fix(NetworkTransformReliable): Fix stutter and recovery

This commit is contained in:
MrGadget1024 2023-03-06 15:41:14 -05:00
parent 0cd06db1f2
commit b4e689ccc0

View File

@ -1,4 +1,5 @@
// NetworkTransform V3 (reliable) by mischa (2022-10)
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
@ -8,12 +9,22 @@ namespace Mirror
[AddComponentMenu("Network/Network Transform (Reliable)")]
public class NetworkTransformReliable : NetworkTransformBase
{
uint sendIntervalCounter = 0;
double lastSendIntervalTime = double.MinValue;
float onlySyncOnChangeInterval => onlySyncOnChangeCorrectionMultiplier * sendIntervalMultiplier;
[Header("Sync Only If Changed")]
[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
public bool onlySyncOnChange = true;
[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.")]
public float onlySyncOnChangeCorrectionMultiplier = 2;
// uint so non negative.
[Header("Send Interval Multiplier")]
[Tooltip("Send every multiple of Network Manager send interval (= 1 / NM Send Rate).")]
public uint sendIntervalMultiplier = 3;
[Header("Rotation")]
[Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
public float rotationSensitivity = 0.01f;
@ -43,7 +54,7 @@ public class NetworkTransformReliable : NetworkTransformBase
// Used to store last sent snapshots
protected TransformSnapshot last;
int lastClientCount = 0;
protected int lastClientCount = 1;
// update //////////////////////////////////////////////////////////////
void Update()
@ -55,7 +66,35 @@ void Update()
else if (isClient) UpdateClient();
}
void UpdateServer()
void LateUpdate()
{
// set dirty to trigger OnSerialize. either always, or only if changed.
// It has to be checked in LateUpdate() for onlySyncOnChange to avoid
// the possibility of Update() running first before the object's movement
// script's Update(), which then causes NT to send every alternate frame
// instead.
if (isServer || (IsClientWithAuthority && NetworkClient.ready)) // is NetworkClient.ready even needed?
{
if (sendIntervalCounter == sendIntervalMultiplier && (!onlySyncOnChange || Changed(Construct())))
SetDirty();
CheckLastSendTime();
}
}
protected override void OnTeleport(Vector3 destination)
{
if (isOwned && TryGetComponent(out CharacterController cc))
{
cc.enabled = false;
base.OnTeleport(destination);
cc.enabled = true;
}
else
base.OnTeleport(destination);
}
protected virtual void UpdateServer()
{
// apply buffered snapshots IF client authority
// -> in server authority, server moves the object
@ -65,9 +104,7 @@ void UpdateServer()
// then we don't need to do anything.
// -> connectionToClient is briefly null after scene changes:
// https://github.com/MirrorNetworking/Mirror/issues/3329
if (syncDirection == SyncDirection.ClientToServer &&
connectionToClient != null &&
!isOwned)
if (syncDirection == SyncDirection.ClientToServer && connectionToClient != null && !isOwned)
{
if (serverSnapshots.Count > 0)
{
@ -82,42 +119,20 @@ void UpdateServer()
// interpolate & apply
TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
Apply(computed, to);
}
}
// set dirty to trigger OnSerialize. either always, or only if changed.
// technically snapshot interpolation requires constant sending.
// however, with reliable it should be fine without constant sends.
//
// detect changes _after_ all changes were applied above.
if (!onlySyncOnChange || Changed(Construct()))
SetDirty();
}
void UpdateClient()
protected virtual void UpdateClient()
{
// client authority, and local player (= allowed to move myself)?
if (IsClientWithAuthority)
if (!IsClientWithAuthority)
{
// https://github.com/vis2k/Mirror/pull/2992/
if (!NetworkClient.ready) return;
// set dirty to trigger OnSerialize. either always, or only if changed.
// technically snapshot interpolation requires constant sending.
// however, with reliable it should be fine without constant sends.
if (!onlySyncOnChange || Changed(Construct()))
SetDirty();
}
// for all other clients (and for local player if !authority),
// we need to apply snapshots from the buffer
else
{
// only while we have snapshots
if (clientSnapshots.Count > 0)
{
// step the interpolation without touching time.
