Door/hood sync via hinge spring instead of teleport (fixes NaN crash and parts falling off); join/leave toasts
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
@@ -22,6 +22,9 @@ Server und Mod müssen beide 2.8 sein (Server: `git pull && docker compose up -d
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- **Backups** mit Datum/Uhrzeit, **RESTORE** holt einen älteren Stand zurück (der aktuelle wird vorher gesichert)
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- Jede Aktion mit Sicherheitsabfrage; nur für Admins (vom Server geprüft)
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**Hinweise**
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- Kleine Benachrichtigung oben rechts, wenn jemand beitritt oder das Spiel verlässt
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**Trennen & Neu-Verbinden**
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- Gekickt, gebannt, Server beendet, Verbindung verloren: eigenes Fenster in der Bildmitte mit **Grund** und OK
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(im Spiel wird der Grund vorher 2,5 s groß angezeigt)
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@@ -30,6 +33,8 @@ Server und Mod müssen beide 2.8 sein (Server: `git pull && docker compose up -d
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Nach Kick, Ban oder eigenem Trennen wird nicht neu verbunden
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**Behoben**
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- Absturz („NaN … collider“) und abfallende Teile am Satsuma: Türen/Haube/Kofferraum wurden gegen das Scharnier an
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ihre Position teleportiert – das erzeugte riesige Kräfte. Jetzt zieht die Feder des Scharniers sie sanft auf den Winkel
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- Beim anderen Spieler „orgelte“ der Anlasser endlos: erzwungene Geräusche/Lichter werden losgelassen, sobald keine
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Daten mehr vom Fahrer kommen
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- Beim Neuladen der Welt wurden herumliegende Objekte als „verbraucht“ gemeldet und bei allen gelöscht. Jetzt werden
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+60
-40
@@ -7,8 +7,10 @@ namespace MSCO
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{
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/// <summary>
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/// Türen, Motorhaube und Kofferraum an Fahrzeugen: hängen mit einem Scharnier (HingeJoint) an der Karosserie
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/// und werden deshalb nicht vom Objekt-Sync bewegt. Übertragen wird die Stellung relativ zum Auto, damit eine
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/// offene Tür beim anderen genauso weit offen steht.
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/// und werden deshalb nicht vom Objekt-Sync bewegt. Übertragen wird der Öffnungswinkel des Scharniers.
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/// Beim Empfänger wird die Tür NICHT hingesetzt (Teleportieren gegen das Gelenk erzeugt riesige Kräfte - Teile
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/// reißen ab, im schlimmsten Fall stürzt die Physik ab), sondern die Feder des Scharniers zieht sie sanft auf
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/// den Winkel. Danach bekommt das Scharnier seine ursprüngliche Einstellung zurück.
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/// Wer sendet: Fährt jemand das Auto, der Fahrer. Ist es frei, wer gerade daneben steht (Tür auf/zu gemacht).
