mirror of
https://github.com/MirrorNetworking/Mirror.git
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feature: Lag Compensation V1 (#3534)
* Lag Compensation Example based on Snapshot Interpolation example * rename scene * increase latency * update scripts * instructions * better * rename to rollback * rename scene * rebase * rename to LagComp * collider, onclick * CmdClick * flash color * cleanup * LagCompensationSettings * caputre in interval * comment * syntax * catpure, comp * ns * stuff * source * syntax * naming * history and draw history * adjust * cleanups * tests * sample and tests * simplify tests * out interpolation factor t * tostring * show result duration * sample and interpolate * fix * logs * better gizmos * store size * EstimateTime * demo: estimate time * estimation tests * perf: Queue instead of List * comment * syntax * cleaner * cleanup * syntax * comment * DrawGizmo(s) * syntax * extrapolation tests * fix insert and test * extrapolation * fix extrapolation out values * comments * TODO * TODO
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3
Assets/Mirror/Core/LagCompensation.meta
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3
Assets/Mirror/Core/LagCompensation.meta
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fileFormatVersion: 2
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guid: d2656015ded44e83a24f4c4776bafd40
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timeCreated: 1687920405
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13
Assets/Mirror/Core/LagCompensation/Capture.cs
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Assets/Mirror/Core/LagCompensation/Capture.cs
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namespace Mirror
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{
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public interface Capture
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{
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// server timestamp at time of capture.
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double timestamp { get; set; }
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// optional gizmo drawing for visual debugging.
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// history is only known on the server, which usually doesn't render.
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// showing Gizmos in the Editor is enough.
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void DrawGizmo();
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}
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}
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Assets/Mirror/Core/LagCompensation/Capture.cs.meta
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Assets/Mirror/Core/LagCompensation/Capture.cs.meta
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fileFormatVersion: 2
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guid: 347e831952e943a49095cadd39a5aeb2
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timeCreated: 1687921461
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144
Assets/Mirror/Core/LagCompensation/LagCompensation.cs
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Assets/Mirror/Core/LagCompensation/LagCompensation.cs
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// standalone lag compensation algorithm
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// based on the Valve Networking Model:
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// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
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using System.Collections.Generic;
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namespace Mirror
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{
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public static class LagCompensation
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{
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// history is of <timestamp, capture>.
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// Queue allows for fast 'remove first' and 'append last'.
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//
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// make sure to always insert in order.
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// inserting out of order like [1,2,4,3] would cause issues.
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// can't safeguard this because Queue doesn't have .Last access.
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public static void Insert<T>(
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Queue<KeyValuePair<double, T>> history,
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int historyLimit,
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double timestamp,
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T capture)
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where T : Capture
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{
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// make space according to history limit.
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// do this before inserting, to avoid resizing past capacity.
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if (history.Count >= historyLimit)
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history.Dequeue();
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// insert
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history.Enqueue(new KeyValuePair<double, T>(timestamp, capture));
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}
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// get the two snapshots closest to a given timestamp.
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// those can be used to interpolate the exact snapshot at that time.
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// if timestamp is newer than the newest history entry, then we extrapolate.
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// 't' will be between 1 and 2, before is second last, after is last.
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// callers should Lerp(before, after, t=1.5) to extrapolate the hit.
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// see comments below for extrapolation.
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public static bool Sample<T>(
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Queue<KeyValuePair<double, T>> history,
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double timestamp, // current server time
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double interval, // capture interval
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out T before,
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out T after,
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out double t) // interpolation factor
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where T : Capture
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{
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before = default;
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after = default;
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t = 0;
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// can't sample an empty history
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// interpolation needs at least one entry.
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// extrapolation needs at least two entries.
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// can't Lerp(A, A, 1.5). dist(A, A) * 1.5 is always 0.
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if(history.Count < 2) {
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return false;
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}
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// older than oldest
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if (timestamp < history.Peek().Key) {
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return false;
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}
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// iterate through the history
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// TODO faster version: guess start index by how many 'intervals' we are behind.
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// search around that area.
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// should be O(1) most of the time, unless sampling was off.
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KeyValuePair<double, T> prev = new KeyValuePair<double, T>();
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KeyValuePair<double, T> prevPrev = new KeyValuePair<double, T>();
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foreach(KeyValuePair<double, T> entry in history) {
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// exact match?
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if (timestamp == entry.Key) {
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before = entry.Value;
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after = entry.Value;
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t = Mathd.InverseLerp(before.timestamp, after.timestamp, timestamp);
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return true;
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}
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// did we check beyond timestamp? then return the previous two.
