mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
perf: NetworkTransform bare metal position/rotation/scale sync. No more Cmd allocations and avoid redundant transform.transform call
This commit is contained in:
parent
8561f67c12
commit
389cf48064
@ -1,22 +1,6 @@
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// vis2k:
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// base class for NetworkTransform and NetworkTransformChild.
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// New method is simple and stupid. No more 1500 lines of code.
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//
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// Server sends current data.
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// Client saves it and interpolates last and latest data points.
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// Update handles transform movement / rotation
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// FixedUpdate handles rigidbody movement / rotation
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//
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// Notes:
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// * Built-in Teleport detection in case of lags / teleport / obstacles
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// * Quaternion > EulerAngles because gimbal lock and Quaternion.Slerp
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// * Syncs XYZ. Works 3D and 2D. Saving 4 bytes isn't worth 1000 lines of code.
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// * Initial delay might happen if server sends packet immediately after moving
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// just 1cm, hence we move 1cm and then wait 100ms for next packet
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// * Only way for smooth movement is to use a fixed movement speed during
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// interpolation. interpolation over time is never that good.
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//
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using System.ComponentModel;
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// Base class for NetworkTransform and NetworkTransformChild.
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// Simply syncs position/rotation/scale without any interpolation for now.
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// (which means we don't need teleport detection either)
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using UnityEngine;
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namespace Mirror
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@ -31,281 +15,53 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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// This component could be on the player object or any object that has been assigned authority to this client.
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bool IsClientWithAuthority => hasAuthority && clientAuthority;
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// Sensitivity is added for VR where human players tend to have micro movements so this can quiet down
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// the network traffic. Additionally, rigidbody drift should send less traffic, e.g very slow sliding / rolling.
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[Header("Sensitivity")]
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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public float localPositionSensitivity = .01f;
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[Tooltip("If rotation exceeds this angle, it will be transmitted on the network")]
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public float localRotationSensitivity = .01f;
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[Tooltip("Changes to the transform must exceed these values to be transmitted on the network.")]
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public float localScaleSensitivity = .01f;
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// target transform to sync. can be on a child.
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protected abstract Transform targetComponent { get; }
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// server
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Vector3 lastPosition;
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Quaternion lastRotation;
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Vector3 lastScale;
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// client
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public class DataPoint
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{
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public float timeStamp;
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// use local position/rotation for VR support
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public Vector3 localPosition;
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public Quaternion localRotation;
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public Vector3 localScale;
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public float movementSpeed;
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}
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// interpolation start and goal
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DataPoint start;
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DataPoint goal;
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// local authority send time
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float lastClientSendTime;
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// serialization is needed by OnSerialize and by manual sending from authority
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// public only for tests
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[EditorBrowsable(EditorBrowsableState.Never)]
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public static void SerializeIntoWriter(NetworkWriter writer, Vector3 position, Quaternion rotation, Vector3 scale)
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public override bool OnSerialize(NetworkWriter writer, bool initialState)
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{
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// serialize position, rotation, scale
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// use local position/rotation/scale for VR support
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// note: we do NOT compress rotation.
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// we are CPU constrained, not bandwidth constrained.
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// the code needs to WORK for the next 5-10 years of development.