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/// </summary>
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public class HingeSync
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@@ -17,19 +19,23 @@ namespace MSCO
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const float SendInterval = 0.1f;
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const float MinAngle = 2f; // Grad - kleiner ist Zittern
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const float NearRange = 4f; // so nah muss man an einer Tür stehen, um sie zu bewegen
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const float ApplyHold = 1.5f; // so lange nach einer Nachricht die Stellung halten und selbst nicht senden
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const float ApplyHold = 1.5f; // so lange nach einer Nachricht die Feder halten und selbst nicht senden
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const float SpringForce = 120f;
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const float SpringDamper = 12f;
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class Hinge
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{
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public int Key;
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public string Root;
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public HingeJoint Joint;
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public Rigidbody Rb;
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public Rigidbody Body; // woran das Scharnier hängt
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public Quaternion SentRot;
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public float SentAngle;
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public bool HasSent;
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public Quaternion TargetRot;
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public Vector3 TargetPos;
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public float TargetAngle;
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public float TargetTime = -100f;
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public bool Driving; // Feder gerade von uns gesetzt
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public bool OrigUseSpring;
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public JointSpring OrigSpring;
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}
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readonly Dictionary<int, Hinge> hinges = new Dictionary<int, Hinge>();
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@@ -41,6 +47,7 @@ namespace MSCO
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public void Reset()
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{
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foreach (Hinge h in hinges.Values) StopDriving(h);
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hinges.Clear();
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seen.Clear();
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nextScan = 0f;
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@@ -60,15 +67,16 @@ namespace MSCO
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outgoing.Clear();
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foreach (Hinge h in hinges.Values)
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{
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if (h.Rb == null || h.Body == null || !h.Rb.gameObject.activeInHierarchy) continue;
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if (h.Joint == null || h.Rb == null || !h.Rb.gameObject.activeInHierarchy) continue;
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if (Time.time - h.TargetTime < ApplyHold) continue; // gerade von anderen gesetzt
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int owner = objects.VehicleOwner(h.Root);
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if (owner != SyncedBody.NoOwner && owner != localId) continue; // der Fahrer schickt
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if (owner == SyncedBody.NoOwner && (h.Rb.position - playerPos).sqrMagnitude > NearRange * NearRange) continue;
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Quaternion rel = Quaternion.Inverse(h.Body.rotation) * h.Rb.rotation;
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if (h.HasSent && Quaternion.Angle(rel, h.SentRot) < MinAngle) continue;
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h.SentRot = rel;
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float angle = h.Joint.angle;
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if (float.IsNaN(angle) || float.IsInfinity(angle)) continue;
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if (h.HasSent && Mathf.Abs(angle - h.SentAngle) < MinAngle) continue;
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h.SentAngle = angle;
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h.HasSent = true;
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outgoing.Add(h);
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}
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@@ -77,14 +85,7 @@ namespace MSCO
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send(MsgType.HingeStates, NetSession.Build(w =>
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{
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w.Write(outgoing.Count);
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foreach (Hinge h in outgoing)
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{
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Vector3 p = h.Body.transform.InverseTransformPoint(h.Rb.position);
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Quaternion q = h.SentRot;
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w.Write(h.Key);
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w.Write(p.x); w.Write(p.y); w.Write(p.z);
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w.Write(q.x); w.Write(q.y); w.Write(q.z); w.Write(q.w);
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}
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foreach (Hinge h in outgoing) { w.Write(h.Key); w.Write(h.SentAngle); }
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}));
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}
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@@ -94,35 +95,57 @@ namespace MSCO
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for (int i = 0; i < count; i++)
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{
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int key = r.ReadInt32();
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var p = new Vector3(r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
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var q = new Quaternion(r.ReadSingle(), r.ReadSingle(), r.ReadSingle(), r.ReadSingle());
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float angle = r.ReadSingle();
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Hinge h;
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if (!hinges.TryGetValue(key, out h)) { nextScan = 0f; continue; }