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if (entry.Key > timestamp) {
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before = prev.Value;
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after = entry.Value;
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t = Mathd.InverseLerp(before.timestamp, after.timestamp, timestamp);
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return true;
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}
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// remember the last two for extrapolation.
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// Queue doesn't have access to .Last.
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prevPrev = prev;
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prev = entry;
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}
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// newer than newest: extrapolate up to one interval.
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// let's say we capture every 100 ms:
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// 100, 200, 300, 400
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// and the server is at 499
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// if a client sends CmdFire at time 480, then there's no history entry.
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// => adding the current entry every time would be too expensive.
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// worst case we would capture at 401, 402, 403, 404, ... 100 times
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// => not extrapolating isn't great. low latency clients would be
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// punished by missing their targets since no entry at 'time' was found.
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// => extrapolation is the best solution. make sure this works as
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// expected and within limits.
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if (prev.Key < timestamp && timestamp <= prev.Key + interval) {
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// return the last two valid snapshots.
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// can't just return (after, after) because we can't extrapolate
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// if their distance is 0.
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before = prevPrev.Value;
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after = prev.Value;
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// InverseLerp will give [after, after+interval].
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// but we return [before, after, t].
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// so add +1 for the distance from before->after
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t = 1 + Mathd.InverseLerp(after.timestamp, after.timestamp + interval, timestamp);
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return true;
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}
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return false;
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}
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// never trust the client.
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// we estimate when a message was sent.
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// don't trust the client to tell us the time.
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// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
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// Command Execution Time = Current Server Time - Packet Latency - Client View Interpolation
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// => lag compensation demo estimation is off by only ~6ms
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public static double EstimateTime(double serverTime, double rtt, double bufferTime)
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{
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// packet latency is one trip from client to server, so rtt / 2
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// client view interpolation is the snapshot interpolation buffer time
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double latency = rtt / 2;
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return serverTime - latency - bufferTime;
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}
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// convenience function to draw all history gizmos.
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// this should be called from OnDrawGizmos.
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public static void DrawGizmos<T>(Queue<KeyValuePair<double, T>> history)
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where T : Capture
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{
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foreach (KeyValuePair<double, T> entry in history)
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entry.Value.DrawGizmo();
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}
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}
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}
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fileFormatVersion: 2
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guid: ad53cc7d12144d0ba3a8b0a4515e5d17
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timeCreated: 1687921483
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// snapshot interpolation settings struct.
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// can easily be exposed in Unity inspectors.
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using System;
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using UnityEngine;
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namespace Mirror
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{
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// class so we can define defaults easily
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[Serializable]
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public class LagCompensationSettings
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{
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[Header("Buffering")]
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[Tooltip("Keep this many past snapshots in the buffer. The larger this is, the further we can rewind into the past.\nMaximum rewind time := historyAmount * captureInterval")]
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public int historyLimit = 6;
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[Tooltip("Capture state every 'captureInterval' seconds. Larger values will space out the captures more, which gives a longer history but with possible gaps inbetween.\nSmaller values will have fewer gaps, with shorter history.")]
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public float captureInterval = 0.100f; // 100 ms
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}
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}
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fileFormatVersion: 2
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guid: fa80bec245f94bf8a28ec78777992a1c
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timeCreated: 1687920412
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Assets/Mirror/Examples/LagCompensation.meta
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Assets/Mirror/Examples/LagCompensation.meta
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fileFormatVersion: 2
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guid: b1d54ff0cbb6043d69ffefca753c48ba
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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Assets/Mirror/Examples/LagCompensation/Capture2D.cs
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Assets/Mirror/Examples/LagCompensation/Capture2D.cs
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using UnityEngine;
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namespace Mirror.Examples.LagCompensationDemo
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{
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public struct Capture2D : Capture
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{
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public double timestamp { get; set; }
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public Vector2 position;
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public Vector2 size;
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public Capture2D(double timestamp, Vector2 position, Vector2 size)
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{
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this.timestamp = timestamp;
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this.position = position;
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this.size = size;
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}
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public void DrawGizmo()
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{
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Gizmos.DrawWireCube(position, size);
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}
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public static Capture2D Interpolate(Capture2D from, Capture2D to, double t) =>
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new Capture2D(
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0, // interpolated snapshot is applied directly. don't need timestamps.
