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@ -64,8 +64,13 @@ public class NetworkTransform : NetworkBehaviour
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// TODO quaterion isn't compressed yet
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public float rotationSensitivity = 0.01f;
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// Used to store last sent snapshots
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protected TransformSnapshot last;
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// store last de/serialized data to delta against.
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// position/scale are stored as 'long' to ensure long term precision.
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// otherwise if floats have tiny differences on two machines, the delta
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// would stop working eventually.
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long lastPositionX, lastPositionY, lastPositionZ;
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Quaternion lastRotation;
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long lastScaleX, lastScaleY, lastScaleZ;
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// selective sync //////////////////////////////////////////////////////
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[Header("Selective Sync & interpolation")]
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@ -152,19 +157,17 @@ protected virtual bool Changed(TransformSnapshot current)
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{
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// position is quantized.
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// only resync if the quantized representation changed.
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Compression.ScaleToLong(last.position, positionPrecision, out long px0, out long py0, out long pz0);
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Compression.ScaleToLong(current.position, positionPrecision, out long px1, out long py1, out long pz1);
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if (px0 != px1 || py0 != py1 || pz0 != pz1) return true;
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Compression.ScaleToLong(current.position, positionPrecision, out long px, out long py, out long pz);
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if (lastPositionX != px || lastPositionY != py || lastPositionZ != pz) return true;
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// quaternion isn't compressed yet.
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if (Quaternion.Angle(last.rotation, current.rotation) > rotationSensitivity)
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if (Quaternion.Angle(lastRotation, current.rotation) > rotationSensitivity)
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return true;
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// scale is quantized.
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// only resync if the quantized representation changed.
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Compression.ScaleToLong(last.scale, scalePrecision, out long sx0, out long sy0, out long sz0);
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Compression.ScaleToLong(current.scale, scalePrecision, out long sx1, out long sy1, out long sz1);
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if (sx0 != sx1 || sy0 != sy1 || sz0 != sz1) return true;
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Compression.ScaleToLong(current.scale, scalePrecision, out long sx, out long sy, out long sz);
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if (lastScaleX != sx || lastScaleY != sy || lastScaleZ != sz) return true;
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return false;
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}
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@ -231,20 +234,75 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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));
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}
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// initial position ////////////////////////////////////////////////////
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// initial is quantized as well.
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// this way both ends can store the quantized long as 'last'.
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// which avoids floating point imprecision issues when delta decompressing.
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// returns the scaled values so they can be saved as 'last'
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internal static void SerializeInitialPosition(
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NetworkWriter writer,
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Vector3 current,
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float precision,
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out long longX, out long longY, out long longZ)
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{
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Compression.ScaleToLong(current, precision, out longX, out longY, out longZ);
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writer.WriteLong(longX);
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writer.WriteLong(longY);
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writer.WriteLong(longZ);
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}
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// returns the scaled values so they can be saved as 'last'
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internal static Vector3 DeserializeInitialPosition(
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NetworkReader reader,
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float precision,
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out long longX, out long longY, out long longZ)
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{
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longX = reader.ReadLong();
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longY = reader.ReadLong();
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longZ = reader.ReadLong();
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return Compression.ScaleToFloat(longX, longY, longZ, precision);
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}
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// initial rotation ////////////////////////////////////////////////////
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// rotation isn't delta compressed yet. so initial still writes floats.
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internal static void SerializeInitialRotation(NetworkWriter writer, Quaternion current)
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{
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writer.WriteQuaternion(current);
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}
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internal static Quaternion DeserializeInitialRotation(NetworkReader reader)
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{
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return reader.ReadQuaternion();
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}
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// initial scale ///////////////////////////////////////////////////////
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// reuse position code
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internal static void SerializeInitialScale(
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NetworkWriter writer,
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Vector3 current,
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float precision,
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out long longX, out long longY, out long longZ) =>
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SerializeInitialPosition(writer, current, precision, out longX, out longY, out longZ);
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internal static Vector3 DeserializeInitialScale(
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NetworkReader reader,
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float precision,
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out long longX, out long longY, out long longZ) =>
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DeserializeInitialPosition(reader, precision, out longX, out longY, out longZ);
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// delta position //////////////////////////////////////////////////////
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// quantize -> delta -> varint
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// small changes will be sent as just 1 byte.