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if (float.IsNaN(p.x) || float.IsNaN(q.w) || p.sqrMagnitude > 25f) continue; // ein Scharnier ist nie weit weg
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h.TargetPos = p;
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h.TargetRot = q;
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if (float.IsNaN(angle) || float.IsInfinity(angle) || Mathf.Abs(angle) > 180f) continue;
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h.TargetAngle = angle;
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h.TargetTime = Time.time;
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h.SentRot = q; // nicht als eigene Bewegung zurückschicken
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h.SentAngle = angle; // nicht als eigene Bewegung zurückschicken
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h.HasSent = true;
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}
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}
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/// <summary>Empfangene Stellungen halten (die Physik würde die Tür sonst beim Fahren weiterschwingen lassen).</summary>
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/// <summary>Feder des Scharniers auf den empfangenen Winkel stellen bzw. wieder zurückgeben.</summary>
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public void FixedUpdate()
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{
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foreach (Hinge h in hinges.Values)
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{
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if (Time.time - h.TargetTime > ApplyHold || h.Rb == null || h.Body == null) continue;
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Quaternion rot = h.Body.rotation * h.TargetRot;
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Vector3 pos = h.Body.transform.TransformPoint(h.TargetPos);
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float t = Mathf.Clamp01(Time.fixedDeltaTime * 15f);
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h.Rb.MoveRotation(Quaternion.Slerp(h.Rb.rotation, rot, t));
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h.Rb.MovePosition(Vector3.Lerp(h.Rb.position, pos, t));
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h.Rb.angularVelocity = Vector3.zero;
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h.Rb.velocity = h.Body.velocity;
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if (h.Joint == null || h.Rb == null) continue;
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bool fresh = Time.time - h.TargetTime < ApplyHold && !h.Rb.isKinematic;
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if (!fresh) { StopDriving(h); continue; }
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if (!h.Driving)
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{
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h.OrigUseSpring = h.Joint.useSpring;
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h.OrigSpring = h.Joint.spring;
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h.Driving = true;
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}
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float target = h.TargetAngle;
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if (h.Joint.useLimits)
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{
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JointLimits l = h.Joint.limits;
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target = Mathf.Clamp(target, Mathf.Min(l.min, l.max), Mathf.Max(l.min, l.max));
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}
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JointSpring s = h.Joint.spring;
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s.spring = SpringForce;
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s.damper = SpringDamper;
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s.targetPosition = target;
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h.Joint.spring = s;
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h.Joint.useSpring = true;
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h.Rb.WakeUp();
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}
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}
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static void StopDriving(Hinge h)
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{
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if (!h.Driving) return;
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h.Driving = false;
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if (h.Joint == null) return;
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h.Joint.spring = h.OrigSpring;
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h.Joint.useSpring = h.OrigUseSpring;
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}
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void Scan()
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{
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int before = hinges.Count;
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@@ -132,17 +155,14 @@ namespace MSCO
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Rigidbody rb = j.GetComponent<Rigidbody>();
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Rigidbody body = j.connectedBody;
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if (rb == null || body == null || !IsVehicle(body.transform.root.name)) continue;
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int key = Hash(FsmSync.PathOf(j.transform));
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int key = Hash(FsmSync.PathOf(j.transform) + "|" + FsmSync.PathOf(body.transform));
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if (hinges.ContainsKey(key)) continue;
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hinges[key] = new Hinge { Key = key, Root = body.transform.root.name, Rb = rb, Body = body };
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hinges[key] = new Hinge { Key = key, Root = body.transform.root.name, Joint = j, Rb = rb };
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}
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// Abgebaute Teile (Scharnier weg) vergessen
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var gone = new List<int>();
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foreach (KeyValuePair<int, Hinge> kv in hinges)
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{
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Hinge h = kv.Value;
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if (h.Rb == null || h.Body == null || h.Rb.GetComponent<HingeJoint>() == null) gone.Add(kv.Key);
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}
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if (kv.Value.Joint == null || kv.Value.Rb == null) gone.Add(kv.Key);
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foreach (int k in gone) hinges.Remove(k);
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if (gone.Count > 0) seen.RemoveWhere(x => x == null);
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if (hinges.Count != before) MscoLog.Info("[MSCO] Vehicle doors/hood/trunk: " + hinges.Count + " synced");
