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Moved sendIntervalMultiplier, timelineOffset, timeStampAdjustment, offset to NTBase (#3442)
* Moved sendIntervalMultiplier, timelineOffset, timeStampAdjustment, offset to NetworkTransformBase * Update Assets/Mirror/Components/NetworkTransformBase.cs * fix: NetworkTransformUnreliable: timeStampAdjustment, timelineOffset to fix 2s jitter after tab switching in webgl caused by NT snaps potentially arriving behind timeline snaps (#3441) * NT-U: Implemented sendIntervalMultiplier, timeStampAdjustment, timelineOffset * Update Assets/Mirror/Components/NetworkTransformUnreliable/NetworkTransform.cs Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com> --------- Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com> * Resolved conflict * Resolved conflict * NT: send interval multiplier moved to Base --------- Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com>
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@ -57,6 +57,31 @@ public abstract class NetworkTransformBase : NetworkBehaviour
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[Tooltip("Set to false to remove scale smoothing. Example use-case: Instant flipping of sprites that use -X and +X for direction.")]
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public bool interpolateScale = true;
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[Header("Send Interval Multiplier")]
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[Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.")]
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[Range(1, 120)]
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public uint sendIntervalMultiplier = 1; // not implemented yet
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[Header("Timeline Offset")]
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[Tooltip("Add a small timeline offset to account for decoupled arrival of NetworkTime and NetworkTransform snapshots.\nfixes: https://github.com/MirrorNetworking/Mirror/issues/3427")]
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public bool timelineOffset = false;
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// Ninja's Notes on offset & mulitplier:
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//
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// In a no multiplier scenario:
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// 1. Snapshots are sent every frame (frame being 1 NM send interval).
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// 2. Time Interpolation is set to be 'behind' by 2 frames times.
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// In theory where everything works, we probably have around 2 snapshots before we need to interpolate snapshots. From NT perspective, we should always have around 2 snapshots ready, so no stutter.
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//
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// In a multiplier scenario:
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// 1. Snapshots are sent every 10 frames.
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// 2. Time Interpolation remains 'behind by 2 frames'.
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// When everything works, we are receiving NT snapshots every 10 frames, but start interpolating after 2.
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// Even if I assume we had 2 snapshots to begin with to start interpolating (which we don't), by the time we reach 13th frame, we are out of snapshots, and have to wait 7 frames for next snapshot to come. This is the reason why we absolutely need the timestamp adjustment. We are starting way too early to interpolate.
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//
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protected double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1);
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protected double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0;
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// debugging ///////////////////////////////////////////////////////////
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[Header("Debug")]
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public bool showGizmos;
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@ -18,11 +18,6 @@ public class NetworkTransformReliable : NetworkTransformBase
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[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.")]
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public float onlySyncOnChangeCorrectionMultiplier = 2;
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[Header("Send Interval Multiplier")]
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[Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.")]
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[Range(1, 120)]
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public uint sendIntervalMultiplier = 3;
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[Header("Rotation")]
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[Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
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public float rotationSensitivity = 0.01f;
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@ -42,26 +37,6 @@ public class NetworkTransformReliable : NetworkTransformBase
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[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
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public float scalePrecision = 0.01f; // 1 cm
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[Header("Snapshot Interpolation")]
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[Tooltip("Add a small timeline offset to account for decoupled arrival of NetworkTime and NetworkTransform snapshots.\nfixes: https://github.com/MirrorNetworking/Mirror/issues/3427")]
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public bool timelineOffset = false;
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// Ninja's Notes on offset & mulitplier:
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//
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// In a no multiplier scenario:
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// 1. Snapshots are sent every frame (frame being 1 NM send interval).
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// 2. Time Interpolation is set to be 'behind' by 2 frames times.
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// In theory where everything works, we probably have around 2 snapshots before we need to interpolate snapshots. From NT perspective, we should always have around 2 snapshots ready, so no stutter.
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//
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// In a multiplier scenario:
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// 1. Snapshots are sent every 10 frames.
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// 2. Time Interpolation remains 'behind by 2 frames'.
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// When everything works, we are receiving NT snapshots every 10 frames, but start interpolating after 2.
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// Even if I assume we had 2 snapshots to begin with to start interpolating (which we don't), by the time we reach 13th frame, we are out of snapshots, and have to wait 7 frames for next snapshot to come. This is the reason why we absolutely need the timestamp adjustment. We are starting way too early to interpolate.
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//
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double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1);
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double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0;
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// delta compression needs to remember 'last' to compress against
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protected Vector3Long lastSerializedPosition = Vector3Long.zero;
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protected Vector3Long lastDeserializedPosition = Vector3Long.zero;
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@ -36,31 +36,6 @@ public class NetworkTransform : NetworkTransformBase
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protected bool hasSentUnchangedPosition;
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#endif
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[Header("Send Interval Multiplier")]
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[Tooltip("Check/Sync every multiple of Network Manager send interval (= 1 / NM Send Rate), instead of every send interval.")]
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[Range(1, 120)]
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const uint sendIntervalMultiplier = 1; // not implemented yet
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[Header("Snapshot Interpolation")]
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[Tooltip("Add a small timeline offset to account for decoupled arrival of NetworkTime and NetworkTransform snapshots.\nfixes: https://github.com/MirrorNetworking/Mirror/issues/3427")]
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public bool timelineOffset = false;
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// Ninja's Notes on offset & mulitplier:
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//
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// In a no multiplier scenario:
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// 1. Snapshots are sent every frame (frame being 1 NM send interval).
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// 2. Time Interpolation is set to be 'behind' by 2 frames times.
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// In theory where everything works, we probably have around 2 snapshots before we need to interpolate snapshots. From NT perspective, we should always have around 2 snapshots ready, so no stutter.
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//
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// In a multiplier scenario:
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// 1. Snapshots are sent every 10 frames.
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// 2. Time Interpolation remains 'behind by 2 frames'.
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// When everything works, we are receiving NT snapshots every 10 frames, but start interpolating after 2.
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// Even if I assume we had 2 snapshots to begin with to start interpolating (which we don't), by the time we reach 13th frame, we are out of snapshots, and have to wait 7 frames for next snapshot to come. This is the reason why we absolutely need the timestamp adjustment. We are starting way too early to interpolate.
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//
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double timeStampAdjustment => NetworkServer.sendInterval * (sendIntervalMultiplier - 1);
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double offset => timelineOffset ? NetworkServer.sendInterval * sendIntervalMultiplier : 0;
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// update //////////////////////////////////////////////////////////////
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// Update applies interpolation
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void Update()
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