// NetworkClient is responsible for time globally.
SnapshotInterpolation.StepInterpolation(
@ -129,8 +144,8 @@ void UpdateClient()
// interpolate & apply
TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
Apply(computed, to);
Apply(computed, to);
}
// 'only sync if moved'
@ -147,6 +162,26 @@ void UpdateClient()
}
}
protected virtual void CheckLastSendTime()
{
// timeAsDouble not available in older Unity versions.
#if !UNITY_2020_3_OR_NEWER
if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime))
{
if (sendIntervalCounter == sendIntervalMultiplier)
sendIntervalCounter = 0;
sendIntervalCounter++;
}
#else
if (AccurateInterval.Elapsed(Time.timeAsDouble, NetworkServer.sendInterval, ref lastSendIntervalTime))
{
if (sendIntervalCounter == sendIntervalMultiplier)
sendIntervalCounter = 0;
sendIntervalCounter++;
}
}
#endif
// check if position / rotation / scale changed since last sync
protected virtual bool Changed(TransformSnapshot current) =>
// position is quantized and delta compressed.
@ -191,7 +226,21 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
// initial
if (initialState)
{
if (syncPosition) writer.WriteVector3(snapshot.position);
// If there is a last serialized snapshot, we use it.
// This prevents the new client getting a snapshot that is different
// from what the older clients last got. If this happens, and on the next
// regular serialisation the delta compression will get wrong values.
// Notes:
// 1. Interestingly only the older clients have it wrong, because at the end
// of the function, last = snapshot which is the initial state's snapshot
// 2. Regular NTR gets by this bug because it sends every frame anyway so initialstate
// snapshot constructed would have been the same as the last anyway.
if (last.remoteTime > 0)
snapshot = last;
if (syncPosition)
writer.WriteVector3(snapshot.position);
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
@ -200,7 +249,9 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
else
writer.WriteQuaternion(snapshot.rotation);
}
if (syncScale) writer.WriteVector3(snapshot.scale);
if (syncScale)
writer.WriteVector3(snapshot.scale);
}
// delta
else
@ -213,6 +264,7 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
Compression.ScaleToLong(snapshot.position, positionPrecision, out Vector3Long quantized);
DeltaCompression.Compress(writer, lastSerializedPosition, quantized);
}
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
@ -221,20 +273,20 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
else
writer.WriteQuaternion(snapshot.rotation);
}
if (syncScale)
{
// quantize -> delta -> varint
Compression.ScaleToLong(snapshot.scale, scalePrecision, out Vector3Long quantized);
DeltaCompression.Compress(writer, lastSerializedScale, quantized);
}
// int written = writer.Position - before;
// Debug.Log($"{name} compressed to {written} bytes");
}
// save serialized as 'last' for next delta compression
if (syncPosition) Compression.ScaleToLong(snapshot.position, positionPrecision, out lastSerializedPosition);
if (syncScale) Compression.ScaleToLong(snapshot.scale, scalePrecision, out lastSerializedScale);
if (syncPosition)
Compression.ScaleToLong(snapshot.position, positionPrecision, out lastSerializedPosition);
if (syncScale)
Compression.ScaleToLong(snapshot.scale, scalePrecision, out lastSerializedScale);
// set 'last'
last = snapshot;
@ -249,7 +301,9 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
// initial
if (initialState)
{
if (syncPosition) position = reader.ReadVector3();
if (syncPosition)
position = reader.ReadVector3();
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
@ -258,7 +312,9 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
else
rotation = reader.ReadQuaternion();
}
if (syncScale) scale = reader.ReadVector3();
if (syncScale)
scale = reader.ReadVector3();
}
// delta
else
@ -269,6 +325,7 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedPosition);
position = Compression.ScaleToFloat(quantized, positionPrecision);
}
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
@ -277,6 +334,7 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
else
rotation = reader.ReadQuaternion();
}
if (syncScale)
{
Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedScale);
@ -286,12 +344,16 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
// handle depending on server / client / host.
