using GameKit.Dependencies.Utilities; using System; using System.Collections.Generic; using UnityEngine; using TimeManagerCls = FishNet.Managing.Timing.TimeManager; namespace FishNet.Component.Prediction { public abstract class NetworkCollider2D : NetworkColliderBase { /// /// Called when another collider enters this collider. /// public event Action OnEnter; /// /// Called when another collider stays in this collider. /// public event Action OnStay; /// /// Called when another collider exits this collider. /// public event Action OnExit; /// /// The colliders on this object. /// private Collider2D[] _colliders; /// /// The hits from the last check. /// private Collider2D[] _hits; /// /// Colliders which are entered for a tick, be it stay or for the first time. /// private Dictionary> _enteredColliders; protected override void Awake() { base.Awake(); _enteredColliders = CollectionCaches>.RetrieveDictionary(); _hits = CollectionCaches.RetrieveArray(); if (_hits.Length < MaximumSimultaneousHits) _hits = new Collider2D[MaximumSimultaneousHits]; } public override void OnStopNetwork() { base.OnStopNetwork(); StoreEnteredColliders(keepDictionary: true); _enteredColliders?.Clear(); } protected override void OnDestroy() { base.OnDestroy(); CollectionCaches>.StoreAndDefault(ref _enteredColliders); CollectionCaches.StoreAndDefault(ref _hits, _hits.Length); } /// /// Called by the PredictionManager immediately before a reconcile begins. /// protected override void PredictionManager_OnPostPhysicsTransformSync(uint clientTick, uint serverTick) { if (IsStopping) return; if (clientTick > 0) { List keysToRemove = CollectionCaches.RetrieveList(); uint maximumTick = clientTick - 2; foreach (uint enteredTick in _enteredColliders.Keys) { if (enteredTick < maximumTick) keysToRemove.Add(enteredTick); } foreach (uint tick in keysToRemove) { HashSet colliders = _enteredColliders[tick]; CollectionCaches.Store(colliders); _enteredColliders.Remove(tick); } CollectionCaches.Store(keysToRemove); } /* Call base only after removing old entries. This ensures old entries are removed * before CheckColliders is called. */ base.PredictionManager_OnPostPhysicsTransformSync(clientTick, serverTick); } /// /// Checks for any collider changes; /// protected override void CheckColliders(uint localTick) { // Initial checks failed. if (!TryPrepareColliderCheck(localTick)) return; HashSet current = CollectionCaches.RetrieveHashSet(); /* Previous may not be set here if there were * no collisions during the previous tick. */ // The rotation of the object for box colliders. Quaternion rotation = transform.rotation; // Check each collider for triggers. foreach (Collider2D col in _colliders) { if (!col.enabled) continue; if (IsTrigger != col.isTrigger) continue; // Number of hits from the checks. // Number of hits from the checks. int hits; if (col is CircleCollider2D circleCollider) hits = GetCircleCollider2DHits(circleCollider, InteractableLayers); else if (col is BoxCollider2D boxCollider) hits = GetBoxCollider2DHits(boxCollider, rotation, InteractableLayers); else hits = 0; /* Check hits for enter/exit callbacks. */ for (int i = 0; i < hits; i++) { Collider2D hit = _hits[i]; if (hit == null || hit == col) continue; current.Add(hit); } /* If the colliders already exist then the tick is being * run again, which would indicate this is being run during a reconcile. * * Since this key will have its data replaced with current, store the prior collection.