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Predicted Billiards: remove unused code
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@ -63,7 +63,7 @@ public void OnDraggedBall(Vector3 force)
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// apply on server as well.
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// not necessary in host mode, otherwise we would apply it twice.
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if (!isServer) CmdApplyForce(force, NetworkTime.predictedTime);
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if (!isServer) CmdApplyForce(force);
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}
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// while prediction is applied on clients immediately,
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@ -76,7 +76,7 @@ public void OnDraggedBall(Vector3 force)
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// TODO send over unreliable with ack, notify, etc. later
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[Command]
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void CmdApplyForce(Vector3 force, double predictedTime)
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void CmdApplyForce(Vector3 force)
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{
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if (!IsValidMove(force))
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{
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@ -84,30 +84,6 @@ void CmdApplyForce(Vector3 force, double predictedTime)
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return;
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}
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// client is on a predicted timeline.
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// double check the prediction - it should arrive at server time.
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//
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// there are multiple reasons why this may be off:
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// - time prediction may still be adjusting itself
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// - time prediction may have an issue
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// - server or client may be lagging or under heavy load temporarily
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// - unreliable vs. reliable channel latencies are signifcantly different
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// for example, if latency simulation is only applied to one channel!
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double delta = NetworkTime.time - predictedTime;
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if (delta < -0.010)
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{
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Debug.LogWarning($"Cmd predictedTime was {(delta*1000):F0}ms behind the server time. This could occasionally happen if the time prediction is off. If it happens consistently, check that unreliable NetworkTime and reliable [Command]s have the same latency. If they are off, this will cause heavy jitter.");
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}
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else if (delta > 0.010)
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{
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// TODO consider buffering inputs which are ahead, apply next frame
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Debug.LogWarning($"Cmd predictedTime was {(delta*1000):F0}ms ahead of the server time. This could occasionally happen if the time prediction is off. If it happens consistently, check that unreliable NetworkTime and reliable [Command]s have the same latency. If they are off, this will cause heavy jitter. If reliable & unreliable latency are similar and this still happens a lot, consider buffering inputs for the next frame.");
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}
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else
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{
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Debug.Log($"Cmd predictedTime was {(delta*1000):F0}ms close to the server time.");
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}
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// apply force
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ApplyForceToWhite(force);
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}
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