// server has priority for host mode.
if (isServer) OnClientToServerSync(position, rotation, scale);
else if (isClient) OnServerToClientSync(position, rotation, scale);
if (isServer)
OnClientToServerSync(position, rotation, scale);
else if (isClient)
OnServerToClientSync(position, rotation, scale);
// save deserialized as 'last' for next delta compression
if (syncPosition) Compression.ScaleToLong(position.Value, positionPrecision, out lastDeserializedPosition);
if (syncScale) Compression.ScaleToLong(scale.Value, scalePrecision, out lastDeserializedScale);
if (syncPosition)
Compression.ScaleToLong(position.Value, positionPrecision, out lastDeserializedPosition);
if (syncScale)
Compression.ScaleToLong(scale.Value, scalePrecision, out lastDeserializedScale);
}
// sync ////////////////////////////////////////////////////////////////
@ -306,21 +368,19 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
if (serverSnapshots.Count >= connectionToClient.snapshotBufferSizeLimit) return;
// 'only sync on change' needs a correction on every new move sequence.
if (onlySyncOnChange &&
NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval, onlySyncOnChangeCorrectionMultiplier))
if (onlySyncOnChange && NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval, onlySyncOnChangeInterval))
{
RewriteHistory(
serverSnapshots,
connectionToClient.remoteTimeStamp,
NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline.
NetworkServer.sendInterval, // Unity 2019 doesn't have timeAsDouble yet
NetworkServer.sendInterval * sendIntervalMultiplier, // Unity 2019 doesn't have timeAsDouble yet
target.localPosition,
target.localRotation,
target.localScale);
// Debug.Log($"{name}: corrected history on server to fix initial stutter after not sending for a while.");
}
AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp, position, rotation, scale);
AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + NetworkServer.sendInterval * sendIntervalMultiplier, position, rotation, scale);
}
// server broadcasts sync message to all clients
@ -331,20 +391,19 @@ protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotat
// 'only sync on change' needs a correction on every new move sequence.
if (onlySyncOnChange &&
NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval, onlySyncOnChangeCorrectionMultiplier))
NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval * sendIntervalMultiplier, onlySyncOnChangeInterval))
{
RewriteHistory(
clientSnapshots,
NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline.
NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet
NetworkClient.sendInterval,
NetworkClient.sendInterval * sendIntervalMultiplier,
target.localPosition,
target.localRotation,
target.localScale);
// Debug.Log($"{name}: corrected history on client to fix initial stutter after not sending for a while.");
}
AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp, position, rotation, scale);
AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + NetworkClient.sendInterval * sendIntervalMultiplier, position, rotation, scale);
}
// only sync on change /////////////////////////////////////////////////
@ -359,9 +418,12 @@ static bool NeedsCorrection(
SortedList<double, TransformSnapshot> snapshots,
double remoteTimestamp,
double bufferTime,
double toleranceMultiplier) =>
snapshots.Count == 1 &&
double toleranceMultiplier)
{
bool value = snapshots.Count == 1 &&
remoteTimestamp - snapshots.Keys[0] >= bufferTime * toleranceMultiplier;
return value;
}
// 2. insert a fake snapshot at current position,
// exactly one 'sendInterval' behind the newly received one.
@ -380,6 +442,7 @@ static void RewriteHistory(
// insert a fake one at where we used to be,
// 'sendInterval' behind the new one.
SnapshotInterpolation.InsertIfNotExists(snapshots, new TransformSnapshot(
remoteTimeStamp - sendInterval, // arrival remote timestamp. NOT remote time.
localTime - sendInterval, // Unity 2019 doesn't have timeAsDouble yet
@ -399,6 +462,8 @@ public override void Reset()
lastSerializedScale = Vector3Long.zero;
lastDeserializedScale = Vector3Long.zero;
last = new TransformSnapshot(0, 0, Vector3.zero, Quaternion.identity, Vector3.zero);
}
}
}