*/ if (_enteredColliders.TryGetValueIL2CPP(localTick, out HashSet enteredColliders)) { CollectionCaches.Store(enteredColliders); _enteredColliders.Remove(localTick); } const uint unsetLastTick = uint.MaxValue; uint lastTick = localTick > 1 ? localTick - 1 : unsetLastTick; _enteredColliders.TryGetValueIL2CPP(lastTick, out HashSet lastEnteredColliders); /* If there are entered colliders then * update enteredColliders for the tick. */ if (current.Count > 0) { _enteredColliders[localTick] = current; /* If there were no colliders last tick * then without a doubt enter should be called since * the collider could not possibly be present already. */ if (lastEnteredColliders == null) { //Invoke OnEnter for every collider in current. foreach (Collider2D c in current) OnEnter?.Invoke(c, localTick); } /* If the last collection is found then * check to invoke Enter or Stay. */ else { foreach (Collider2D c in current) { if (lastEnteredColliders.Contains(c)) OnStay?.Invoke(c, localTick); else OnEnter?.Invoke(c, localTick); } } } //If current is empty the collection can be stored. else { CollectionCaches.Store(current); } /* Check to invoke OnExit. */ if (lastEnteredColliders != null) { /* If current does not have the colliders from * the last tick, then an exit has occurred. */ foreach (Collider2D c in lastEnteredColliders) { if (!current.Contains(c)) OnExit?.Invoke(c, localTick); } } /* If the server is started the lastEnteredColliders can * be discarded since the server will never reconcile, and * will never need to check them again. */ if (IsServerStarted) { if (lastTick is not unsetLastTick && _enteredColliders.TryGetValueIL2CPP(localTick, out HashSet lEnteredColliders)) { CollectionCaches.Store(lEnteredColliders); _enteredColliders.Remove(localTick); } } } } /// /// Checks for circle collisions. /// /// Number of colliders hit. private int GetCircleCollider2DHits(CircleCollider2D circleCollider, int layerMask) { circleCollider.GetCircleOverlapParams(out Vector3 center, out float radius); radius += AdditionalSize; return gameObject.scene.GetPhysicsScene2D().OverlapCircle(center, radius, _hits, layerMask); } /// /// Checks for Box collisions. /// /// Number of colliders hit. private int GetBoxCollider2DHits(BoxCollider2D boxCollider, Quaternion rotation, int layerMask) { boxCollider.GetBox2DOverlapParams(out Vector3 center, out Vector3 halfExtents); Vector3 additional = Vector3.one * AdditionalSize; halfExtents += additional; return gameObject.scene.GetPhysicsScene2D().OverlapBox(center, halfExtents, rotation.z, _hits, layerMask); } /// /// Finds colliders on this object to check. /// /// True to set colliders again even if already found. This action will clear stored collider states. /// True if colliders should be found again. public override bool TryFindColliders(bool force = false) { if (!base.TryFindColliders(force)) return false; ClearColliderDataHistory(invokeOnExit: true); _colliders = GetComponents(); return true; } /// /// Resets this NetworkBehaviour so that it may be added to an object pool. /// public override void ResetState(bool asServer) { ClearColliderDataHistory(invokeOnExit: true); base.ResetState(asServer); } /// /// Clears stored collider states. /// /// True to invoke OnExit if a collider is stored in the OnEntered state. When called during a reconcile this used the current ClientReplayTick, otherwise uses LocalTick. protected override void ClearColliderDataHistory(bool invokeOnExit) { if (_enteredColliders == null) return; /* Data needs to exist to iterate, and managers are needed * to get the proper tick to invoke. */ if (invokeOnExit) { uint largestTick = 0; foreach (uint tick in _enteredColliders.Keys) largestTick = Math.Max(tick, largestTick); if (_enteredColliders.TryGetValueIL2CPP(largestTick, out HashSet colliders)) { if (colliders != null) { foreach (Collider2D c in colliders) OnExit?.Invoke(c, TimeManagerCls.UNSET_TICK); } } } StoreEnteredColliders(keepDictionary: true); _enteredColliders.Clear(); } /// /// Stores each Collider HashSet within EnteredColliders. /// private void StoreEnteredColliders(bool keepDictionary) { foreach (HashSet colliders in _enteredColliders.Values) CollectionCaches.Store(colliders); if (!keepDictionary) CollectionCaches>.Store(_enteredColliders); } } }