client_server half as deltas

This commit is contained in:
mischa 2024-10-28 14:04:53 +01:00
parent 6791add189
commit 3d7691cdbf

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@ -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