177 lines
7.3 KiB
C#
177 lines
7.3 KiB
C#
// standalone, easy to test algorithms for prediction
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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// prediction may capture Rigidbody3D/2D/etc. state
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// have a common interface.
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public interface PredictedState
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{
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double timestamp { get; }
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// use Vector3 for both Rigidbody3D and Rigidbody2D, that's fine
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Vector3 position { get; set; }
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Vector3 positionDelta { get; set; }
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Quaternion rotation { get; set; }
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Quaternion rotationDelta { get; set; }
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Vector3 velocity { get; set; }
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Vector3 velocityDelta { get; set; }
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Vector3 angularVelocity { get; set; }
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Vector3 angularVelocityDelta { get; set; }
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}
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public static class Prediction
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{
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// get the two states closest to a given timestamp.
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// those can be used to interpolate the exact state at that time.
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public static bool Sample<T>(
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SortedList<double, T> history,
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double timestamp, // current server time
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out T before,
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out T after,
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out int afterIndex,
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out double t) // interpolation factor
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{
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before = default;
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after = default;
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t = 0;
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afterIndex = -1;
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// can't sample an empty history
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// interpolation needs at least two entries.
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// can't Lerp(A, A, 1.5). dist(A, A) * 1.5 is always 0.
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if (history.Count < 2) {
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return false;
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}
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// older than oldest
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if (timestamp < history.Keys[0]) {
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return false;
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}
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// iterate through the history
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// TODO this needs to be faster than O(N)
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// search around that area.
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// should be O(1) most of the time, unless sampling was off.
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int index = 0; // manually count when iterating. easier than for-int loop.
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KeyValuePair<double, T> prev = new KeyValuePair<double, T>();
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foreach (KeyValuePair<double, T> entry in history) {
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// exact match?
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if (timestamp == entry.Key)
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{
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before = entry.Value;
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after = entry.Value;
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afterIndex = index;
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t = Mathd.InverseLerp(entry.Key, entry.Key, timestamp);
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return true;
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}
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// did we check beyond timestamp? then return the previous two.
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if (entry.Key > timestamp)
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{
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before = prev.Value;
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after = entry.Value;
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afterIndex = index;
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t = Mathd.InverseLerp(prev.Key, entry.Key, timestamp);
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return true;
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}
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// remember the last
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prev = entry;
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index += 1;
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}
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return false;
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}
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// inserts a server state into the client's history.
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// readjust the deltas of the states after the inserted one.
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// returns the corrected final position.
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public static T CorrectHistory<T>(
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SortedList<double, T> stateHistory,
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int stateHistoryLimit,
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T corrected, // corrected state with timestamp
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T before, // state in history before the correction
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T after, // state in history after the correction
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int afterIndex) // index of the 'after' value so we don't need to find it again here
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where T: PredictedState
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{
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// respect the limit
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// TODO unit test to check if it respects max size
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if (stateHistory.Count >= stateHistoryLimit)
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stateHistory.RemoveAt(0);
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// insert the corrected state into the history, or overwrite if already exists
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stateHistory[corrected.timestamp] = corrected;
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// the entry behind the inserted one still has the delta from (before, after).
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// we need to correct it to (corrected, after).
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//
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// for example:
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// before: (t=1.0, delta=10, position=10)
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// after: (t=3.0, delta=20, position=30)
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//
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// then we insert:
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// corrected: (t=2.5, delta=__, position=25)
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//
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// previous delta was from t=1.0 to t=3.0 => 2.0
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// inserted delta is from t=2.5 to t=3.0 => 0.5
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// multiplier is 0.5 / 2.0 = 0.25
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// multiply 'after.delta(20)' by 0.25 to get the new 'after.delta(5)
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//
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// so the new history is:
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// before: (t=1.0, delta=10, position=10)
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// corrected: (t=2.5, delta=__, position=25)
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// after: (t=3.0, delta= 5, position=__)
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//
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// so when we apply the correction, the new after.position would be:
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// corrected.position(25) + after.delta(5) = 30
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//
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double previousDeltaTime = after.timestamp - before.timestamp; // 3.0 - 1.0 = 2.0
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double correctedDeltaTime = after.timestamp - corrected.timestamp; // 3.0 - 2.5 = 0.5
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// fix multiplier becoming NaN if previousDeltaTime is 0:
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// double multiplier = correctedDeltaTime / previousDeltaTime;
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double multiplier = previousDeltaTime != 0 ? correctedDeltaTime / previousDeltaTime : 0; // 0.5 / 2.0 = 0.25
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// recalculate 'after.delta' with the multiplier
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after.positionDelta = Vector3.Lerp(Vector3.zero, after.positionDelta, (float)multiplier);
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after.velocityDelta = Vector3.Lerp(Vector3.zero, after.velocityDelta, (float)multiplier);
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after.angularVelocityDelta = Vector3.Lerp(Vector3.zero, after.angularVelocityDelta, (float)multiplier);
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// Quaternions always need to be normalized in order to be a valid rotation after operations
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after.rotationDelta = Quaternion.Slerp(Quaternion.identity, after.rotationDelta, (float)multiplier).normalized;
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// changes aren't saved until we overwrite them in the history
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stateHistory[after.timestamp] = after;
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// second step: readjust all absolute values by rewinding client's delta moves on top of it.
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T last = corrected;
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for (int i = afterIndex; i < stateHistory.Count; ++i)
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{
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double key = stateHistory.Keys[i];
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T entry = stateHistory.Values[i];
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// correct absolute position based on last + delta.
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entry.position = last.position + entry.positionDelta;
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entry.velocity = last.velocity + entry.velocityDelta;
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entry.angularVelocity = last.angularVelocity + entry.angularVelocityDelta;
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// Quaternions always need to be normalized in order to be a valid rotation after operations
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entry.rotation = (entry.rotationDelta * last.rotation).normalized; // quaternions add delta by multiplying in this order
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// save the corrected entry into history.
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stateHistory[key] = entry;
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// save last
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last = entry;
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}
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// third step: return the final recomputed state.
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return last;
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}
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}
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}
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