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@@ -79,6 +79,7 @@
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<Compile Include="TrafficSync.cs" />
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<Compile Include="HingeSync.cs" />
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<Compile Include="ControlSync.cs" />
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<Compile Include="Toasts.cs" />
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<Compile Include="MpCommand.cs" />
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<Compile Include="Commands.cs" />
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<Compile Include="MscoLog.cs" />
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+10
-3
@@ -65,6 +65,10 @@ namespace MSCO
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readonly TrafficSync traffic = new TrafficSync();
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readonly HingeSync hinges = new HingeSync();
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readonly ControlSync controls = new ControlSync();
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readonly Toasts toasts = new Toasts();
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void ToastJoined(string name) { toasts.Add(name, "joined the game", UiTheme.Online); }
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void ToastLeft(string name) { toasts.Add(name, "left the game", UiTheme.Muted); }
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readonly Overlays overlays = new Overlays();
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bool isAdmin; // Server hat uns als Admin gemeldet
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readonly HashSet<string> bannedNames = new HashSet<string>(); // P2P-Host: für diese Sitzung gebannt
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@@ -928,6 +932,7 @@ namespace MSCO
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RemovePlayer(peerId);
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session.SendToAll(MsgType.PlayerLeft, NetSession.Build(w => w.Write(peerId)));
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SetStatus(p.Name + " left (" + reason + ")");
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ToastLeft(p.Name);
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}
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string serverReason; // Grund, den der Server/Host beim Trennen mitgeschickt hat
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@@ -1144,6 +1149,7 @@ namespace MSCO
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foreach (PlayerInfo p in list) { w.Write(p.Id); w.Write(p.Name); }
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}));
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session.SendToAll(MsgType.PlayerJoined, NetSession.Build(w => { w.Write(peerId); w.Write(name); }), peerId);
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ToastJoined(name);
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if (MenuHelper.InGame)
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{
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@@ -1216,6 +1222,7 @@ namespace MSCO
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string name = r.ReadString();
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AddPlayer(id, name, false);
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SetStatus(name + " joined");
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ToastJoined(name);
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break;
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}
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@@ -1223,7 +1230,7 @@ namespace MSCO
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{
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int id = r.ReadInt32();
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PlayerInfo p;
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if (players.TryGetValue(id, out p)) SetStatus(p.Name + " left");
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if (players.TryGetValue(id, out p)) { SetStatus(p.Name + " left"); ToastLeft(p.Name); }
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RemovePlayer(id);
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break;
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}
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@@ -1960,7 +1967,7 @@ namespace MSCO
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if (MenuHelper.InMenu)
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{
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lobby.Draw(this);
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DrawPing();
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DrawPing(); toasts.Draw();
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overlays.Draw(this, false);
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return;
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}
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@@ -1977,7 +1984,7 @@ namespace MSCO
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}
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if (session != null) DrawHud();
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DrawPing();
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DrawPing(); toasts.Draw();
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overlays.Draw(this, session != null);
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}
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+1
-1
@@ -50,7 +50,7 @@ namespace MSCO
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VehicleDamage = 39, // Unfallschaden: int Mesh-Schlüssel, int Eckpunkte gesamt, int n, je [int Index, 3 float]
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TrafficStates = 40, // Verkehr (nur Welt-Autorität): int n, je [int Schlüssel, 3 float Pos, 4 float Rot, 3 float Geschw.]
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WorldVars = 41, // Jobs/Laden: int n, je [int Schlüssel, byte Typ (2 int, 3 bool), Wert]
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HingeStates = 42, // Autotüren/Haube/Kofferraum: int n, je [int Schlüssel, 3 float Pos, 4 float Rot relativ zum Auto]
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HingeStates = 42, // Autotüren/Haube/Kofferraum: int n, je [int Schlüssel, float Scharnier-Winkel]
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VehicleControls = 43 // Zündung/Motor/Licht ...: int n, je [int FSM-Schlüssel, string Zustand]
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}
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@@ -0,0 +1,100 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace MSCO
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{
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/// <summary>
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/// Kleine Hinweise oben rechts (unter der Ping-Anzeige), z.B. "Bob joined" / "Bob left".
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/// Gleiten von rechts herein, bleiben ein paar Sekunden und blenden dann aus. Höchstens 4 gleichzeitig.