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Vector2.LerpUnclamped(from.position, to.position, (float)t),
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Vector2.LerpUnclamped(from.size, to.size, (float)t)
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);
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public override string ToString() => $"(time={timestamp} pos={position} size={size})";
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}
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}
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Assets/Mirror/Examples/LagCompensation/Capture2D.cs.meta
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Assets/Mirror/Examples/LagCompensation/Capture2D.cs.meta
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fileFormatVersion: 2
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guid: a2ccdcd0db384bf08f4150ffb08fd09b
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timeCreated: 1687921611
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Assets/Mirror/Examples/LagCompensation/ClientCube.cs
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Assets/Mirror/Examples/LagCompensation/ClientCube.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror.Examples.LagCompensationDemo
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{
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public class ClientCube : MonoBehaviour
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{
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[Header("Components")]
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public ServerCube server;
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public Renderer render;
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[Header("Toggle")]
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public bool interpolate = true;
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// snapshot interpolation settings
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[Header("Snapshot Interpolation")]
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public SnapshotInterpolationSettings snapshotSettings =
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new SnapshotInterpolationSettings();
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// runtime settings
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public double bufferTime => server.sendInterval * snapshotSettings.bufferTimeMultiplier;
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// <servertime, snaps>
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public SortedList<double, Snapshot3D> snapshots = new SortedList<double, Snapshot3D>();
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// for smooth interpolation, we need to interpolate along server time.
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// any other time (arrival on client, client local time, etc.) is not
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// going to give smooth results.
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internal double localTimeline;
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// catchup / slowdown adjustments are applied to timescale,
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// to be adjusted in every update instead of when receiving messages.
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double localTimescale = 1;
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// we use EMA to average the last second worth of snapshot time diffs.
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// manually averaging the last second worth of values with a for loop
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// would be the same, but a moving average is faster because we only
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// ever add one value.
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ExponentialMovingAverage driftEma;
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ExponentialMovingAverage deliveryTimeEma; // average delivery time (standard deviation gives average jitter)
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// debugging ///////////////////////////////////////////////////////////
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[Header("Debug")]
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public Color hitColor = Color.blue;
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public Color missedColor = Color.magenta;
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public Color originalColor = Color.black;
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[Header("Simulation")]
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bool lowFpsMode;
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double accumulatedDeltaTime;
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void Awake()
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{
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// defaultColor = render.sharedMaterial.color;
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// initialize EMA with 'emaDuration' seconds worth of history.
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// 1 second holds 'sendRate' worth of values.
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// multiplied by emaDuration gives n-seconds.
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driftEma = new ExponentialMovingAverage(server.sendRate * snapshotSettings.driftEmaDuration);
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deliveryTimeEma = new ExponentialMovingAverage(server.sendRate * snapshotSettings.deliveryTimeEmaDuration);
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}
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// add snapshot & initialize client interpolation time if needed
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public void OnMessage(Snapshot3D snap)
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{
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// set local timestamp (= when it was received on our end)
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// Unity 2019 doesn't have Time.timeAsDouble yet
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snap.localTime = NetworkTime.localTime;
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// (optional) dynamic adjustment
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if (snapshotSettings.dynamicAdjustment)
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{
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// set bufferTime on the fly.
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// shows in inspector for easier debugging :)
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snapshotSettings.bufferTimeMultiplier = SnapshotInterpolation.DynamicAdjustment(
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server.sendInterval,
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deliveryTimeEma.StandardDeviation,
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snapshotSettings.dynamicAdjustmentTolerance
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);
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}
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// insert into the buffer & initialize / adjust / catchup
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SnapshotInterpolation.InsertAndAdjust(
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snapshots,
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snapshotSettings.bufferLimit,
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snap,
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ref localTimeline,
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ref localTimescale,
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server.sendInterval,
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bufferTime,
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snapshotSettings.catchupSpeed,
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snapshotSettings.slowdownSpeed,
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ref driftEma,
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snapshotSettings.catchupNegativeThreshold,
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snapshotSettings.catchupPositiveThreshold,
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ref deliveryTimeEma);
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}
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void Update()
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{
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// accumulated delta allows us to simulate correct low fps + deltaTime
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// if necessary in client low fps mode.
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accumulatedDeltaTime += Time.unscaledDeltaTime;
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// simulate low fps mode. only update once per second.
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// to simulate webgl background tabs, etc.
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// after a while, disable low fps mode and see how it behaves.
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if (lowFpsMode && accumulatedDeltaTime < 1) return;
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// only while we have snapshots.
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// timeline starts when the first snapshot arrives.
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if (snapshots.Count > 0)
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{
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// snapshot interpolation
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if (interpolate)
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{
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// step
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SnapshotInterpolation.Step(
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snapshots,
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// accumulate delta is Time.unscaledDeltaTime normally.
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// and sum of past 10 delta's in low fps mode.
