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perf(PredictedRigidbody): only record state if changed(!)
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@ -38,6 +38,9 @@ public class PredictedRigidbody : NetworkBehaviour
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readonly SortedList<double, RigidbodyState> stateHistory = new SortedList<double, RigidbodyState>();
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public float recordInterval = 0.050f;
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[Tooltip("(Optional) performance optimization where FixedUpdate.RecordState() only inserts state into history if the state actually changed.\nThis is generally a good idea.")]
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public bool onlyRecordChanges = true;
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[Tooltip("(Optional) performance optimization where received state is compared to the LAST recorded state first, before sampling the whole history.\n\nThis can save significant traversal overhead for idle objects with a tiny chance of missing corrections for objects which revisisted the same position in the recent history twice.")]
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public bool compareLastFirst = true;
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@ -323,7 +326,28 @@ void FixedUpdate()
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{
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// on clients we record the current state every FixedUpdate.
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// this is cheap, and allows us to keep a dense history.
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if (isClient) RecordState();
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if (isClient)
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{
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// OPTIMIZATION: RecordState() is expensive because it inserts into a SortedList.
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// only record if state actually changed!
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// risks not having up to date states when correcting,
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// but it doesn't matter since we'll always compare with the 'newest' anyway.
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//
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// we check in here instead of in RecordState() because RecordState() should definitely record if we call it!
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if (onlyRecordChanges)
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{
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// TODO maybe don't reuse the correction thresholds?
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tf.GetPositionAndRotation(out Vector3 position, out Quaternion rotation);
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if (Vector3.Distance(lastRecorded.position, position) < positionCorrectionThreshold &&
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Quaternion.Angle(lastRecorded.rotation, rotation) < rotationCorrectionThreshold)
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{
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// Debug.Log($"FixedUpdate for {name}: taking optimized early return instead of recording state.");
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return;
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}
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}
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RecordState();
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}
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}
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// manually store last recorded so we can easily check against this
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