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remove unused
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@ -65,12 +65,6 @@ public class ForecastRigidbody : NetworkBehaviour
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readonly SortedList<double, RigidbodyState> stateHistory = new SortedList<double, RigidbodyState>();
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readonly SortedList<double, RigidbodyState> stateHistory = new SortedList<double, RigidbodyState>();
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public float recordInterval = 0.050f;
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public float recordInterval = 0.050f;
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[Tooltip("(Optional) performance optimization where FixedUpdate.RecordState() only inserts state into history if the state actually changed.\nThis is generally a good idea.")]
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public bool onlyRecordChanges = true;
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[Tooltip("(Optional) performance optimization where received state is compared to the LAST recorded state first, before sampling the whole history.\n\nThis can save significant traversal overhead for idle objects with a tiny chance of missing corrections for objects which revisisted the same position in the recent history twice.")]
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public bool compareLastFirst = true;
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[Header("Reconciliation")]
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[Header("Reconciliation")]
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[Tooltip("Correction threshold in meters. For example, 0.1 means that if the client is off by more than 10cm, it gets corrected.")]
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[Tooltip("Correction threshold in meters. For example, 0.1 means that if the client is off by more than 10cm, it gets corrected.")]
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public double positionCorrectionThreshold = 0.10;
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public double positionCorrectionThreshold = 0.10;
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@ -81,10 +75,6 @@ public class ForecastRigidbody : NetworkBehaviour
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[Tooltip("Applying server corrections one frame ahead gives much better results. We don't know why yet, so this is an option for now.")]
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[Tooltip("Applying server corrections one frame ahead gives much better results. We don't know why yet, so this is an option for now.")]
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public bool oneFrameAhead = true;
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public bool oneFrameAhead = true;
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[Header("Smoothing")]
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[Tooltip("Snap to the server state directly when velocity is < threshold. This is useful to reduce jitter/fighting effects before coming to rest.\nNote this applies position, rotation and velocity(!) so it's still smooth.")]
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public float snapThreshold = 2; // 0.5 has too much fighting-at-rest, 2 seems ideal.
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[Header("Bandwidth")]
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[Header("Bandwidth")]
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[Tooltip("Reduce sends while velocity==0. Client's objects may slightly move due to gravity/physics, so we still want to send corrections occasionally even if an object is idle on the server the whole time.")]
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[Tooltip("Reduce sends while velocity==0. Client's objects may slightly move due to gravity/physics, so we still want to send corrections occasionally even if an object is idle on the server the whole time.")]
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public bool reduceSendsWhileIdle = true;
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public bool reduceSendsWhileIdle = true;
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@ -257,9 +247,6 @@ void UpdateClient()
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// FAST VERSION: this shows in profiler a lot, so cache EVERYTHING!
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// FAST VERSION: this shows in profiler a lot, so cache EVERYTHING!
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tf.GetPositionAndRotation(out Vector3 currentPosition, out Quaternion currentRotation); // faster than tf.position + tf.rotation
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tf.GetPositionAndRotation(out Vector3 currentPosition, out Quaternion currentRotation); // faster than tf.position + tf.rotation
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// perf: only access deltaTime once
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float deltaTime = Time.deltaTime;
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// smoothly interpolate to the target position.
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// smoothly interpolate to the target position.
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// speed relative to how far away we are.
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// speed relative to how far away we are.
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// => speed increases by distance² because the further away, the
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// => speed increases by distance² because the further away, the
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@ -350,29 +337,6 @@ void FixedUpdate()
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// this is cheap, and allows us to keep a dense history.
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// this is cheap, and allows us to keep a dense history.
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if (!isClientOnly) return;
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if (!isClientOnly) return;
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// OPTIMIZATION: RecordState() is expensive because it inserts into a SortedList.
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// only record if state actually changed!
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// risks not having up to date states when correcting,
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// but it doesn't matter since we'll always compare with the 'newest' anyway.
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//
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// we check in here instead of in RecordState() because RecordState() should definitely record if we call it!
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if (onlyRecordChanges)
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{
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// TODO maybe don't reuse the correction thresholds?