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accumulatedDeltaTime,
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ref localTimeline,
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localTimescale,
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out Snapshot3D fromSnapshot,
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out Snapshot3D toSnapshot,
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out double t);
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// interpolate & apply
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Snapshot3D computed = Snapshot3D.Interpolate(fromSnapshot, toSnapshot, t);
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transform.position = computed.position;
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}
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// apply raw
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else
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{
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Snapshot3D snap = snapshots.Values[0];
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transform.position = snap.position;
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snapshots.RemoveAt(0);
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}
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}
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// reset simulation helpers
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accumulatedDeltaTime = 0;
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}
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void OnMouseDown()
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{
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// send the command.
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// only x coordinate matters for this simple example.
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if (server.CmdClicked(transform.position))
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{
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Debug.Log($"Click hit!");
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FlashColor(hitColor);
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}
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else
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{
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Debug.Log($"Click missed!");
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FlashColor(missedColor);
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}
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}
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// simple visual indicator for better feedback.
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// changes the cube's color for a short time.
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void FlashColor(Color color) =>
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StartCoroutine(TemporarilyChangeColorToGreen(color));
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IEnumerator TemporarilyChangeColorToGreen(Color color)
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{
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Renderer r = GetComponentInChildren<Renderer>();
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r.material.color = color;
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yield return new WaitForSeconds(0.2f);
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r.material.color = originalColor;
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}
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void OnGUI()
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{
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// display buffer size as number for easier debugging.
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// catchup is displayed as color state in Update() already.
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const int width = 30; // fit 3 digits
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const int height = 20;
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Vector2 screen = Camera.main.WorldToScreenPoint(transform.position);
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string str = $"{snapshots.Count}";
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GUI.Label(new Rect(screen.x - width / 2, screen.y - height / 2, width, height), str);
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// client simulation buttons on the bottom of the screen
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float areaHeight = 150;
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GUILayout.BeginArea(new Rect(0, Screen.height - areaHeight, Screen.width, areaHeight));
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GUILayout.Label("Click the black cube. Lag compensation will correct the latency.");
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GUILayout.BeginHorizontal();
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GUILayout.Label("Client Simulation:");
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if (GUILayout.Button((lowFpsMode ? "Disable" : "Enable") + " 1 FPS"))
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{
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lowFpsMode = !lowFpsMode;
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}
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GUILayout.Label("|");
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if (GUILayout.Button("Timeline 10s behind"))
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{
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localTimeline -= 10.0;
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}
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if (GUILayout.Button("Timeline 1s behind"))
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{
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localTimeline -= 1.0;
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}
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if (GUILayout.Button("Timeline 0.1s behind"))
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{
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localTimeline -= 0.1;
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}
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GUILayout.Label("|");
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if (GUILayout.Button("Timeline 0.1s ahead"))
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{
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localTimeline += 0.1;
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}
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if (GUILayout.Button("Timeline 1s ahead"))
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{
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localTimeline += 1.0;
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}
|
||||
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210
Assets/Mirror/Examples/LagCompensation/ServerCube.cs
Normal file
210
Assets/Mirror/Examples/LagCompensation/ServerCube.cs
Normal file
@ -0,0 +1,210 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace Mirror.Examples.LagCompensationDemo
|
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{
|
||||
public class ServerCube : MonoBehaviour
|
||||
{
|
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[Header("Components")]
|
||||
public ClientCube client;
|
||||
public new BoxCollider collider;
|
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|
||||
[Header("Movement")]
|
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public float distance = 10;
|
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public float speed = 3;
|
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Vector3 start;
|
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|
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[Header("Snapshot Interpolation")]
|
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[Tooltip("Send N snapshots per second. Multiples of frame rate make sense.")]
|
||||
public int sendRate = 30; // in Hz. easier to work with as int for EMA. easier to display '30' than '0.333333333'
|
||||
public float sendInterval => 1f / sendRate;
|
||||
float lastSendTime;
|
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|
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[Header("Lag Compensation")]
|
||||
public LagCompensationSettings lagCompensationSettings = new LagCompensationSettings();
|
||||
double lastCaptureTime;
|
||||
|
||||
// lag compensation history of <timestamp, capture>
|
||||
Queue<KeyValuePair<double, Capture2D>> history = new Queue<KeyValuePair<double, Capture2D>>();
|
||||
|
||||
public Color historyColor = Color.white;
|
||||
|
||||
// store latest lag compensation result to show a visual indicator
|
||||
[Header("Debug")]
|
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public double resultDuration = 0.5;
|
||||
double resultTime;
|
||||
Capture2D resultBefore;
|
||||
Capture2D resultAfter;
|
||||
Capture2D resultInterpolated;
|
||||
|
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[Header("Latency Simulation")]
|
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[Tooltip("Latency in seconds")]
|
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public float latency = 0.05f; // 50 ms
|
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[Tooltip("Latency jitter, randomly added to latency.")]
