Prediction: CompareState renamed to OnReceivedState

This commit is contained in:
mischa 2024-01-10 15:39:53 +01:00
parent eab82ee465
commit 0fd342e6a9

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@ -303,9 +303,9 @@ void ApplyState(Vector3 position, Quaternion rotation, Vector3 velocity)
rb.velocity = velocity;
}
// compare client state with server state at timestamp.
// apply correction if necessary.
void CompareState(double timestamp, RigidbodyState state)
// process a received server state.
// compares it against our history and applies corrections if needed.
void OnReceivedState(double timestamp, RigidbodyState state)
{
// OPTIONAL performance optimization when comparing idle objects.
// even idle objects will have a history of ~32 entries.
@ -327,7 +327,7 @@ void CompareState(double timestamp, RigidbodyState state)
// if this ever causes issues, feel free to disable it.
if (compareLastFirst && Vector3.Distance(state.position, rb.position) < correctionThreshold)
{
// Debug.Log($"CompareState for {name}: taking optimized early return!");
// Debug.Log($"OnReceivedState for {name}: taking optimized early return!");
return;
}
@ -467,8 +467,8 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
Quaternion rotation = reader.ReadQuaternion();
Vector3 velocity = reader.ReadVector3();
// compare state without deltas
CompareState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, rotation, Vector3.zero, velocity));
// process received state
OnReceivedState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, rotation, Vector3.zero, velocity));
}
protected override void OnValidate()