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writer.WriteVector3(position);
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writer.WriteQuaternion(rotation);
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writer.WriteVector3(scale);
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}
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public override bool OnSerialize(NetworkWriter writer, bool initialState)
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{
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// use local position/rotation/scale for VR support
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SerializeIntoWriter(writer, targetComponent.transform.localPosition, targetComponent.transform.localRotation, targetComponent.transform.localScale);
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writer.WriteVector3(targetComponent.localPosition);
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writer.WriteQuaternion(targetComponent.localRotation);
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writer.WriteVector3(targetComponent.localScale);
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return true;
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}
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// try to estimate movement speed for a data point based on how far it
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// moved since the previous one
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// => if this is the first time ever then we use our best guess:
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// -> delta based on transform.localPosition
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// -> elapsed based on send interval hoping that it roughly matches
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static float EstimateMovementSpeed(DataPoint from, DataPoint to, Transform transform, float sendInterval)
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{
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Vector3 delta = to.localPosition - (from != null ? from.localPosition : transform.localPosition);
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float elapsed = from != null ? to.timeStamp - from.timeStamp : sendInterval;
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// avoid NaN
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return elapsed > 0 ? delta.magnitude / elapsed : 0;
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}
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// serialization is needed by OnSerialize and by manual sending from authority
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void DeserializeFromReader(NetworkReader reader)
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{
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// put it into a data point immediately
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DataPoint temp = new DataPoint
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{
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// deserialize position
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localPosition = reader.ReadVector3()
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};
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// deserialize rotation & scale
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temp.localRotation = reader.ReadQuaternion();
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temp.localScale = reader.ReadVector3();
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temp.timeStamp = Time.time;
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// movement speed: based on how far it moved since last time
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// has to be calculated before 'start' is overwritten
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temp.movementSpeed = EstimateMovementSpeed(goal, temp, targetComponent.transform, syncInterval);
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// reassign start wisely
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// -> first ever data point? then make something up for previous one
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// so that we can start interpolation without waiting for next.
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if (start == null)
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{
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start = new DataPoint
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{
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timeStamp = Time.time - syncInterval,
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// local position/rotation for VR support
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localPosition = targetComponent.transform.localPosition,
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localRotation = targetComponent.transform.localRotation,
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localScale = targetComponent.transform.localScale,
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movementSpeed = temp.movementSpeed
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};
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}
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// -> second or nth data point? then update previous, but:
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// we start at where ever we are right now, so that it's
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// perfectly smooth and we don't jump anywhere
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//
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// example if we are at 'x':
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//
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// A--x->B
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//
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// and then receive a new point C:
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//
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// A--x--B
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// |
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// |
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// C
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//
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// then we don't want to just jump to B and start interpolation:
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//
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// x
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// |
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// |
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// C
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//
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// we stay at 'x' and interpolate from there to C:
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//
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// x..B
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// \ .
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// \.
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// C
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//
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else
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{
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float oldDistance = Vector3.Distance(start.localPosition, goal.localPosition);
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float newDistance = Vector3.Distance(goal.localPosition, temp.localPosition);
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start = goal;
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// teleport / lag / obstacle detection: only continue at current
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// position if we aren't too far away
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//
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// local position/rotation for VR support
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if (Vector3.Distance(targetComponent.transform.localPosition, start.localPosition) < oldDistance + newDistance)
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{
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start.localPosition = targetComponent.transform.localPosition;
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start.localRotation = targetComponent.transform.localRotation;
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start.localScale = targetComponent.transform.localScale;
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}
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}
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// set new destination in any case. new data is best data.