|
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[Range(0, 1)] public float jitter = 0.05f;
|
||||
[Tooltip("Packet loss in %")]
|
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[Range(0, 1)] public float loss = 0.1f;
|
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[Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
|
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[Range(0, 1)] public float scramble = 0.1f;
|
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|
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// random
|
||||
// UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
|
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// but we need the upper bound to be exclusive, so using System.Random instead.
|
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// => NextDouble() is NEVER < 0 so loss=0 never drops!
|
||||
// => NextDouble() is ALWAYS < 1 so loss=1 always drops!
|
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System.Random random = new System.Random();
|
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|
||||
// hold on to snapshots for a little while before delivering
|
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// <deliveryTime, snapshot>
|
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List<(double, Snapshot3D)> queue = new List<(double, Snapshot3D)>();
|
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|
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// latency simulation:
|
||||
// always a fixed value + some jitter.
|
||||
float SimulateLatency() => latency + Random.value * jitter;
|
||||
|
||||
// this is the average without randomness. for lag compensation math.
|
||||
// in a real game, use rtt instead.
|
||||
float AverageLatency() => latency + 0.5f * jitter;
|
||||
|
||||
void Start()
|
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{
|
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start = transform.position;
|
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}
|
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|
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void Update()
|
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{
|
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// move on XY plane
|
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float x = Mathf.PingPong(Time.time * speed, distance);
|
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transform.position = new Vector3(start.x + x, start.y, start.z);
|
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|
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// broadcast snapshots every interval
|
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if (Time.time >= lastSendTime + sendInterval)
|
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{
|
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Send(transform.position);
|
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lastSendTime = Time.time;
|
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}
|
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|
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Flush();
|
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|
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// capture lag compensation snapshots every interval.
|
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// NetworkTime.localTime because Unity 2019 doesn't have 'double' time yet.
|
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if (NetworkTime.localTime >= lastCaptureTime + lagCompensationSettings.captureInterval)
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{
|
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lastCaptureTime = NetworkTime.localTime;
|
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Capture();
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}
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}
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void Send(Vector3 position)
|
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{
|
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// create snapshot
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// Unity 2019 doesn't have Time.timeAsDouble yet
|
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Snapshot3D snap = new Snapshot3D(NetworkTime.localTime, 0, position);
|
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|
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// simulate packet loss
|
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bool drop = random.NextDouble() < loss;
|
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if (!drop)
|
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{
|
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// simulate scramble (Random.Next is < max, so +1)
|
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bool doScramble = random.NextDouble() < scramble;
|
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int last = queue.Count;
|
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int index = doScramble ? random.Next(0, last + 1) : last;
|
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|
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// simulate latency
|
||||
float simulatedLatency = SimulateLatency();
|
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// Unity 2019 doesn't have Time.timeAsDouble yet
|
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double deliveryTime = NetworkTime.localTime + simulatedLatency;
|
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queue.Insert(index, (deliveryTime, snap));
|
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}
|
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}
|
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|
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void Flush()
|
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{
|
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// flush ready snapshots to client
|
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for (int i = 0; i < queue.Count; ++i)
|
||||
{
|
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(double deliveryTime, Snapshot3D snap) = queue[i];
|
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|
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// Unity 2019 doesn't have Time.timeAsDouble yet
|
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if (NetworkTime.localTime >= deliveryTime)
|
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{
|
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client.OnMessage(snap);
|
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queue.RemoveAt(i);
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--i;
|
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}
|
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}
|
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}
|
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|
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void Capture()
|
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{
|
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// capture current state
|
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Capture2D capture = new Capture2D(NetworkTime.localTime, transform.position, collider.size);
|
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|
||||
// insert into history
|
||||
LagCompensation.Insert(history, lagCompensationSettings.historyLimit, NetworkTime.localTime, capture);
|
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}
|
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|
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// client says: "I was clicked here, at this time."
|
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// server needs to rollback to validate.
|
||||
// timestamp is the client's snapshot interpolated timeline!
|
||||
public bool CmdClicked(Vector2 position)
|
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{
|
||||
// never trust the client: estimate client time instead.
|
||||
// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
|
||||
// the estimation is very good. the error is as low as ~6ms for the demo.
