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https://github.com/MirrorNetworking/Mirror.git
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simplify
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4367430b29
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@ -29,7 +29,6 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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[Tooltip("The Transform component to sync. May be on on this GameObject, or on a child.")]
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public Transform target;
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// TODO SyncDirection { ClientToServer, ServerToClient } is easier?
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// Deprecated 2022-10-25
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[Obsolete("NetworkTransform clientAuthority was replaced with syncDirection. To enable client authority, set SyncDirection to ClientToServer in the Inspector.")]
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[Header("[Obsolete]")] // Unity doesn't show obsolete warning for fields. do it manually.
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@ -1,6 +1,4 @@
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// NetworkTransform V3 (reliable) by mischa (2022-10)
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace Mirror
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@ -8,15 +6,7 @@ namespace Mirror
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[AddComponentMenu("Network/Network Transform (Reliable)")]
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public class NetworkTransformReliable : NetworkTransformBase
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{
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[Header("Sync Only If Changed")]
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[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
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public bool onlySyncOnChange = true;
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[Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")]
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public float onlySyncOnChangeCorrectionMultiplier = 2;
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[Header("Rotation")]
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[Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float rotationSensitivity = 0.01f;
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[Tooltip("Apply smallest-three quaternion compression. This is lossy, you can disable it if the small rotation inaccuracies are noticeable in your project.")]
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public bool compressRotation = false;
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@ -44,9 +34,6 @@ public class NetworkTransformReliable : NetworkTransformBase
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protected Vector3Long lastSerializedScale = Vector3Long.zero;
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protected Vector3Long lastDeserializedScale = Vector3Long.zero;
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// Used to store last sent snapshots
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protected TransformSnapshot last;
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// update //////////////////////////////////////////////////////////////
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// Update applies interpolation.
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void Update()
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@ -68,8 +55,7 @@ void LateUpdate()
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// set dirty to trigger OnSerialize. either always, or only if changed.
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if (isServer || (IsClientWithAuthority && NetworkClient.ready)) // is NetworkClient.ready even needed?
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{
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if (!onlySyncOnChange || Changed(Construct()))
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SetDirty();
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SetDirty();
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}
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}
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@ -129,29 +115,6 @@ protected virtual void UpdateClient()
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}
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}
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// check if position / rotation / scale changed since last sync
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protected virtual bool Changed(TransformSnapshot current) =>
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// position is quantized and delta compressed.
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// only consider it changed if the quantized representation is changed.
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// careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc.
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QuantizedChanged(last.position, current.position, positionPrecision) ||
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// rotation isn't quantized / delta compressed.
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// check with sensitivity.
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Quaternion.Angle(last.rotation, current.rotation) > rotationSensitivity ||
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// scale is quantized and delta compressed.
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// only consider it changed if the quantized representation is changed.
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// careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc.
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QuantizedChanged(last.scale, current.scale, scalePrecision);
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// helper function to compare quantized representations of a Vector3
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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protected bool QuantizedChanged(Vector3 u, Vector3 v, float precision)
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{
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Compression.ScaleToLong(u, precision, out Vector3Long uQuantized);
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Compression.ScaleToLong(v, precision, out Vector3Long vQuantized);
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return uQuantized != vQuantized;
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}
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// NT may be used on client/server/host to Owner/Observers with
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// ServerToClient or ClientToServer.
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// however, OnSerialize should always delta against last.
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@ -217,9 +180,6 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
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// save serialized as 'last' for next delta compression
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if (syncPosition) Compression.ScaleToLong(snapshot.position, positionPrecision, out lastSerializedPosition);
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if (syncScale) Compression.ScaleToLong(snapshot.scale, scalePrecision, out lastSerializedScale);
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// set 'last'
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last = snapshot;
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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@ -287,21 +247,6 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
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// protect against ever growing buffer size attacks
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if (serverSnapshots.Count >= connectionToClient.snapshotBufferSizeLimit) return;
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// 'only sync on change' needs a correction on every new move sequence.