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goal = temp;
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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{
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// deserialize
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DeserializeFromReader(reader);
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Vector3 localPosition = reader.ReadVector3();
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Quaternion localRotation = reader.ReadQuaternion();
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Vector3 localScale = reader.ReadVector3();
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// apply on client for all players
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// unless this client has authority over the object. could be
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// himself or another object that he was assigned authority over
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if (!IsClientWithAuthority)
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{
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ApplyPositionRotationScale(localPosition, localRotation, localScale);
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}
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}
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// local authority client sends sync message to server for broadcasting
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[Command]
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void CmdClientToServerSync(byte[] payload)
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void CmdClientToServerSync(Vector3 localPosition, Quaternion localRotation, Vector3 localScale)
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{
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// Ignore messages from client if not in client authority mode
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if (!clientAuthority)
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return;
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// deserialize payload
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using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(payload))
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DeserializeFromReader(networkReader);
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// server-only mode does no interpolation to save computations,
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// but let's set the position directly
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if (isServer && !isClient)
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ApplyPositionRotationScale(goal.localPosition, goal.localRotation, goal.localScale);
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// set dirty so that OnSerialize broadcasts it
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SetDirtyBit(1UL);
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}
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// where are we in the timeline between start and goal? [0,1]
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static float CurrentInterpolationFactor(DataPoint start, DataPoint goal)
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{
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if (start != null)
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{
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float difference = goal.timeStamp - start.timeStamp;
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// the moment we get 'goal', 'start' is supposed to
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// start, so elapsed time is based on:
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float elapsed = Time.time - goal.timeStamp;
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// avoid NaN
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return difference > 0 ? elapsed / difference : 0;
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}
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return 0;
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}
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static Vector3 InterpolatePosition(DataPoint start, DataPoint goal, Vector3 currentPosition)
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{
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if (start != null)
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{
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// Option 1: simply interpolate based on time. but stutter
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// will happen, it's not that smooth. especially noticeable if
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// the camera automatically follows the player
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// float t = CurrentInterpolationFactor();
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// return Vector3.Lerp(start.position, goal.position, t);
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// Option 2: always += speed
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// -> speed is 0 if we just started after idle, so always use max
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// for best results
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float speed = Mathf.Max(start.movementSpeed, goal.movementSpeed);
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return Vector3.MoveTowards(currentPosition, goal.localPosition, speed * Time.deltaTime);
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}
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return currentPosition;
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}
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static Quaternion InterpolateRotation(DataPoint start, DataPoint goal, Quaternion defaultRotation)
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{
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if (start != null)
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{
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float t = CurrentInterpolationFactor(start, goal);
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return Quaternion.Slerp(start.localRotation, goal.localRotation, t);
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}
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return defaultRotation;
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}
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static Vector3 InterpolateScale(DataPoint start, DataPoint goal, Vector3 currentScale)
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{
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if (start != null)
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{
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float t = CurrentInterpolationFactor(start, goal);
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return Vector3.Lerp(start.localScale, goal.localScale, t);
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}
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return currentScale;
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}
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// teleport / lag / stuck detection
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// -> checking distance is not enough since there could be just a tiny
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// fence between us and the goal
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// -> checking time always works, this way we just teleport if we still
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// didn't reach the goal after too much time has elapsed
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bool NeedsTeleport()
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{
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// calculate time between the two data points
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float startTime = start != null ? start.timeStamp : Time.time - syncInterval;
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float goalTime = goal != null ? goal.timeStamp : Time.time;
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float difference = goalTime - startTime;
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float timeSinceGoalReceived = Time.time - goalTime;
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return timeSinceGoalReceived > difference * 5;
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}
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// moved since last time we checked it?
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bool HasEitherMovedRotatedScaled()
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{
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// moved or rotated or scaled?
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// local position/rotation/scale for VR support
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bool moved = Vector3.Distance(lastPosition, targetComponent.transform.localPosition) > localPositionSensitivity;
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bool scaled = Vector3.Distance(lastScale, targetComponent.transform.localScale) > localScaleSensitivity;
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bool rotated = Quaternion.Angle(lastRotation, targetComponent.transform.localRotation) > localRotationSensitivity;
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// save last for next frame to compare
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// (only if change was detected. otherwise slow moving objects might
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// never sync because of C#'s float comparison tolerance. see also:
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// https://github.com/vis2k/Mirror/pull/428)
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bool change = moved || rotated || scaled;
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if (change)
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{
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// local position/rotation for VR support
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lastPosition = targetComponent.transform.localPosition;
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lastRotation = targetComponent.transform.localRotation;
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lastScale = targetComponent.transform.localScale;
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}
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return change;
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ApplyPositionRotationScale(localPosition, localRotation, localScale);
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}
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// set position carefully depending on the target component
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@ -322,9 +78,8 @@ void Update()
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// if server then always sync to others.
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if (isServer)
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{
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// just use OnSerialize via SetDirtyBit only sync when position
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// changed. set dirty bits 0 or 1
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SetDirtyBit(HasEitherMovedRotatedScaled() ? 1UL : 0UL);
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// dirty at all times. sync each syncInterval.