|
||||
double rtt = AverageLatency() * 2; // the function needs rtt, which is latency * 2
|
||||
double estimatedTime = LagCompensation.EstimateTime(NetworkTime.localTime, rtt, client.bufferTime);
|
||||
|
||||
// compare estimated time with actual client time for debugging
|
||||
double error = Math.Abs(estimatedTime - client.localTimeline);
|
||||
Debug.Log($"CmdClicked: serverTime={NetworkTime.localTime:F3} clientTime={client.localTimeline:F3} estimatedTime={estimatedTime:F3} estimationError={error:F3} position={position}");
|
||||
|
||||
// sample the history to get the nearest snapshots around 'timestamp'
|
||||
if (LagCompensation.Sample(history, estimatedTime, lagCompensationSettings.captureInterval, out resultBefore, out resultAfter, out double t))
|
||||
{
|
||||
// interpolate to get a decent estimation at exactly 'timestamp'
|
||||
resultInterpolated = Capture2D.Interpolate(resultBefore, resultAfter, t);
|
||||
resultTime = NetworkTime.localTime;
|
||||
|
||||
// check if there really was a cube at that time and position
|
||||
Bounds bounds = new Bounds(resultInterpolated.position, resultInterpolated.size);
|
||||
if (bounds.Contains(position))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else Debug.Log($"CmdClicked: interpolated={resultInterpolated} doesn't contain {position}");
|
||||
}
|
||||
else Debug.Log($"CmdClicked: history doesn't contain {estimatedTime:F3}");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
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{
|
||||
// should we apply special colors to an active result?
|
||||
bool showResult = NetworkTime.localTime <= resultTime + resultDuration;
|
||||
|
||||
// draw interpoalted result first.
|
||||
// history meshcubes should write over it for better visibility.
|
||||
if (showResult)
|
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{
|
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Gizmos.color = Color.black;
|
||||
Gizmos.DrawCube(resultInterpolated.position, resultInterpolated.size);
|
||||
}
|
||||
|
||||
// draw history
|
||||
Gizmos.color = historyColor;
|
||||
LagCompensation.DrawGizmos(history);
|
||||
|
||||
// draw result samples after. useful to see the selection process.
|
||||
if (showResult)
|
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{
|
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Gizmos.color = Color.cyan;
|
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Gizmos.DrawWireCube(resultBefore.position, resultBefore.size);
|
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Gizmos.DrawWireCube(resultAfter.position, resultAfter.size);
|
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}
|
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}
|
||||
}
|
||||
}
|
11
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||||
m_BuildTextureStacks: []
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f83d36483f2c647d9a8385d3fbb9135b
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 2100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
26
Assets/Mirror/Examples/LagCompensation/Snapshot3D.cs
Normal file
26
Assets/Mirror/Examples/LagCompensation/Snapshot3D.cs
Normal file
@ -0,0 +1,26 @@
|
||||
// a simple snapshot with timestamp & interpolation
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Examples.LagCompensationDemo
|
||||
{
|
||||
public struct Snapshot3D : Snapshot
|
||||
{
|
||||
public double remoteTime { get; set; }
|
||||
public double localTime { get; set; }
|
||||
public Vector3 position;
|
||||
|
||||
public Snapshot3D(double remoteTime, double localTime, Vector3 position)
|
||||
{
|
||||
this.remoteTime = remoteTime;
|
||||
this.localTime = localTime;
|
||||
this.position = position;
|
||||
}
|
||||
|
||||
public static Snapshot3D Interpolate(Snapshot3D from, Snapshot3D to, double t) =>
|
||||
new Snapshot3D(
|
||||
// interpolated snapshot is applied directly. don't need timestamps.
|
||||
0, 0,
|
||||
// lerp unclamped in case we ever need to extrapolate.
|
||||
Vector3.LerpUnclamped(from.position, to.position, (float)t));
|
||||
}
|
||||
}
|
11
Assets/Mirror/Examples/LagCompensation/Snapshot3D.cs.meta
Normal file
11
Assets/Mirror/Examples/LagCompensation/Snapshot3D.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78563da1b871d45b3a9f763a2a469b76
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
2
Assets/Mirror/Examples/LagCompensation/_DISABLE VSYNC_
Normal file
2
Assets/Mirror/Examples/LagCompensation/_DISABLE VSYNC_
Normal file
@ -0,0 +1,2 @@
|
||||
otherwise it may not look entirely smooth.
|
||||
even on 120 hz.
|
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a02664e59ea04082ba401785fdf2a3f
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
6
Assets/Mirror/Examples/LagCompensation/_README.txt
Normal file
6
Assets/Mirror/Examples/LagCompensation/_README.txt
Normal file
@ -0,0 +1,6 @@
|
||||
Rollback / Lag Compensation is a standalone, Unity / netcode independent algorithm.
|
||||
This is a simple demo to test it, without Mirror.
|
||||
We want this to be usable in all game engines.
|
||||
|
||||
The demo intentionally introduces latency so that server / client cubes are
|
||||
at different positions when clicking.