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if (onlySyncOnChange &&
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NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval, onlySyncOnChangeCorrectionMultiplier))
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{
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RewriteHistory(
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serverSnapshots,
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connectionToClient.remoteTimeStamp,
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NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline.
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NetworkServer.sendInterval, // Unity 2019 doesn't have timeAsDouble yet
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target.localPosition,
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target.localRotation,
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target.localScale);
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// Debug.Log($"{name}: corrected history on server to fix initial stutter after not sending for a while.");
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}
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// add a small timeline offset to account for decoupled arrival of
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// NetworkTime and NetworkTransform snapshots.
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// needs to be sendInterval. half sendInterval doesn't solve it.
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@ -317,21 +262,6 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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// don't apply for local player with authority
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if (IsClientWithAuthority) return;
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// 'only sync on change' needs a correction on every new move sequence.
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if (onlySyncOnChange &&
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NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval, onlySyncOnChangeCorrectionMultiplier))
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{
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RewriteHistory(
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clientSnapshots,
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NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline.
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NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet
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NetworkClient.sendInterval,
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target.localPosition,
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target.localRotation,
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target.localScale);
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// Debug.Log($"{name}: corrected history on client to fix initial stutter after not sending for a while.");
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}
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// add a small timeline offset to account for decoupled arrival of
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// NetworkTime and NetworkTransform snapshots.
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// needs to be sendInterval. half sendInterval doesn't solve it.
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@ -342,47 +272,6 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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}
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// only sync on change /////////////////////////////////////////////////
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// snap interp. needs a continous flow of packets.
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// 'only sync on change' interrupts it while not changed.
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// once it restarts, snap interp. will interp from the last old position.
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// this will cause very noticeable stutter for the first move each time.
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// the fix is quite simple.
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// 1. detect if the remaining snapshot is too old from a past move.
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static bool NeedsCorrection(
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SortedList<double, TransformSnapshot> snapshots,
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double remoteTimestamp,
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double bufferTime,
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double toleranceMultiplier) =>
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snapshots.Count == 1 &&
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remoteTimestamp - snapshots.Keys[0] >= bufferTime * toleranceMultiplier;
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// 2. insert a fake snapshot at current position,
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// exactly one 'sendInterval' behind the newly received one.
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static void RewriteHistory(
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SortedList<double, TransformSnapshot> snapshots,
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// timestamp of packet arrival, not interpolated remote time!
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double remoteTimeStamp,
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double localTime,
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double sendInterval,
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Vector3 position,
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Quaternion rotation,
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Vector3 scale)
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{
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// clear the previous snapshot
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snapshots.Clear();
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// insert a fake one at where we used to be,
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// 'sendInterval' behind the new one.
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SnapshotInterpolation.InsertIfNotExists(snapshots, new TransformSnapshot(
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remoteTimeStamp - sendInterval, // arrival remote timestamp. NOT remote time.
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localTime - sendInterval, // Unity 2019 doesn't have timeAsDouble yet
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position,
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rotation,
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scale
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));
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}
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public override void Reset()
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{
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base.Reset();
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@ -393,9 +282,6 @@ public override void Reset()
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lastSerializedScale = Vector3Long.zero;
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lastDeserializedScale = Vector3Long.zero;
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// reset 'last' for delta too
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last = new TransformSnapshot(0, 0, Vector3.zero, Quaternion.identity, Vector3.zero);
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}
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}
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}
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@ -1,6 +1,5 @@
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// NetworkTransform V2 by mischa (2021-07)
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// comment out the below line to quickly revert the onlySyncOnChange feature
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#define onlySyncOnChange_BANDWIDTH_SAVING
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using UnityEngine;
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namespace Mirror
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@ -8,31 +7,6 @@ namespace Mirror
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[AddComponentMenu("Network/Network Transform (Unreliable)")]
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public class NetworkTransform : NetworkTransformBase
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{
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// only sync when changed hack /////////////////////////////////////////
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#if onlySyncOnChange_BANDWIDTH_SAVING
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[Header("Sync Only If Changed")]
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[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
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public bool onlySyncOnChange = true;
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// 3 was original, but testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching.
