.SkipBytes(compressedSize);

    CompleteSendPackage(info, ref rawOutputStream);
}

可以看见,这里将之前加入队列的Command和Event取出写入缓冲准备发送。

3.2.ServerGameLoop

和ClientGameLoop一样,在Init中初始化Transport网络层和NetworkServer。

public bool Init(string[] args)
{
    // Set up statemachine for ServerGame
    m_StateMachine = new StateMachine<ServerState>();
    m_StateMachine.Add(ServerState.Idle, null, UpdateIdleState, null);
    m_StateMachine.Add(ServerState.Loading, null, UpdateLoadingState, null);
    m_StateMachine.Add(ServerState.Active, EnterActiveState, UpdateActiveState, LeaveActiveState);

    m_StateMachine.SwitchTo(ServerState.Idle);

    m_NetworkTransport = new SocketTransport(NetworkConfig.serverPort.IntValue, serverMaxClients.IntValue);
    m_NetworkServer = new NetworkServer(m_NetworkTransport);

注意,其中生成快照的操作在状态机的Active中。

 

Update中更新并SendData:

public void Update()
{
    UpdateNetwork();//更新SQP查询服务器和调用NetWorkServer.Update
    m_StateMachine.Update();
    m_NetworkServer.SendData();
    m_NetworkStatistics.Update();
    if (showGameLoopInfo.IntValue > 0)
        OnDebugDrawGameloopInfo();
}

3.2.1 Server - HandleClientCommands

来看一下接收客户端命令后是如何处理的,在ServerTick函数内,调用

HandleClientCommands处理客户端发来的命令

public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor
{
    ...
    public void ServerTickUpdate()
    {
        ...
        m_NetworkServer.HandleClientCommands(m_GameWorld.worldTime.tick, this);
    }
public void HandleClientCommands(int tick, IClientCommandProcessor processor)
{
    foreach (var c in m_Connections)
        c.Value.ProcessCommands(tick, processor);
}

然后反序列化,加上ComponentData交给对应的System处理:

public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor
{
  ... public void ProcessCommand(int connectionId, int tick, ref NetworkReader data) {
    ... if (tick == m_GameWorld.worldTime.tick) client.latestCommand.Deserialize(ref serializeContext, ref data); if (client.player.controlledEntity != Entity.Null) { var userCommand = m_GameWorld.GetEntityManager().GetComponentData<UserCommandComponentData>( client.player.controlledEntity); userCommand.command = client.latestCommand; m_GameWorld.GetEntityManager().SetComponentData<UserCommandComponentData>( client.player.controlledEntity,userCommand); } }

4.Snapshot

4.1 Snapshot流程

项目中所有的客户端命令都发到服务器上执行,服务器创建Snapshot快照,客户端接收Snapshot快照同步内容。

Server部分关注ReplicatedEntityModuleServer和ISnapshotGenerator的调用:

public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor
{
    public ServerGameWorld(GameWorld world, NetworkServer networkServer, Dictionary<int, ServerGameLoop.ClientInfo> clients, ChatSystemServer m_ChatSystem, BundledResourceManager resourceSystem)
    {
        ...
        m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(m_GameWorld, resourceSystem, m_NetworkServer);
        m_ReplicatedEntityModule.ReserveSceneEntities(networkServer);
    }

    public void ServerTickUpdate()
    {
        ...
        m_ReplicatedEntityModule.HandleSpawning();
        m_ReplicatedEntityModule.HandleDespawning();
    }

    public void GenerateEntitySnapshot(int entityId, ref NetworkWriter writer)
    {
        ...
        m_ReplicatedEntityModule.GenerateEntitySnapshot(entityId, ref writer);
    }

    public string GenerateEntityName(int entityId)
    {
        ...
        return m_ReplicatedEntityModule.GenerateName(entityId);
    }
}

Client部分关注ReplicatedEntityModuleClient和ISnapshotConsumer的调用:

foreach (var id in updates)
{
    var info = entities[id];
    GameDebug.Assert(info.type != null, "Processing update of id {0} but type is null", id);
    fixed (uint* data = info.lastUpdate)
    {
        var reader = new NetworkReader(data, info.type.schema);
        consumer.ProcessEntityUpdate(serverTime, id, ref reader);
    }
}

4.2 SnapshotGenerator 流程

在ServerGameLoop中调用快照创建逻辑:

public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor
{
    void UpdateActiveState()
    {
        int tickCount = 0;
        while (Game.frameTime > m_nextTickTime)
        {
            tickCount++;
            m_serverGameWorld.ServerTickUpdate();
        ...
            m_NetworkServer.GenerateSnapshot(m_serverGameWorld, m_LastSimTime);
        }

