perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast() (#3575)

* perf: remove O(N) ClearDirtyComponentsDirtyBits calls in NetworkServer.Broadcast() and NetworkClient.Broadcast()

* only for delta [imer]
This commit is contained in:
mischa 2023-08-03 20:01:35 +08:00 committed by GitHub
parent 594a0f5c79
commit 9d0e90f484
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4 changed files with 21 additions and 99 deletions

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@ -1458,9 +1458,6 @@ static void Broadcast()
payload = writer.ToArraySegment()
};
Send(message);
// reset dirty bits so it's not resent next time.
identity.ClearDirtyComponentsDirtyBits();
}
}
}

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@ -960,6 +960,19 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw
if (ownerDirty) ownerWriter.WriteBytes(segment.Array, segment.Offset, segment.Count);
if (observersDirty) observersWriter.WriteBytes(segment.Array, segment.Offset, segment.Count);
}
// clear dirty bits for the components that we serialized.
// do not clear for _all_ components, only the ones that
// were dirty and had their syncInterval elapsed.
//
// we don't want to clear bits before the syncInterval
// was elapsed, as then they wouldn't be synced.
//
// only clear for delta, not for full (spawn messages).
// otherwise if a player joins, we serialize monster,
// and shouldn't clear dirty bits not yet synced to
// other players.
if (!initialState) comp.ClearAllDirtyBits();
}
}
}
@ -1009,6 +1022,14 @@ internal void SerializeClient(NetworkWriter writer)
// serialize into writer.
// server always knows initialState, we never need to send it
comp.Serialize(writer, false);
// clear dirty bits for the components that we serialized.
// do not clear for _all_ components, only the ones that
// were dirty and had their syncInterval elapsed.
//
// we don't want to clear bits before the syncInterval
// was elapsed, as then they wouldn't be synced.
comp.ClearAllDirtyBits();
}
}
}
@ -1107,27 +1128,6 @@ internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick)
lastSerialization.ownerWriter,
lastSerialization.observersWriter);
// clear dirty bits for the components that we serialized.
// previously we did this in NetworkServer.BroadcastToConnection
// for every connection, for every entity.
// but we only serialize each entity once, right here in this
// 'lastSerialization.tick != tick' scope.
// so only do it once.
//
// NOTE: not in SerializeAll as that should only do one
// thing: serialize data.
//
//
// NOTE: DO NOT clear ALL component's dirty bits, because
// components can have different syncIntervals and we
// don't want to reset dirty bits for the ones that were
// not synced yet.
//
// NOTE: this used to be very important to avoid ever growing
// SyncList changes if they had no observers, but we've
// added SyncObject.isRecording since.
ClearDirtyComponentsDirtyBits();
// set tick
lastSerialization.tick = tick;
//Debug.Log($"{name} (netId={netId}) serialized for tick={tickTimeStamp}");
@ -1137,23 +1137,6 @@ internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick)
return lastSerialization;
}
// Clear only dirty component's dirty bits. ignores components which
// may be dirty but not ready to be synced yet (because of syncInterval)
//
// NOTE: this used to be very important to avoid ever
// growing SyncList changes if they had no observers,
// but we've added SyncObject.isRecording since.
internal void ClearDirtyComponentsDirtyBits()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
if (comp.IsDirty())
{
comp.ClearAllDirtyBits();
}
}
}
internal void AddObserver(NetworkConnectionToClient conn)
{
if (observers.ContainsKey(conn.connectionId))

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@ -591,38 +591,6 @@ public void ClearObservers()
Assert.That(identity.observers.Count, Is.EqualTo(0));
}
[Test]
public void ClearDirtyComponentsDirtyBits()
{
CreateNetworked(out GameObject _, out NetworkIdentity identity,
out NetworkBehaviourMock compA,
out NetworkBehaviourMock compB);
// set syncintervals so one is always dirty, one is never dirty
compA.syncInterval = 0;
compB.syncInterval = Mathf.Infinity;
// set components dirty bits
compA.SetSyncVarDirtyBit(0x0001);
compB.SetSyncVarDirtyBit(0x1001);
// dirty because interval reached and mask != 0
Assert.That(compA.IsDirty(), Is.True);
// not dirty because syncinterval not reached
Assert.That(compB.IsDirty(), Is.False);
// call identity.ClearDirtyComponentsDirtyBits
identity.ClearDirtyComponentsDirtyBits();
// should be cleared now
Assert.That(compA.IsDirty(), Is.False);
// should be untouched
Assert.That(compB.IsDirty(), Is.False);
// set compB syncinterval to 0 to check if the masks were untouched
// (if they weren't, then it should be dirty now)
compB.syncInterval = 0;
Assert.That(compB.IsDirty(), Is.True);
}
[Test]
public void ClearAllComponentsDirtyBits()
{

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@ -123,32 +123,6 @@ public void TestSettingStruct()
Assert.That(player.IsDirty(), "Clearing struct should mark object as dirty");
}
[Test]
public void TestSyncIntervalAndClearDirtyComponents()
{
CreateNetworked(out _, out _, out MockPlayer player);
player.lastSyncTime = NetworkTime.localTime;
// synchronize immediately
player.syncInterval = 1f;
player.guild = new MockPlayer.Guild
{
name = "Back street boys"
};
Assert.That(player.IsDirty(), Is.False, "Sync interval not met, so not dirty yet");
// ClearDirtyComponents should do nothing since syncInterval is not
// elapsed yet
player.netIdentity.ClearDirtyComponentsDirtyBits();
// set lastSyncTime far enough back to be ready for syncing
player.lastSyncTime = NetworkTime.localTime - player.syncInterval;
// should be dirty now
Assert.That(player.IsDirty(), Is.True, "Sync interval met, should be dirty");
}
[Test]
public void TestSyncIntervalAndClearAllComponents()
{