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2024-10-17 17:23:05 +03:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror.Examples.BilliardsPredicted
{
// example input for this exact demo.
// not general purpose yet.
public struct PlayerInput
{
public double timestamp;
public Vector3 force;
public PlayerInput(double timestamp, Vector3 force)
{
this.timestamp = timestamp;
this.force = force;
}
}
public class PlayerPredicted : NetworkBehaviour
{
// white ball component
WhiteBallPredicted whiteBall;
// keep a history of inputs with timestamp
public int inputHistorySize = 64;
readonly SortedList<double, PlayerInput> inputs = new SortedList<double, PlayerInput>();
void Awake()
{
// find the white ball once
#if UNITY_2022_2_OR_NEWER
whiteBall = FindAnyObjectByType<WhiteBallPredicted>();
#else
// Deprecated in Unity 2023.1
whiteBall = FindObjectOfType<WhiteBallPredicted>();
#endif
}
// apply force to white ball.
// common function to ensure we apply it the same way on server & client!
void ApplyForceToWhite(Vector3 force)
{
// https://docs.unity3d.com/2021.3/Documentation/ScriptReference/Rigidbody.AddForce.html
// this is buffered until the next FixedUpdate.
// AddForce has different force modes, see this excellent diagram:
// https://www.reddit.com/r/Unity3D/comments/psukm1/know_the_difference_between_forcemodes_a_little/
// for prediction it's extremely important(!) to apply the correct mode:
// 'Force' makes server & client drift significantly here
// 'Impulse' is correct usage with significantly less drift
whiteBall.GetComponent<Rigidbody>().AddForce(force, ForceMode.Impulse);
}
// called when the local player dragged the white ball.
// we reuse the white ball's OnMouseDrag and forward the event to here.
public void OnDraggedBall(Vector3 force)
{
// record the input for reconciliation if needed
if (inputs.Count >= inputHistorySize) inputs.RemoveAt(0);
inputs.Add(NetworkTime.time, new PlayerInput(NetworkTime.time, force));
Debug.Log($"Inputs.Count={inputs.Count}");
// apply force locally immediately
ApplyForceToWhite(force);
// apply on server as well.
// not necessary in host mode, otherwise we would apply it twice.
if (!isServer) CmdApplyForce(force, NetworkTime.predictedTime);
}
// while prediction is applied on clients immediately,
// we still want to validate every input on the server and reject it if necessary.
// this way we can latency free yet cheat safe movement.
// this should include a certain tolerance so players aren't hard corrected
// for their local movement all the time.
// TODO this should be on some kind of base class for reuse, but perhaps independent of parameters?
bool IsValidMove(Vector3 force) => true;
// TODO send over unreliable with ack, notify, etc. later
[Command]
void CmdApplyForce(Vector3 force, double predictedTime)
{
if (!IsValidMove(force))
{
Debug.Log($"Server rejected move: {force}");
return;
}
// client is on a predicted timeline.
// double check the prediction - it should arrive at server time.
//
// there are multiple reasons why this may be off:
// - time prediction may still be adjusting itself
// - time prediction may have an issue
// - server or client may be lagging or under heavy load temporarily
// - unreliable vs. reliable channel latencies are signifcantly different
// for example, if latency simulation is only applied to one channel!
double delta = NetworkTime.time - predictedTime;
if (delta < -0.010)
{
Debug.LogWarning($"Cmd predictedTime was {(delta*1000):F0}ms behind the server time. This could occasionally happen if the time prediction is off. If it happens consistently, check that unreliable NetworkTime and reliable [Command]s have the same latency. If they are off, this will cause heavy jitter.");
}
else if (delta > 0.010)
{
// TODO consider buffering inputs which are ahead, apply next frame
Debug.LogWarning($"Cmd predictedTime was {(delta*1000):F0}ms ahead of the server time. This could occasionally happen if the time prediction is off. If it happens consistently, check that unreliable NetworkTime and reliable [Command]s have the same latency. If they are off, this will cause heavy jitter. If reliable & unreliable latency are similar and this still happens a lot, consider buffering inputs for the next frame.");
}
else
{
Debug.Log($"Cmd predictedTime was {(delta*1000):F0}ms close to the server time.");
}
// apply force
ApplyForceToWhite(force);
}
}
}