在Server中存了所有的实体,每个实体拥有EntityInfo结构,结构存放了snapshots字段。

遍历实体并调用GenerateEntitySnapshot接口生成实体内容:

unsafe public class NetworkServer
{
    unsafe public void GenerateSnapshot(ISnapshotGenerator snapshotGenerator, float simTime)
    {
        ...
        // Run through all the registered network entities and serialize the snapshot
        for (var id = 0; id < m_Entities.Count; id++)
        {
            var entity = m_Entities[id];

            EntityTypeInfo typeInfo;
            bool generateSchema = false;
            if (!m_EntityTypes.TryGetValue(entity.typeId, out typeInfo))
            {
                typeInfo = new EntityTypeInfo() { name = snapshotGenerator.GenerateEntityName(id), typeId = entity.typeId, createdSequence = m_ServerSequence, schema = new NetworkSchema(entity.typeId + NetworkConfig.firstEntitySchemaId) };
                m_EntityTypes.Add(entity.typeId, typeInfo);
                generateSchema = true;
            }

            // Generate entity snapshot
            var snapshotInfo = entity.snapshots.Acquire(m_ServerSequence);
            snapshotInfo.start = worldsnapshot.data + worldsnapshot.length;

            var writer = new NetworkWriter(snapshotInfo.start, NetworkConfig.maxWorldSnapshotDataSize / 4 - worldsnapshot.length, typeInfo.schema, generateSchema);
            snapshotGenerator.GenerateEntitySnapshot(id, ref writer);
            writer.Flush();
            snapshotInfo.length = writer.GetLength();

4.3 SnapshotConsumer 流程

在NetworkClient的OnData中处理快照信息

case TransportEvent.Type.Data:
    OnData(e.connectionId, e.data, e.dataSize, clientNetworkConsumer, snapshotConsumer);
break;

对应的处理函数:

public void ProcessEntityUpdate(int serverTick, int id, ref NetworkReader reader)
{
    var data = m_replicatedData[id];
    
    GameDebug.Assert(data.lastServerUpdate < serverTick, "Failed to apply snapshot. Wrong tick order. entityId:{0} snapshot tick:{1} last server tick:{2}", id, serverTick, data.lastServerUpdate);
    data.lastServerUpdate = serverTick;

    GameDebug.Assert(data.serializableArray != null, "Failed to apply snapshot. Serializablearray is null");

    foreach (var entry in data.serializableArray)
        entry.Deserialize(ref reader, serverTick);
    
    foreach (var entry in data.predictedArray)
        entry.Deserialize(ref reader, serverTick);
    
    foreach (var entry in data.interpolatedArray)
        entry.Deserialize(ref reader, serverTick);

    m_replicatedData[id] = data;
}

5.游戏模块逻辑

5.1 ECS System扩展

BaseComponentDataSystem.cs类中包含了各类System基类扩展:

  • BaseComponentSystem<T1 - T3> 筛选出泛型MonoBehaviour到ComponentGroup,但忽略已销毁的对象(DespawningEntity),可以在子类中增加IComponentData筛选条件
  • BaseComponentDataSystem<T1 - T5> 筛选出泛型ComponentData,其余与BaseComponentSystem一致
  • InitializeComponentSystem<T> 筛选T类型的MonoBehaviour然后执行Initialize函数,确保初始化只执行一次
  • InitializeComponentDataSystem<T,K> 为每个包含ComponentData T的对象增加ComponentData K,确保初始化只执行一次
  • DeinitializeComponentSystem<T> 筛选包含MonoBehaviour T和已销毁标记的对象
  • DeinitializeComponentDataSystem<T> 筛选包含ComponentData T和已销毁标记的对象
  • InitializeComponentGroupSystem<T,S> 同InitializeComponentSystem,但标记了AlwaysUpdateSystem
  • DeinitializeComponentGroupSystem<T> 同DeinitializeComponentSystem,但标记了AlwaysUpdateSystem

5.2 角色创建

以编辑器下打开Level_01_Main.unity运行为例。

运行后会进入EditorLevelManager.cs触发对应绑定的场景运行回调:

[InitializeOnLoad]
public class EditorLevelManager
{
    static EditorLevelManager()
    {
        EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
    }
    ...
    static void OnPlayModeStateChanged(PlayModeStateChange mode)
    {
        if (mode == PlayModeStateChange.EnteredPlayMode)
        {
            ...
            case LevelInfo.LevelType.Gameplay:
                Game.game.RequestGameLoop( typeof(PreviewGameLoop), new string[0]);
            break;
        }
    }

在PreviewGameLoop中写了PreviewGameMode的逻辑,在此处若controlledEntity为空则触发创建:

public class PreviewGameMode : BaseComponentSystem   
{
...
protected override void OnUpdate()
{
    if (m_Player.controlledEntity == Entity.Null)
    {
        Spawn(false);
        return;
    }
}