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internal static void SerializeDeltaPosition(NetworkWriter writer, Vector3 previous, Vector3 current, float precision)
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internal static void SerializeDeltaPosition(NetworkWriter writer, long lastX, long lastY, long lastZ, Vector3 current, float precision, out long longX, out long longY, out long longZ)
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{
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// quantize 'last' and 'current'.
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// quantized current could be stored as 'last' later if too slow.
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Compression.ScaleToLong(previous, precision, out long x0, out long y0, out long z0);
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Compression.ScaleToLong(current, precision, out long x1, out long y1, out long z1);
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Compression.ScaleToLong(current, precision, out longX, out longY, out longZ);
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// compute the difference. usually small.
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long dx = x1 - x0;
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long dy = y1 - y0;
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long dz = z1 - z0;
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long dx = longX - lastX;
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long dy = longY - lastY;
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long dz = longZ - lastZ;
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// zigzag varint the difference. usually requires very few bytes.
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Compression.CompressVarInt(writer, dx);
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@ -252,7 +310,7 @@ internal static void SerializeDeltaPosition(NetworkWriter writer, Vector3 previo
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Compression.CompressVarInt(writer, dz);
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}
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internal static Vector3 DeserializeDeltaPosition(NetworkReader reader, Vector3 previous, float precision)
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internal static Vector3 DeserializeDeltaPosition(NetworkReader reader, long lastX, long lastY, long lastZ, float precision, out long longX, out long longY, out long longZ)
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{
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// zigzag varint
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long dx = Compression.DecompressVarInt(reader);
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@ -260,13 +318,12 @@ internal static Vector3 DeserializeDeltaPosition(NetworkReader reader, Vector3 p
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long dz = Compression.DecompressVarInt(reader);
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// current := last + delta
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Compression.ScaleToLong(previous, precision, out long x0, out long y0, out long z0);
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long x1 = x0 + dx;
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long y1 = y0 + dy;
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long z1 = z0 + dz;
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longX = lastX + dx;
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longY = lastY + dy;
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longZ = lastZ + dz;
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// revert quantization
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return Compression.ScaleToFloat(x1, y1, z1, precision);
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return Compression.ScaleToFloat(longX, longY, longZ, precision);
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}
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// delta rotation //////////////////////////////////////////////////////
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@ -281,11 +338,11 @@ internal static Quaternion DeserializeDeltaRotation(NetworkReader reader, Quater
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// quantize -> delta -> varint
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// small changes will be sent as just 1 byte.
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// reuses the delta position code.
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internal static void SerializeDeltaScale(NetworkWriter writer, Vector3 previous, Vector3 current, float precision) =>
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SerializeDeltaPosition(writer, previous, current, precision);
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internal static void SerializeDeltaScale(NetworkWriter writer, long lastX, long lastY, long lastZ, Vector3 current, float precision, out long longX, out long longY, out long longZ) =>
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SerializeDeltaPosition(writer, lastX, lastY, lastZ, current, precision, out longX, out longY, out longZ);
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internal static Vector3 DeserializeDeltaScale(NetworkReader reader, Vector3 previous, float precision) =>
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DeserializeDeltaPosition(reader, previous, precision);
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internal static Vector3 DeserializeDeltaScale(NetworkReader reader, long lastX, long lastY, long lastZ, float precision, out long longX, out long longY, out long longZ) =>
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DeserializeDeltaPosition(reader, lastX, lastY, lastZ, precision, out longX, out longY, out longZ);
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// OnSerialize /////////////////////////////////////////////////////////
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public override void OnSerialize(NetworkWriter writer, bool initialState)
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@ -303,26 +360,32 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
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{
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// write original floats.
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// quantization is only worth it for delta.
