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NetworkTransform syncInterval WIP
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@ -67,31 +67,6 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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[Tooltip("Local by default. World may be better when changing hierarchy, or non-NetworkTransforms root position/rotation/scale values.")]
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public CoordinateSpace coordinateSpace = CoordinateSpace.Local;
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[Header("Send Interval Multiplier")]
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[Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.\n(30 NM send rate, and 3 interval, is a send every 0.1 seconds)\nA larger interval means less network sends, which has a variety of upsides. The drawbacks are delays and lower accuracy, you should find a nice balance between not sending too much, but the results looking good for your particular scenario.")]
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[Range(1, 120)]
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public uint sendIntervalMultiplier = 1;
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[Header("Timeline Offset")]
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[Tooltip("Add a small timeline offset to account for decoupled arrival of NetworkTime and NetworkTransform snapshots.\nfixes: https://github.com/MirrorNetworking/Mirror/issues/3427")]
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public bool timelineOffset = false;
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// Ninja's Notes on offset & mulitplier:
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//
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// In a no multiplier scenario:
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// 1. Snapshots are sent every frame (frame being 1 NM send interval).
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// 2. Time Interpolation is set to be 'behind' by 2 frames times.
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// In theory where everything works, we probably have around 2 snapshots before we need to interpolate snapshots. From NT perspective, we should always have around 2 snapshots ready, so no stutter.
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//
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// In a multiplier scenario:
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// 1. Snapshots are sent every 10 frames.
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// 2. Time Interpolation remains 'behind by 2 frames'.
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// When everything works, we are receiving NT snapshots every 10 frames, but start interpolating after 2.
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// Even if I assume we had 2 snapshots to begin with to start interpolating (which we don't), by the time we reach 13th frame, we are out of snapshots, and have to wait 7 frames for next snapshot to come. This is the reason why we absolutely need the timestamp adjustment. We are starting way too early to interpolate.
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//
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protected double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1);
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protected double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0;
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// debugging ///////////////////////////////////////////////////////////
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[Header("Debug")]
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public bool showGizmos;
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@ -116,13 +91,6 @@ protected virtual void Configure()
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// set target to self if none yet
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if (target == null) target = transform;
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// time snapshot interpolation happens globally.
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// value (transform) happens in here.
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// both always need to be on the same send interval.
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// force the setting to '0' in OnValidate to make it obvious that we
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// actually use NetworkServer.sendInterval.
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syncInterval = 0;
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// Unity doesn't support setting world scale.
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// OnValidate force disables syncScale in world mode.
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if (coordinateSpace == CoordinateSpace.World) syncScale = false;
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@ -8,9 +8,6 @@ namespace Mirror
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[AddComponentMenu("Network/Network Transform (Reliable)")]
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public class NetworkTransformReliable : NetworkTransformBase
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{
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uint sendIntervalCounter = 0;
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double lastSendIntervalTime = double.MinValue;
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[Header("Additional Settings")]
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[Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")]
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public float onlySyncOnChangeCorrectionMultiplier = 2;
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@ -59,12 +56,11 @@ void LateUpdate()
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// the possibility of Update() running first before the object's movement
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// script's Update(), which then causes NT to send every alternate frame
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// instead.
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// note that even if we SetDirty every update, it only syncs every syncInterval.
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if (isServer || (IsClientWithAuthority && NetworkClient.ready))
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{
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if (sendIntervalCounter == sendIntervalMultiplier && (!onlySyncOnChange || Changed(Construct())))
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if (!onlySyncOnChange || Changed(Construct()))
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SetDirty();
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CheckLastSendTime();
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}
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}
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@ -124,17 +120,6 @@ protected virtual void UpdateClient()
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}
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}
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protected virtual void CheckLastSendTime()
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{
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// timeAsDouble not available in older Unity versions.
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if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime))
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{
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if (sendIntervalCounter == sendIntervalMultiplier)
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sendIntervalCounter = 0;
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sendIntervalCounter++;
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}
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}
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// check if position / rotation / scale changed since last sync
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protected virtual bool Changed(TransformSnapshot current) =>
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// position is quantized and delta compressed.
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@ -302,13 +287,13 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
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// 'only sync on change' needs a correction on every new move sequence.
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if (onlySyncOnChange &&
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NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval * sendIntervalMultiplier, onlySyncOnChangeCorrectionMultiplier))
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NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, syncInterval, onlySyncOnChangeCorrectionMultiplier))
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{
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RewriteHistory(
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serverSnapshots,
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connectionToClient.remoteTimeStamp,
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NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline.