最后调到此处进行创建:

CharacterSpawnRequest.Create(PostUpdateCommands, charControl.characterType, m_SpawnPos, m_SpawnRot, playerEntity);

 在创建后执行到CharacterSystemShared.cs的HandleCharacterSpawn时,会启动角色相关逻辑:

public static void CreateHandleSpawnSystems(GameWorld world,SystemCollection systems, BundledResourceManager resourceManager, bool server)
{        
    systems.Add(world.GetECSWorld().CreateManager<HandleCharacterSpawn>(world, resourceManager, server)); // TODO (mogensh) needs to be done first as it creates presentation
    systems.Add(world.GetECSWorld().CreateManager<HandleAnimStateCtrlSpawn>(world));
}

如果把这行代码注释掉,运行后会发现角色无法启动。

5.3 角色系统

角色模块分为客户端和服务端,区别如下:

Client Server 说明
UpdateCharacter1PSpawn   处理第一人称角色
PlayerCharacterControlSystem PlayerCharacterControlSystem 同步角色Id等参数
CreateHandleSpawnSystems CreateHandleSpawnSystems 处理角色生成
CreateHandleDespawnSystems CreateHandleDespawnSystems 处理角色销毁
CreateAbilityRequestSystems CreateAbilityRequestSystems 技能相关逻辑
CreateAbilityStartSystems CreateAbilityStartSystems 技能相关逻辑
CreateAbilityResolveSystems CreateAbilityResolveSystems 技能相关逻辑
CreateMovementStartSystems CreateMovementStartSystems 移动相关逻辑
CreateMovementResolveSystems CreateMovementResolveSystems 应用移动数据逻辑
UpdatePresentationRootTransform UpdatePresentationRootTransform 处理展示角色的根位置旋转信息
UpdatePresentationAttachmentTransform UpdatePresentationAttachmentTransform 处理附加物体的根位置旋转信息
UpdateCharPresentationState UpdateCharPresentationState 更新角色展示状态用于网络传输
ApplyPresentationState ApplyPresentationState 应用角色展示状态到AnimGraph
  HandleDamage 处理伤害
  UpdateTeleportation 处理角色位置传送
CharacterLateUpdate   在LateUpdate时序同步一些参数
UpdateCharacterUI   更新角色UI
UpdateCharacterCamera   更新角色相机
HandleCharacterEvents   处理角色事件

5.4 CharacterMoveQuery

角色内部用的还是角色控制器:

 

角色的生成被分到了多个System中,所以角色控制器也是单独的GameObject,

创建代码如下:

public class CharacterMoveQuery : MonoBehaviour
{
    public void Initialize(Settings settings, Entity hitCollOwner)
    {
        //GameDebug.Log("CharacterMoveQuery.Initialize");
        this.settings = settings;
        var go = new GameObject("MoveColl_" + name,typeof(CharacterController), typeof(HitCollision));
        charController = go.GetComponent<CharacterController>();

在Movement_Update的System中将deltaPos传至moveQuery:

class Movement_Update : BaseComponentDataSystem<CharBehaviour, AbilityControl, Ability_Movement.Settings>
{
    protected override void Update(Entity abilityEntity, CharBehaviour charAbility, AbilityControl abilityCtrl, Ability_Movement.Settings settings )
    {
        // Calculate movement and move character
        var deltaPos = Vector3.zero;
        CalculateMovement(ref time, ref predictedState, ref command, ref deltaPos);

        // Setup movement query
        moveQuery.collisionLayer = character.teamId == 0 ? m_charCollisionALayer : m_charCollisionBLayer;
        moveQuery.moveQueryStart = predictedState.position;
        moveQuery.moveQueryEnd = moveQuery.moveQueryStart + (float3)deltaPos;
        
        EntityManager.SetComponentData(charAbility.character,predictedState);
    }
}

最后在moveQuery中将deltaPos应用至角色控制器:

class HandleMovementQueries : BaseComponentSystem
{
    protected override void OnUpdate()
    {
        ...
        var deltaPos = query.moveQueryEnd - currentControllerPos; 
        charController.Move(deltaPos);
        query.moveQueryResult = charController.transform.position;
        query.isGrounded = charController.isGrounded;
        
        Profiler.EndSample();
    }
}

6.杂项

6.1 MaterialPropertyOverride

这个小工具支持不创建额外材质球的情况下修改材质球参数,

并且无项目依赖,可以直接拿到别的项目里用:

6.2 RopeLine

快速搭建动态交互绳节工具


 参考:

https://www.jianshu.com/p/347ded2a8e7a

https://www.jianshu.com/p/c4ea9073f443

标签:...,FPSSample,Demo,void,Update,data,Unity,ref,public
From: https://www.cnblogs.com/hont/p/18360437

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