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/// </summary>
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public class Toasts
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{
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const float Lifetime = 4.5f;
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const float SlideIn = 0.25f;
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const float FadeOut = 0.6f;
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const float Width = 250f;
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const float Height = 36f;
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const int MaxShown = 4;
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class Toast
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{
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public string Text;
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public string Detail;
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public Color Dot;
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public float Start;
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}
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readonly List<Toast> toasts = new List<Toast>();
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GUIStyle box, title, detail;
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Texture2D dotTex;
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public void Add(string text, string detail, Color dot)
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{
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toasts.Add(new Toast { Text = text, Detail = detail, Dot = dot, Start = Time.realtimeSinceStartup });
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if (toasts.Count > MaxShown) toasts.RemoveAt(0);
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}
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public void Draw()
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{
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if (toasts.Count == 0) return;
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EnsureStyles();
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float now = Time.realtimeSinceStartup;
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toasts.RemoveAll(t => now - t.Start > Lifetime);
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Color before = GUI.color;
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float y = 40f; // unter der Ping-Anzeige
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for (int i = toasts.Count - 1; i >= 0; i--) // neueste oben
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{
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Toast t = toasts[i];
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float age = now - t.Start;
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float slide = Mathf.Clamp01(age / SlideIn);
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slide = 1f - (1f - slide) * (1f - slide); // weich abbremsen
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float alpha = Mathf.Clamp01((Lifetime - age) / FadeOut);
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||||
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var r = new Rect(Screen.width - 12 - Width + (1f - slide) * (Width + 20f), y, Width, Height);
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GUI.color = new Color(1f, 1f, 1f, alpha);
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GUI.Box(r, GUIContent.none, box);
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GUI.color = new Color(t.Dot.r, t.Dot.g, t.Dot.b, alpha);
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GUI.DrawTexture(new Rect(r.x + 14, r.y + Height / 2f - 4, 8, 8), dotTex);
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GUI.color = new Color(1f, 1f, 1f, alpha);
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GUI.Label(new Rect(r.x + 32, r.y, r.width - 40, Height), t.Text, title);
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if (!string.IsNullOrEmpty(t.Detail))
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{
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float w = title.CalcSize(new GUIContent(t.Text)).x;
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GUI.Label(new Rect(r.x + 32 + w + 6, r.y, r.width - 46 - w, Height), t.Detail, detail);
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}
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y += Height + 6f;
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}
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||||
GUI.color = before;
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}
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||||
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void EnsureStyles()
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{
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if (box != null && box.normal.background != null) return;
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box = UiTheme.Panel9(new Color(0.06f, 0.06f, 0.07f, 0.88f), 6);
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title = new GUIStyle(GUI.skin.label) { fontSize = 13, fontStyle = FontStyle.Bold, alignment = TextAnchor.MiddleLeft };
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title.normal.textColor = Color.white;
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title.wordWrap = false;
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detail = new GUIStyle(title) { fontStyle = FontStyle.Normal, fontSize = 12 };
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||||
detail.normal.textColor = UiTheme.Muted;
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dotTex = RoundDot(16);
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||||
}
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||||
|
||||
static Texture2D RoundDot(int size)
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||||
{
|
||||
var t = new Texture2D(size, size, TextureFormat.ARGB32, false);
|
||||
float c = (size - 1) / 2f;
|
||||
for (int x = 0; x < size; x++)
|
||||
for (int y = 0; y < size; y++)
|
||||
{
|
||||
float d = Mathf.Sqrt((x - c) * (x - c) + (y - c) * (y - c));
|
||||
t.SetPixel(x, y, new Color(1f, 1f, 1f, Mathf.Clamp01(c + 0.5f - d)));
|
||||
}
|
||||
t.Apply();
|
||||
t.hideFlags = HideFlags.HideAndDontSave;
|
||||
return t;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -58,6 +58,7 @@ namespace MSCO
|
||||
if (w.Model == null || w.Hub == null) continue;
|
||||
float speed = Vector3.Dot(vel, w.Hub.forward);
|
||||
w.Angle = Mathf.Repeat(w.Angle + speed / w.Radius * Mathf.Rad2Deg * dt, 360f);
|
||||
if (float.IsNaN(w.Angle) || float.IsInfinity(w.Angle)) w.Angle = 0f;
|
||||
|
||||
// Hat das Spiel das Modell in diesem Frame selbst gedreht (z.B. Lenkung), ist das die neue Basis
|
||||
Quaternion current = w.Model.localRotation;
|
||||
|
||||
Reference in New Issue
Block a user