From 3d7691cdbf7e9c6d95f0d2d871eaef73eadddc2d Mon Sep 17 00:00:00 2001 From: mischa Date: Mon, 28 Oct 2024 14:04:53 +0100 Subject: [PATCH] client_server half as deltas --- .../NetworkTransformHybrid2022.cs | 20 ++++++++++++++----- 1 file changed, 15 insertions(+), 5 deletions(-) diff --git a/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs b/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs index a6fcc2e68..09fd8ce91 100644 --- a/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs +++ b/Assets/Mirror/Components/NetworkTransform/NetworkTransformHybrid2022.cs @@ -250,7 +250,10 @@ void CmdClientToServerBaseline_Rotation(byte baselineTick, Quaternion rotation) void CmdClientToServerDelta_Position(byte baselineTick, Half x, Half y, Half z) { // Half: +-65k with 0.0001 precision is enough for deltas - Vector3 position = new Vector3((float)x, (float)y, (float)z); + Vector3 positionDelta = new Vector3((float)x, (float)y, (float)z); + + // reconstruct full position from delta + baseline + Vector3 position = lastDeserializedBaselinePosition + positionDelta; // Debug.Log($"[{name}] server received delta for baseline #{lastDeserializedBaselineTick}"); OnClientToServerDeltaSync(baselineTick, position, Quaternion.identity);//, scale); @@ -267,7 +270,10 @@ void CmdClientToServerDelta_Rotation(byte baselineTick, Quaternion rotation) void CmdClientToServerDelta_PositionRotation(byte baselineTick, Half x, Half y, Half z, Quaternion rotation) { // Half: +-65k with 0.0001 precision is enough for deltas - Vector3 position = new Vector3((float)x, (float)y, (float)z); + Vector3 positionDelta = new Vector3((float)x, (float)y, (float)z); + + // reconstruct full position from delta + baseline + Vector3 position = lastDeserializedBaselinePosition + positionDelta; // Debug.Log($"[{name}] server received delta for baseline #{lastDeserializedBaselineTick}"); OnClientToServerDeltaSync(baselineTick, position, rotation);//, scale); @@ -785,11 +791,15 @@ void UpdateClientDelta(double localTime) // TransformSnapshot snapshot = ConstructSnapshot(); target.GetLocalPositionAndRotation(out Vector3 position, out Quaternion rotation); + // send the delta since last baseline, not the full position. + // TODO rotation delta too? + Vector3 positionDelta = position - lastSerializedBaselinePosition; + // Half: +-65k with 0.0001 precision is enough for deltas. // and this cuts position sync bandwidth in half. - Half x = (Half)position.x; - Half y = (Half)position.y; - Half z = (Half)position.z; + Half x = (Half)positionDelta.x; + Half y = (Half)positionDelta.y; + Half z = (Half)positionDelta.z; // save bandwidth by only transmitting what is needed. // -> ArraySegment with random data is slower since byte[] copying