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[Tooltip("How much time, as a multiple of send interval, has passed before clearing buffers.")]
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public float bufferResetMultiplier = 5;
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[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float positionSensitivity = 0.01f;
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public float rotationSensitivity = 0.01f;
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public float scaleSensitivity = 0.01f;
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protected bool positionChanged;
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protected bool rotationChanged;
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protected bool scaleChanged;
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// Used to store last sent snapshots
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protected TransformSnapshot lastSnapshot;
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protected bool cachedSnapshotComparison;
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protected bool hasSentUnchangedPosition;
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#endif
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double lastClientSendTime;
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double lastServerSendTime;
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@ -84,39 +58,15 @@ void UpdateServerBroadcast()
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = Construct();
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#if onlySyncOnChange_BANDWIDTH_SAVING
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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#endif
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#if onlySyncOnChange_BANDWIDTH_SAVING
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RpcServerToClientSync(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? snapshot.rotation : default(Quaternion?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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#else
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RpcServerToClientSync(
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// only sync what the user wants to sync
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syncPosition ? snapshot.position : default(Vector3?),
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syncRotation ? snapshot.rotation : default(Quaternion?),
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syncScale ? snapshot.scale : default(Vector3?)
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);
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#endif
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lastServerSendTime = NetworkTime.localTime;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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}
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#endif
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}
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}
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@ -190,39 +140,15 @@ void UpdateClientBroadcast()
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = Construct();
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#if onlySyncOnChange_BANDWIDTH_SAVING
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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#endif
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#if onlySyncOnChange_BANDWIDTH_SAVING
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CmdClientToServerSync(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? snapshot.rotation : default(Quaternion?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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#else
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CmdClientToServerSync(
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// only sync what the user wants to sync
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syncPosition ? snapshot.position : default(Vector3?),
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syncRotation ? snapshot.rotation : default(Quaternion?),
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syncScale ? snapshot.scale : default(Vector3?)
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);
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#endif
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lastClientSendTime = NetworkTime.localTime;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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}
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#endif
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}
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}
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@ -286,17 +212,6 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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}
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}
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#if onlySyncOnChange_BANDWIDTH_SAVING
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// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
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protected virtual bool CompareSnapshots(TransformSnapshot currentSnapshot)
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{
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positionChanged = Vector3.SqrMagnitude(lastSnapshot.position - currentSnapshot.position) > positionSensitivity * positionSensitivity;
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rotationChanged = Quaternion.Angle(lastSnapshot.rotation, currentSnapshot.rotation) > rotationSensitivity;
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scaleChanged = Vector3.SqrMagnitude(lastSnapshot.scale - currentSnapshot.scale) > scaleSensitivity * scaleSensitivity;
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return (!positionChanged && !rotationChanged && !scaleChanged);
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}
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#endif
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// cmd /////////////////////////////////////////////////////////////////
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// only unreliable. see comment above of this file.
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[Command(channel = Channels.Unreliable)]
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@ -323,17 +238,6 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
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// only player owned objects (with a connection) can send to
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// server. we can get the timestamp from the connection.
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double timestamp = connectionToClient.remoteTimeStamp;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * NetworkClient.sendInterval;
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if (serverSnapshots.Count > 0 && serverSnapshots.Values[serverSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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{
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Reset();
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}
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}
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#endif
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AddSnapshot(serverSnapshots, timestamp, position, rotation, scale);
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}
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@ -362,17 +266,6 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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// but all of them go through NetworkClient.connection.
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// we can get the timestamp from there.
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double timestamp = NetworkClient.connection.remoteTimeStamp;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * NetworkServer.sendInterval;
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if (clientSnapshots.Count > 0 && clientSnapshots.Values[clientSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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{
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Reset();
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}
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}
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#endif
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AddSnapshot(clientSnapshots, timestamp, position, rotation, scale);
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}
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}
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