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tf.GetPositionAndRotation(out Vector3 position, out Quaternion rotation);
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// clean & simple:
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// if (Vector3.Distance(lastRecorded.position, position) < positionCorrectionThreshold &&
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// Quaternion.Angle(lastRecorded.rotation, rotation) < rotationCorrectionThreshold)
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// faster:
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if ((lastRecorded.position - position).sqrMagnitude < positionCorrectionThresholdSqr &&
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Quaternion.Angle(lastRecorded.rotation, rotation) < rotationCorrectionThreshold)
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{
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// Debug.Log($"FixedUpdate for {name}: taking optimized early return instead of recording state.");
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return;
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}
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}
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RecordState();
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}
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}
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void OnDrawGizmos()
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void OnDrawGizmos()
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@ -406,82 +370,6 @@ void OnCollisionEnter(Collision collision)
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other.BeginPredicting();
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other.BeginPredicting();
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}
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}
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// manually store last recorded so we can easily check against this
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// without traversing the SortedList.
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RigidbodyState lastRecorded;
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double lastRecordTime;
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void RecordState()
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{
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// performance optimization: only call NetworkTime.time getter once
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double networkTime = NetworkTime.time;
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// instead of recording every fixedupdate, let's record in an interval.
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// we don't want to record every tiny move and correct too hard.
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if (networkTime < lastRecordTime + recordInterval) return;
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lastRecordTime = networkTime;
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// NetworkTime.time is always behind by bufferTime.
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// prediction aims to be on the exact same server time (immediately).
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// use predictedTime to record state, otherwise we would record in the past.
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double predictedTime = NetworkTime.predictedTime;
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// FixedUpdate may run twice in the same frame / NetworkTime.time.
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// for now, simply don't record if already recorded there.
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// previously we checked ContainsKey which is O(logN) for SortedList
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// if (stateHistory.ContainsKey(predictedTime))
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// return;
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// instead, simply store the last recorded time and don't insert if same.
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if (predictedTime == lastRecorded.timestamp) return;
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// keep state history within limit
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if (stateHistory.Count >= stateHistoryLimit)
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stateHistory.RemoveAt(0);
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// grab current position/rotation/velocity only once.
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// this is performance critical, avoid calling .transform multiple times.
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tf.GetPositionAndRotation(out Vector3 currentPosition, out Quaternion currentRotation); // faster than accessing .position + .rotation manually
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Vector3 currentVelocity = predictedRigidbody.velocity;
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Vector3 currentAngularVelocity = predictedRigidbody.angularVelocity;
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// calculate delta to previous state (if any)
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Vector3 positionDelta = Vector3.zero;
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Vector3 velocityDelta = Vector3.zero;
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Vector3 angularVelocityDelta = Vector3.zero;
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Quaternion rotationDelta = Quaternion.identity;
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int stateHistoryCount = stateHistory.Count; // perf: only grab .Count once
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if (stateHistoryCount > 0)
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{
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RigidbodyState last = stateHistory.Values[stateHistoryCount - 1];
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positionDelta = currentPosition - last.position;
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velocityDelta = currentVelocity - last.velocity;
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// Quaternions always need to be normalized in order to be valid rotations after operations
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rotationDelta = (currentRotation * Quaternion.Inverse(last.rotation)).normalized;
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angularVelocityDelta = currentAngularVelocity - last.angularVelocity;
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// debug draw the recorded state
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// Debug.DrawLine(last.position, currentPosition, Color.red, lineTime);
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}
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// create state to insert
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RigidbodyState state = new RigidbodyState(
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predictedTime,
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positionDelta,
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currentPosition,
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rotationDelta,
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currentRotation,
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velocityDelta,
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currentVelocity,
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angularVelocityDelta,
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currentAngularVelocity
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);
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// add state to history
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stateHistory.Add(predictedTime, state);
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// manually remember last inserted state for faster .Last comparisons
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lastRecorded = state;
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}
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// optional user callbacks, in case people need to know about events.
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// optional user callbacks, in case people need to know about events.
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protected virtual void OnSnappedIntoPlace() {}
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protected virtual void OnSnappedIntoPlace() {}
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protected virtual void OnBeforeApplyState() {}
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protected virtual void OnBeforeApplyState() {}
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