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naming
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@ -61,8 +61,7 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour
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[Tooltip("Ocassionally send a full reliable state to delta compress against. This only applies to Components with SyncMethod=Unreliable.")]
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[Tooltip("Ocassionally send a full reliable state to delta compress against. This only applies to Components with SyncMethod=Unreliable.")]
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public int baselineRate = 1;
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public int baselineRate = 1;
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public float baselineInterval => baselineRate < int.MaxValue ? 1f / baselineRate : 0; // for 1 Hz, that's 1000ms
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public float baselineInterval => baselineRate < int.MaxValue ? 1f / baselineRate : 0; // for 1 Hz, that's 1000ms
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double lastServerBaselineTime;
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double lastBaselineTime;
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double lastClientUnreliableTime;
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// delta compression needs to remember 'last' to compress against.
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// delta compression needs to remember 'last' to compress against.
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// this is from reliable full state serializations, not from last
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// this is from reliable full state serializations, not from last
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@ -250,7 +249,7 @@ void SerializeServerBaseline(NetworkWriter writer, Vector3 position, Quaternion
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// included in baseline to identify which one it was on client
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// included in baseline to identify which one it was on client
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// included in deltas to ensure they are on top of the correct baseline
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// included in deltas to ensure they are on top of the correct baseline
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lastSerializedBaselineTick = frameCount;
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lastSerializedBaselineTick = frameCount;
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lastServerBaselineTime = NetworkTime.localTime;
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lastBaselineTime = NetworkTime.localTime;
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// set 'last'
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// set 'last'
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lastPosition = position;
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lastPosition = position;
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@ -500,7 +499,7 @@ protected virtual void OnServerToClientDeltaSync(byte baselineTick, Vector3? pos
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void UpdateServerBaseline(double localTime)
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void UpdateServerBaseline(double localTime)
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{
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{
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// send a reliable baseline every 1 Hz
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// send a reliable baseline every 1 Hz
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if (localTime >= lastServerBaselineTime + baselineInterval)
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if (localTime >= lastBaselineTime + baselineInterval)
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{
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{
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// perf: get position/rotation directly. TransformSnapshot is too expensive.
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// perf: get position/rotation directly. TransformSnapshot is too expensive.
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// TransformSnapshot snapshot = ConstructSnapshot();
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// TransformSnapshot snapshot = ConstructSnapshot();
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