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perf(PredictedRigidbody): revert syncing 'sleeping' because it cut benchmark performance in half (!)
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@ -19,7 +19,6 @@ namespace Mirror
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public class PredictedRigidbody : NetworkBehaviour
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{
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Transform tf; // this component is performance critical. cache .transform getter!
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Renderer rend;
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// Prediction sometimes moves the Rigidbody to a ghost object.
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// .predictedRigidbody is always kept up to date to wherever the RB is.
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@ -93,10 +92,6 @@ public class PredictedRigidbody : NetworkBehaviour
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[Tooltip("Reduce sends while velocity==0. Client's objects may slightly move due to gravity/physics, so we still want to send corrections occasionally even if an object is idle on the server the whole time.")]
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public bool reduceSendsWhileIdle = true;
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[Header("Debugging")]
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[Tooltip("Useful to debug objects not coming to rest. This color codes the local objects which are already asleep on the server.")]
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public bool showRemoteSleeping = false;
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// Rigidbody & Collider are moved out into a separate object.
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// this way the visual object can smoothly follow.
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protected GameObject physicsCopy;
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@ -119,7 +114,6 @@ public class PredictedRigidbody : NetworkBehaviour
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protected virtual void Awake()
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{
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tf = transform;
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rend = GetComponent<Renderer>();
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predictedRigidbody = GetComponent<Rigidbody>();
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if (predictedRigidbody == null) throw new InvalidOperationException($"Prediction: {name} is missing a Rigidbody component.");
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predictedRigidbodyTransform = predictedRigidbody.transform;
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@ -138,9 +132,6 @@ protected virtual void Awake()
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motionSmoothingVelocityThresholdSqr = motionSmoothingVelocityThreshold * motionSmoothingVelocityThreshold;
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motionSmoothingAngularVelocityThresholdSqr = motionSmoothingAngularVelocityThreshold * motionSmoothingAngularVelocityThreshold;
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positionCorrectionThresholdSqr = positionCorrectionThreshold * positionCorrectionThreshold;
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// renderer
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originalColor = rend.material.color;
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}
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protected virtual void CopyRenderersAsGhost(GameObject destination, Material material)
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@ -670,7 +661,7 @@ void ApplyState(double timestamp, Vector3 position, Quaternion rotation, Vector3
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// process a received server state.
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// compares it against our history and applies corrections if needed.
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void OnReceivedState(double timestamp, RigidbodyState state, bool sleeping)
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void OnReceivedState(double timestamp, RigidbodyState state)//, bool sleeping)
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{
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// always update remote state ghost
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if (remoteCopy != null)
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@ -680,11 +671,13 @@ void OnReceivedState(double timestamp, RigidbodyState state, bool sleeping)
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remoteCopyTransform.localScale = tf.lossyScale; // world scale! see CreateGhosts comment.
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}
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// DO NOT SYNC SLEEPING! this cuts benchmark performance in half(!!!)
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// color code remote sleeping objects to debug objects coming to rest
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if (showRemoteSleeping)
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{
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rend.material.color = sleeping ? Color.gray : originalColor;
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}
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// if (showRemoteSleeping)
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// {
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// rend.material.color = sleeping ? Color.gray : originalColor;
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// }
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// performance: get Rigidbody position & rotation only once,
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// and together via its transform
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@ -849,8 +842,9 @@ public override void OnSerialize(NetworkWriter writer, bool initialState)
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position,
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rotation,
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predictedRigidbody.velocity,
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predictedRigidbody.angularVelocity,
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predictedRigidbody.IsSleeping());
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predictedRigidbody.angularVelocity);//,
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// DO NOT SYNC SLEEPING! this cuts benchmark performance in half(!!!)
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// predictedRigidbody.IsSleeping());
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writer.WritePredictedSyncData(data);
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}
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@ -875,7 +869,8 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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Quaternion rotation = data.rotation;
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Vector3 velocity = data.velocity;
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Vector3 angularVelocity = data.angularVelocity;
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bool sleeping = data.sleeping != 0;
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// DO NOT SYNC SLEEPING! this cuts benchmark performance in half(!!!)
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// bool sleeping = data.sleeping != 0;
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// server sends state at the end of the frame.
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// parse and apply the server's delta time to our timestamp.
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@ -889,7 +884,7 @@ public override void OnDeserialize(NetworkReader reader, bool initialState)
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if (oneFrameAhead) timestamp += serverDeltaTime;
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// process received state
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OnReceivedState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, Quaternion.identity, rotation, Vector3.zero, velocity, Vector3.zero, angularVelocity), sleeping);
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OnReceivedState(timestamp, new RigidbodyState(timestamp, Vector3.zero, position, Quaternion.identity, rotation, Vector3.zero, velocity, Vector3.zero, angularVelocity));//, sleeping);
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}
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protected override void OnValidate()
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@ -22,17 +22,19 @@ public struct PredictedSyncData
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public Quaternion rotation; // 16 bytes (word aligned)
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public Vector3 velocity; // 12 bytes (word aligned)
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public Vector3 angularVelocity; // 12 bytes (word aligned)
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public byte sleeping; // 1 byte: bool isn't blittable
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// DO NOT SYNC SLEEPING! this cuts benchmark performance in half(!!!)
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// public byte sleeping; // 1 byte: bool isn't blittable
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// constructor for convenience
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public PredictedSyncData(float deltaTime, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity, bool sleeping)
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public PredictedSyncData(float deltaTime, Vector3 position, Quaternion rotation, Vector3 velocity, Vector3 angularVelocity)//, bool sleeping)
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{
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this.deltaTime = deltaTime;
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this.position = position;
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this.rotation = rotation;
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this.velocity = velocity;
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this.angularVelocity = angularVelocity;
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this.sleeping = sleeping ? (byte)1 : (byte)0;
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// DO NOT SYNC SLEEPING! this cuts benchmark performance in half(!!!)
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// this.sleeping = sleeping ? (byte)1 : (byte)0;
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}
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}
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