|
7
Assets/Mirror/Examples/LagCompensation/_README.txt.meta
Normal file
7
Assets/Mirror/Examples/LagCompensation/_README.txt.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b607c436b68734cb99de2663169c5b44
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
3
Assets/Mirror/Tests/Editor/LagCompensation.meta
Normal file
3
Assets/Mirror/Tests/Editor/LagCompensation.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db5b356723f24f938279b24215e26ec8
|
||||
timeCreated: 1687927277
|
@ -0,0 +1,223 @@
|
||||
using NUnit.Framework;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Mirror.Tests
|
||||
{
|
||||
// a simple snapshot with timestamp & interpolation
|
||||
struct SimpleCapture : Capture
|
||||
{
|
||||
public double timestamp { get; set; }
|
||||
public int value;
|
||||
|
||||
public SimpleCapture(double timestamp, int value)
|
||||
{
|
||||
this.timestamp = timestamp;
|
||||
this.value = value;
|
||||
}
|
||||
|
||||
public void DrawGizmo() {}
|
||||
}
|
||||
|
||||
public class LagCompensationTests
|
||||
{
|
||||
// buffer for convenience so we don't have to create it manually each time
|
||||
Queue<KeyValuePair<double, SimpleCapture>> history;
|
||||
|
||||
// some defaults
|
||||
const int HistoryLimit = 4;
|
||||
const double Interval = 1;
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
history = new Queue<KeyValuePair<double, SimpleCapture>>();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Insert()
|
||||
{
|
||||
// insert a few
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
LagCompensation.Insert(history, HistoryLimit, 3, new SimpleCapture(3, 30));
|
||||
|
||||
Assert.That(history.Count, Is.EqualTo(3));
|
||||
Assert.That(history.ElementAt(0).Key, Is.EqualTo(1));
|
||||
Assert.That(history.ElementAt(1).Key, Is.EqualTo(2));
|
||||
Assert.That(history.ElementAt(2).Key, Is.EqualTo(3));
|
||||
Assert.That(history.ElementAt(0).Value.value, Is.EqualTo(10));
|
||||
Assert.That(history.ElementAt(1).Value.value, Is.EqualTo(20));
|
||||
Assert.That(history.ElementAt(2).Value.value, Is.EqualTo(30));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void InsertAboveLimit()
|
||||
{
|
||||
// inserting more than limit, should evict the oldest one
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
LagCompensation.Insert(history, HistoryLimit, 3, new SimpleCapture(3, 30));
|
||||
LagCompensation.Insert(history, HistoryLimit, 4, new SimpleCapture(4, 40));
|
||||
LagCompensation.Insert(history, HistoryLimit, 5, new SimpleCapture(5, 50));
|
||||
|
||||
Assert.That(history.Count, Is.EqualTo(4));
|
||||
Assert.That(history.ElementAt(0).Key, Is.EqualTo(2));
|
||||
Assert.That(history.ElementAt(1).Key, Is.EqualTo(3));
|
||||
Assert.That(history.ElementAt(2).Key, Is.EqualTo(4));
|
||||
Assert.That(history.ElementAt(3).Key, Is.EqualTo(5));
|
||||
Assert.That(history.ElementAt(0).Value.value, Is.EqualTo(20));
|
||||
Assert.That(history.ElementAt(1).Value.value, Is.EqualTo(30));
|
||||
Assert.That(history.ElementAt(2).Value.value, Is.EqualTo(40));
|
||||
Assert.That(history.ElementAt(3).Value.value, Is.EqualTo(50));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Empty()
|
||||
{
|
||||
Assert.That(LagCompensation.Sample(history, 0, Interval, out _, out _, out _), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Single_Interpolate()
|
||||
{
|
||||
// always need at least two values
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
Assert.That(LagCompensation.Sample(history, 0.5, Interval, out _, out _, out _), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Single_Extrapolate()
|
||||
{
|
||||
// insert a few
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
Assert.That(LagCompensation.Sample(history, 1.5, Interval, out _, out _, out _), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Double_Interpolate()
|
||||
{
|
||||
// always need at least two values
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
|
||||
// sample older than first
|
||||
Assert.That(LagCompensation.Sample(history, 0, Interval, out SimpleCapture before, out SimpleCapture after, out double t), Is.False);
|
||||
|
||||
// sample exactly first
|
||||
Assert.That(LagCompensation.Sample(history, 1, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(10));
|
||||
Assert.That(after.value, Is.EqualTo(10));
|
||||
Assert.That(t, Is.EqualTo(0.0));
|
||||
|
||||
// sample between first and second
|
||||
Assert.That(LagCompensation.Sample(history, 1.5, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(10));
|
||||
Assert.That(after.value, Is.EqualTo(20));
|
||||