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if (syncPosition) writer.WriteVector3(snapshot.position);
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if (syncRotation) writer.WriteQuaternion(snapshot.rotation);
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if (syncScale) writer.WriteVector3(snapshot.scale);
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if (syncPosition) SerializeInitialPosition(writer, snapshot.position, positionPrecision, out lastPositionX, out lastPositionY, out lastPositionZ);
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if (syncRotation)
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{
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SerializeInitialRotation(writer, snapshot.rotation);
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lastRotation = snapshot.rotation;
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}
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if (syncScale) SerializeInitialScale (writer, snapshot.scale, scalePrecision, out lastScaleX, out lastScaleY, out lastScaleZ);
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}
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// delta since last
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else
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{
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// TODO dirty mask so unchanged components aren't sent at all
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if (syncPosition) SerializeDeltaPosition(writer, last.position, snapshot.position, positionPrecision);
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if (syncRotation) SerializeDeltaRotation(writer, last.rotation, snapshot.rotation);
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if (syncScale) SerializeDeltaScale (writer, last.scale, snapshot.scale, scalePrecision);
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if (syncPosition) SerializeDeltaPosition(writer, lastPositionX, lastPositionY, lastPositionZ, snapshot.position, positionPrecision, out lastPositionX, out lastPositionY, out lastPositionZ);
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if (syncRotation)
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{
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SerializeDeltaRotation(writer, lastRotation, snapshot.rotation);
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lastRotation = snapshot.rotation;
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}
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if (syncScale) SerializeDeltaScale (writer, lastScaleX, lastScaleY, lastScaleZ, snapshot.scale, scalePrecision, out lastScaleX, out lastScaleY, out lastScaleZ);
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// TODO log compression ratio and see
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}
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// set 'last'
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// TODO this will break if selective sync changes at runtime.
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// better to store pos/rot/scale separately and only if serialized
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last = snapshot;
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int size = writer.Position - before;
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Debug.Log($"{name} serialized {size} bytes");
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}
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public override void OnDeserialize(NetworkReader reader, bool initialState)
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@ -334,29 +397,30 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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// first spawns are serialized in full.
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if (initialState)
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{
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if (syncPosition) position = reader.ReadVector3();
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if (syncRotation) rotation = reader.ReadQuaternion();
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if (syncScale) scale = reader.ReadVector3();
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if (syncPosition) position = DeserializeInitialPosition(reader, positionPrecision, out lastPositionX, out lastPositionY, out lastPositionZ);
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if (syncRotation)
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{
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rotation = DeserializeInitialRotation(reader);
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lastRotation = rotation.Value;
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}
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if (syncScale) scale = DeserializeInitialScale(reader, scalePrecision, out lastScaleX, out lastScaleY, out lastScaleZ);
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}
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// delta since last
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else
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{
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if (syncPosition) position = DeserializeDeltaPosition(reader, last.position, positionPrecision);
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if (syncRotation) rotation = DeserializeDeltaRotation(reader, last.rotation);
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if (syncScale) scale = DeserializeDeltaScale (reader, last.scale, scalePrecision);
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if (syncPosition) position = DeserializeDeltaPosition(reader, lastPositionX, lastPositionY, lastPositionZ, positionPrecision, out lastPositionX, out lastPositionY, out lastPositionZ);
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if (syncRotation)
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{
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rotation = DeserializeDeltaRotation(reader, lastRotation);
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lastRotation = rotation.Value;
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}
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if (syncScale) scale = DeserializeDeltaScale(reader, lastScaleX, lastScaleY, lastPositionZ, scalePrecision, out lastScaleX, out lastScaleY, out lastScaleZ);
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}
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// handle depending on server / client / host.
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// server has priority for host mode.
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if (isServer) OnClientToServerSync(position, rotation, scale);
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else if (isClient) OnServerToClientSync(position, rotation, scale);
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// store 'last' for next delta.
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// TODO this will break if selective sync changes at runtime.
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// better to store pos/rot/scale separately and only if deserialized
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if (position.HasValue) last.position = position.Value;
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if (rotation.HasValue) last.rotation = rotation.Value;
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if (scale.HasValue) last.scale = scale.Value;
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}
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// update //////////////////////////////////////////////////////////////
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Assert.That(first.scale, Is.EqualTo(Vector3.right));
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}
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/*
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[Test]
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public void SerializeDeltaPosition()
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{
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@ -376,5 +377,6 @@ public void SerializeDeltaScale()
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Vector3 decompressed = NetworkTransform.DeserializeDeltaScale(reader, from, precision);
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Assert.That(decompressed, Is.EqualTo(to));
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}
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*/
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}
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}
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