// // read_node // void ClientSidePrediction::read_node(MemoryBuffer& message) { auto network = GetSubsystem<Network>(); auto scene = network->GetServerConnection()->GetScene(); auto node_id = message.ReadUInt(); auto node = scene->GetNode(node_id); bool new_node = false; // Create the node if it doesn't exist if (!node) { new_node = true; // Add initially to the root level. May be moved as we receive the parent attribute node = scene->CreateChild(node_id, LOCAL); // Create smoothed transform component node->CreateComponent<SmoothedTransform>(LOCAL); } else { // Remove the node from the unused nodes list unused_nodes.erase(node); } // Read attributes read_network_attributes(*node, message); // ApplyAttributes() is deliberately skipped, as Node has no attributes that require late applying. // Furthermore it would propagate to components and child nodes, which is not desired in this case if (new_node) { // Snap the motion smoothing immediately to the end auto transform = node->GetComponent<SmoothedTransform>(); if (transform) transform->Update(1.0f, 0.0f); } // Read user variables unsigned num_vars = message.ReadVLE(); for (; num_vars > 0; --num_vars) { auto key = message.ReadStringHash(); node->SetVar(key, message.ReadVariant()); } // Read components unsigned num_components = message.ReadVLE(); for (; num_components > 0; --num_components) read_component(message, node); }
// // read_scene_state // void ClientSidePrediction::read_scene_state(MemoryBuffer& message) { auto network = GetSubsystem<Network>(); auto scene = network->GetServerConnection()->GetScene(); // Read last input ID auto new_server_id = message.ReadUInt(); // Make sure it's more recent than the previous last ID since we're sending unordered messages // Handle range looping correctly if (id > server_id) { if (new_server_id < server_id) return; } else { if (new_server_id > server_id) return; } server_id = new_server_id; // Reset the unused nodes set unused_nodes.clear(); for (auto node : scene_nodes[scene]) unused_nodes.insert(node); // Read number of nodes auto num_nodes = message.ReadVLE(); // Read nodes for (; num_nodes > 0; --num_nodes) read_node(message); // Remove unsued nodes for (auto node : unused_nodes) node->Remove(); // Perform client side prediction predict(); }