Assert.That(t, Is.EqualTo(0.5));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Double_Extrapolate()
|
||||
{
|
||||
// insert a few
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
|
||||
// sample newer than newest: should extrapolate even if we only have one entry
|
||||
Assert.That(LagCompensation.Sample(history, 2.5, Interval, out SimpleCapture before, out SimpleCapture after, out double t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(10));
|
||||
Assert.That(after.value, Is.EqualTo(20));
|
||||
Assert.That(t, Is.EqualTo(1.5));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Triple_Interpolate()
|
||||
{
|
||||
// insert a few
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
LagCompensation.Insert(history, HistoryLimit, 3, new SimpleCapture(3, 30));
|
||||
|
||||
// sample older than first
|
||||
Assert.That(LagCompensation.Sample(history, 0, Interval, out SimpleCapture before, out SimpleCapture after, out double t), Is.False);
|
||||
|
||||
// sample exactly first
|
||||
Assert.That(LagCompensation.Sample(history, 1, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(10));
|
||||
Assert.That(after.value, Is.EqualTo(10));
|
||||
Assert.That(t, Is.EqualTo(0.0));
|
||||
|
||||
// sample between first and second
|
||||
Assert.That(LagCompensation.Sample(history, 1.5, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(10));
|
||||
Assert.That(after.value, Is.EqualTo(20));
|
||||
Assert.That(t, Is.EqualTo(0.5));
|
||||
|
||||
// sample exactly second
|
||||
Assert.That(LagCompensation.Sample(history, 2, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(20));
|
||||
Assert.That(after.value, Is.EqualTo(20));
|
||||
Assert.That(t, Is.EqualTo(0.0));
|
||||
|
||||
// sample between second and third
|
||||
Assert.That(LagCompensation.Sample(history, 2.5, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(20));
|
||||
Assert.That(after.value, Is.EqualTo(30));
|
||||
Assert.That(t, Is.EqualTo(0.5));
|
||||
|
||||
// sample exactly third
|
||||
Assert.That(LagCompensation.Sample(history, 3, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(30));
|
||||
Assert.That(after.value, Is.EqualTo(30));
|
||||
Assert.That(t, Is.EqualTo(0.0));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Sample_Triple_Extrapolate()
|
||||
{
|
||||
// let's say we capture every 100 ms:
|
||||
// 100, 200, 300, 400
|
||||
// and the server is at 499
|
||||
// if a client sends CmdFire at time 480, then there's no history entry.
|
||||
// => adding the current entry every time would be too expensive.
|
||||
// worst case we would capture at 401, 402, 403, 404, ... 100 times
|
||||
// => not extrapolating isn't great. low latency clients would be
|
||||
// punished by missing their targets since no entry at 'time' was found.
|
||||
// => extrapolation is the best solution. make sure this works as
|
||||
// expected and within limits.
|
||||
|
||||
// insert a few
|
||||
LagCompensation.Insert(history, HistoryLimit, 1, new SimpleCapture(1, 10));
|
||||
LagCompensation.Insert(history, HistoryLimit, 2, new SimpleCapture(2, 20));
|
||||
LagCompensation.Insert(history, HistoryLimit, 3, new SimpleCapture(3, 30));
|
||||
|
||||
// sample at 3.9, just before we capture the next one.
|
||||
// this should return before=after=3, with t=1.9.
|
||||
// the user can then extrapolate manually.
|
||||
Assert.That(LagCompensation.Sample(history, 3.9, Interval, out SimpleCapture before, out SimpleCapture after, out double t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(20));
|
||||
Assert.That(after.value, Is.EqualTo(30));
|
||||
Assert.That(t, Is.EqualTo(1.9));
|
||||
|
||||
// exactly interval is still fine
|
||||
Assert.That(LagCompensation.Sample(history, 4, Interval, out before, out after, out t), Is.True);
|
||||
Assert.That(before.value, Is.EqualTo(20));
|
||||
Assert.That(after.value, Is.EqualTo(30));
|
||||
Assert.That(t, Is.EqualTo(2.0));
|
||||
|
||||
// it should never extrapolate further than one interval.
|
||||
Assert.That(LagCompensation.Sample(history, 4.01, Interval, out before, out after, out t), Is.False);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void EstimateTime()
|
||||
{
|
||||
// server is at t=100
|
||||
// client has an rtt of 80ms
|
||||
// snapshot interpolation buffer time is 30ms
|
||||
// 100 - 0.080/2 - 0.030 = 99.93
|
||||
Assert.That(LagCompensation.EstimateTime(100, 0.080, 0.030), Is.EqualTo(99.93).Within(0.001));
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 094f4925fa98415da2f06b9daa0fd3e5
|
||||
timeCreated: 1687927277
|
Loading…
Reference in New Issue
Block a user