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remkove onlySyncOnChange ifdefs
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@ -20,8 +20,6 @@
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// -> client gets Cmd() and X at the same time, but buffers X for bufferTime
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// -> for unreliable, it would get X before the reliable Cmd(), still
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// buffer for bufferTime but end up closer to the original time
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// comment out the below line to quickly revert the onlySyncOnChange feature
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#define onlySyncOnChange_BANDWIDTH_SAVING
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@ -81,20 +79,18 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour
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protected Vector3Long lastDeserializedScale = Vector3Long.zero;
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// only sync when changed hack /////////////////////////////////////////
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#if onlySyncOnChange_BANDWIDTH_SAVING
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[Header("Sync Only If Changed")]
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[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
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public bool onlySyncOnChange = true;
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// 3 was original, but testing under really bad network conditions, 2%-5% packet loss and 250-1200ms ping, 5 proved to eliminate any twitching.
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[Tooltip("How much time, as a multiple of send interval, has passed before clearing buffers.")]
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public float bufferResetMultiplier = 5;
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[Header("Sensitivity"), Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float positionSensitivity = 0.01f;
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public float rotationSensitivity = 0.01f;
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public float scaleSensitivity = 0.01f;
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// Used to store last sent snapshots
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protected TransformSnapshot lastSnapshot;
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[Header("Compression")]
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[Tooltip("Position is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds to a centimeter. In other words, sub-centimeter movements aren't synced until they eventually exceeded an actual centimeter.\n\nDepending on how important the object is, a precision of 0.01-0.10 (1-10 cm) is recommended.\n\nFor example, even a 1cm precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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@ -104,15 +100,6 @@ public class NetworkTransformHybrid2022 : NetworkBehaviour
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float scalePrecision = 0.01f; // 1 cm
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protected bool positionChanged;
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protected bool rotationChanged;
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protected bool scaleChanged;
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// Used to store last sent snapshots
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protected TransformSnapshot lastSnapshot;
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protected bool cachedSnapshotComparison;
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protected bool hasSentUnchangedPosition;
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#endif
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// selective sync //////////////////////////////////////////////////////
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[Header("Selective Sync & interpolation")]
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public bool syncPosition = true;
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@ -197,20 +184,7 @@ protected virtual void ApplySnapshot(TransformSnapshot interpolated)
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if (syncScale) target.localScale = interpolated.scale;
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}
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#if onlySyncOnChange_BANDWIDTH_SAVING
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// Returns true if position, rotation AND scale are unchanged, within given sensitivity range.
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protected virtual bool CompareSnapshots(TransformSnapshot currentSnapshot)
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{
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positionChanged = Vector3.SqrMagnitude(lastSnapshot.position - currentSnapshot.position) > positionSensitivity * positionSensitivity;
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rotationChanged = Quaternion.Angle(lastSnapshot.rotation, currentSnapshot.rotation) > rotationSensitivity;
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scaleChanged = Vector3.SqrMagnitude(lastSnapshot.scale - currentSnapshot.scale) > scaleSensitivity * scaleSensitivity;
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return (!positionChanged && !rotationChanged && !scaleChanged);
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}
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#endif
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// serialization ///////////////////////////////////////////////////////
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// serialize server->client baseline into a NetworkWriter.
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// for use in RpcSync and OnSerialize for spawn message.
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void SerializeServerBaseline(NetworkWriter writer)
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@ -341,17 +315,7 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
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// only player owned objects (with a connection) can send to
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// server. we can get the timestamp from the connection.
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double timestamp = connectionToClient.remoteTimeStamp;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * sendInterval; // CUSTOM CHANGE: allow for sendRate + sendInterval again
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if (serverSnapshots.Count > 0 && serverSnapshots.Values[serverSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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{
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Reset();
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}
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}
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#endif
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// position, rotation, scale can have no value if same as last time.
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// saves bandwidth.
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// but we still need to feed it to snapshot interpolation. we can't
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@ -430,17 +394,7 @@ protected virtual void OnServerToClientDeltaSync(byte baselineTick, Vector3? pos
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// but all of them go through NetworkClient.connection.
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// we can get the timestamp from there.
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double timestamp = NetworkClient.connection.remoteTimeStamp;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (onlySyncOnChange)
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{
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double timeIntervalCheck = bufferResetMultiplier * sendInterval; // CUSTOM CHANGE: allow for sendRate + sendInterval again
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if (clientSnapshots.Count > 0 && clientSnapshots.Values[clientSnapshots.Count - 1].remoteTime + timeIntervalCheck < timestamp)
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{
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Reset();
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}
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}
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#endif
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// position, rotation, scale can have no value if same as last time.
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// saves bandwidth.
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// but we still need to feed it to snapshot interpolation. we can't
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@ -520,12 +474,7 @@ void UpdateServerDelta()
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = ConstructSnapshot();
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#if onlySyncOnChange_BANDWIDTH_SAVING
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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#endif
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#if onlySyncOnChange_BANDWIDTH_SAVING
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using (NetworkWriterPooled writer = NetworkWriterPool.Get())
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{
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SerializeServerDelta(
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@ -539,28 +488,10 @@ void UpdateServerDelta()
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);
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RpcServerToClientDeltaSync(writer);
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}
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#else
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RpcServerToClientSync(
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// only sync what the user wants to sync
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syncPosition ? snapshot.position : default(Vector3?),
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syncRotation ? snapshot.rotation : default(Quaternion?),
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syncScale ? snapshot.scale : default(Vector3?)
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);
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#endif
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lastServerSendTime = NetworkTime.localTime;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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}
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#endif
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}
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}
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void UpdateServerInterpolation()
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@ -641,40 +572,17 @@ void UpdateClient()
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// send snapshot without timestamp.
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// receiver gets it from batch timestamp to save bandwidth.
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TransformSnapshot snapshot = ConstructSnapshot();
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#if onlySyncOnChange_BANDWIDTH_SAVING
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cachedSnapshotComparison = CompareSnapshots(snapshot);
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if (cachedSnapshotComparison && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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#endif
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#if onlySyncOnChange_BANDWIDTH_SAVING
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CmdClientToServerSync(
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// only sync what the user wants to sync
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syncPosition && positionChanged ? snapshot.position : default(Vector3?),
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syncRotation && rotationChanged ? snapshot.rotation : default(Quaternion?),
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syncScale && scaleChanged ? snapshot.scale : default(Vector3?)
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);
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#else
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CmdClientToServerSync(
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// only sync what the user wants to sync
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syncPosition ? snapshot.position : default(Vector3?),
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syncRotation ? snapshot.rotation : default(Quaternion?),
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syncScale ? snapshot.scale : default(Vector3?)
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);
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#endif
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lastClientSendTime = NetworkTime.localTime;
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#if onlySyncOnChange_BANDWIDTH_SAVING
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if (cachedSnapshotComparison)
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{
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hasSentUnchangedPosition = true;
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}
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else
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{
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hasSentUnchangedPosition = false;
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lastSnapshot = snapshot;
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}
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#endif
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}
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}
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// for all other clients (and for local player if !authority),
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// we need to apply snapshots from the buffer
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