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SetDirtyBit(1UL);
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}
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// no 'else if' since host mode would be both
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@ -337,87 +92,14 @@ void Update()
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// check only each 'syncInterval'
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if (Time.time - lastClientSendTime >= syncInterval)
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{
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if (HasEitherMovedRotatedScaled())
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{
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// serialize
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// local position/rotation for VR support
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using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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{
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SerializeIntoWriter(writer, targetComponent.transform.localPosition, targetComponent.transform.localRotation, targetComponent.transform.localScale);
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// send to server
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CmdClientToServerSync(writer.ToArray());
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}
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}
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// send to server
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CmdClientToServerSync(targetComponent.transform.localPosition,
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targetComponent.transform.localRotation,
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targetComponent.transform.localScale);
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lastClientSendTime = Time.time;
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}
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}
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// apply interpolation on client for all players
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// unless this client has authority over the object. could be
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// himself or another object that he was assigned authority over
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if (!IsClientWithAuthority)
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{
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// received one yet? (initialized?)
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if (goal != null)
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{
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// teleport or interpolate
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if (NeedsTeleport())
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{
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// local position/rotation for VR support
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ApplyPositionRotationScale(goal.localPosition, goal.localRotation, goal.localScale);
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// reset data points so we don't keep interpolating
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start = null;
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goal = null;
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}
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else
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{
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// local position/rotation for VR support
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ApplyPositionRotationScale(InterpolatePosition(start, goal, targetComponent.transform.localPosition),
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InterpolateRotation(start, goal, targetComponent.transform.localRotation),
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InterpolateScale(start, goal, targetComponent.transform.localScale));
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}
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}
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}
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}
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}
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static void DrawDataPointGizmo(DataPoint data, Color color)
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{
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// use a little offset because transform.localPosition might be in
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// the ground in many cases
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Vector3 offset = Vector3.up * 0.01f;
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// draw position
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Gizmos.color = color;
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Gizmos.DrawSphere(data.localPosition + offset, 0.5f);
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// draw forward and up
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// like unity move tool
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Gizmos.color = Color.blue;
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Gizmos.DrawRay(data.localPosition + offset, data.localRotation * Vector3.forward);
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// like unity move tool
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Gizmos.color = Color.green;
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Gizmos.DrawRay(data.localPosition + offset, data.localRotation * Vector3.up);
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}
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static void DrawLineBetweenDataPoints(DataPoint data1, DataPoint data2, Color color)
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{
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Gizmos.color = color;
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Gizmos.DrawLine(data1.localPosition, data2.localPosition);
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}
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// draw the data points for easier debugging
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void OnDrawGizmos()
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{
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// draw start and goal points
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if (start != null) DrawDataPointGizmo(start, Color.gray);
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if (goal != null) DrawDataPointGizmo(goal, Color.white);
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// draw line between them
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if (start != null && goal != null) DrawLineBetweenDataPoints(start, goal, Color.cyan);
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}
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}
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}
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@ -1,24 +0,0 @@
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using NUnit.Framework;
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using UnityEngine;
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namespace Mirror.Tests
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{
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[TestFixture]
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public class NetworkTransformTest
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{
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[Test]
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public void SerializeIntoWriterTest()
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{
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NetworkWriter writer = new NetworkWriter();
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Vector3 position = new Vector3(1, 2, 3);
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Quaternion rotation = new Quaternion(0.1f, 0.2f, 0.3f, 0.4f);
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Vector3 scale = new Vector3(0.5f, 0.6f, 0.7f);
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NetworkTransformBase.SerializeIntoWriter(writer, position, rotation, scale);
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NetworkReader reader = new NetworkReader(writer.ToArray());
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Assert.That(reader.ReadVector3(), Is.EqualTo(position));
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Assert.That(reader.ReadQuaternion(), Is.EqualTo(rotation));
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Assert.That(reader.ReadVector3(), Is.EqualTo(scale));
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 3114c5bb742fe41c09ec88e90ac29ef4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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