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NetworkServer.sendInterval * sendIntervalMultiplier, // Unity 2019 doesn't have timeAsDouble yet
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connectionToClient.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline.
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NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet
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syncInterval,
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GetPosition(),
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GetRotation(),
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GetScale());
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@ -330,13 +315,13 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
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// 'only sync on change' needs a correction on every new move sequence.
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if (onlySyncOnChange &&
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NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval * sendIntervalMultiplier, onlySyncOnChangeCorrectionMultiplier))
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NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, syncInterval, onlySyncOnChangeCorrectionMultiplier))
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{
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RewriteHistory(
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clientSnapshots,
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NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline.
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NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet
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NetworkClient.sendInterval * sendIntervalMultiplier,
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syncInterval,
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GetPosition(),
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GetRotation(),
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GetScale());
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@ -7,7 +7,6 @@ namespace Mirror
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[AddComponentMenu("Network/Network Transform (Unreliable)")]
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public class NetworkTransformUnreliable : NetworkTransformBase
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{
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uint sendIntervalCounter = 0;
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double lastSendIntervalTime = double.MinValue;
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[Header("Additional Settings")]
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@ -56,27 +55,9 @@ void LateUpdate()
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else if (isClient && IsClientWithAuthority) UpdateClientBroadcast();
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}
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protected virtual void CheckLastSendTime()
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{
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// We check interval every frame, and then send if interval is reached.
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// So by the time sendIntervalCounter == sendIntervalMultiplier, data is sent,
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// thus we reset the counter here.
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// This fixes previous issue of, if sendIntervalMultiplier = 1, we send every frame,
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// because intervalCounter is always = 1 in the previous version.
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// Changing == to >= https://github.com/MirrorNetworking/Mirror/issues/3571
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if (sendIntervalCounter >= sendIntervalMultiplier)
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sendIntervalCounter = 0;
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// timeAsDouble not available in older Unity versions.
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if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime))
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sendIntervalCounter++;
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}
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void UpdateServerBroadcast()
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{
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// broadcast to all clients each 'sendInterval'
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// broadcast to all clients each 'syncInterval'
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// (client with authority will drop the rpc)
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// NetworkTime.localTime for double precision until Unity has it too
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//
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@ -106,10 +87,12 @@ void UpdateServerBroadcast()
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// authoritative movement done by the host will have to be broadcasted
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// here by checking IsClientWithAuthority.
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// TODO send same time that NetworkServer sends time snapshot?
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CheckLastSendTime();
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if (sendIntervalCounter == sendIntervalMultiplier && // same interval as time interpolation!
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(syncDirection == SyncDirection.ServerToClient || IsClientWithAuthority))
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// only send every syncInterval
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if (NetworkTime.localTime < lastSendIntervalTime + syncInterval) return;
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lastSendIntervalTime = NetworkTime.localTime;
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if (syncDirection == SyncDirection.ServerToClient || IsClientWithAuthority)
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{
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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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@ -191,30 +174,32 @@ void UpdateClientBroadcast()
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// DO NOT send nulls if not changed 'since last send' either. we
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// send unreliable and don't know which 'last send' the other end
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// received successfully.
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CheckLastSendTime();
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if (sendIntervalCounter == sendIntervalMultiplier) // same interval as time interpolation!
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// only send every syncInterval
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if (NetworkTime.localTime < lastSendIntervalTime + syncInterval) return;
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lastSendIntervalTime = NetworkTime.localTime;
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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 = Construct();
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cachedChangedComparison = CompareChangedSnapshots(snapshot);
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if ((cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot) && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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SyncData syncData = new SyncData(cachedChangedComparison, snapshot);
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CmdClientToServerSync(syncData);
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if (cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot)
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{
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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 = Construct();
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cachedChangedComparison = CompareChangedSnapshots(snapshot);
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if ((cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot) && hasSentUnchangedPosition && onlySyncOnChange) { return; }
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SyncData syncData = new SyncData(cachedChangedComparison, snapshot);
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CmdClientToServerSync(syncData);
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if (cachedChangedComparison == Changed.None || cachedChangedComparison == Changed.CompressRot)
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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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UpdateLastSentSnapshot(cachedChangedComparison, snapshot);
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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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UpdateLastSentSnapshot(cachedChangedComparison, snapshot);
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}
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}
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