213 lines
8.4 KiB
C#
213 lines
8.4 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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namespace Mirror.Examples.LagCompensationDemo
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{
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public class ServerCube : MonoBehaviour
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{
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[Header("Components")]
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public ClientCube client;
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[FormerlySerializedAs("collider")]
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public BoxCollider col;
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[Header("Movement")]
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public float distance = 10;
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public float speed = 3;
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Vector3 start;
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[Header("Snapshot Interpolation")]
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[Tooltip("Send N snapshots per second. Multiples of frame rate make sense.")]
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public int sendRate = 30; // in Hz. easier to work with as int for EMA. easier to display '30' than '0.333333333'
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public float sendInterval => 1f / sendRate;
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float lastSendTime;
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[Header("Lag Compensation")]
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public LagCompensationSettings lagCompensationSettings = new LagCompensationSettings();
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double lastCaptureTime;
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// lag compensation history of <timestamp, capture>
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Queue<KeyValuePair<double, Capture2D>> history = new Queue<KeyValuePair<double, Capture2D>>();
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public Color historyColor = Color.white;
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// store latest lag compensation result to show a visual indicator
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[Header("Debug")]
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public double resultDuration = 0.5;
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double resultTime;
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Capture2D resultBefore;
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Capture2D resultAfter;
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Capture2D resultInterpolated;
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[Header("Latency Simulation")]
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[Tooltip("Latency in seconds")]
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public float latency = 0.05f; // 50 ms
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[Tooltip("Latency jitter, randomly added to latency.")]
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[Range(0, 1)] public float jitter = 0.05f;
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[Tooltip("Packet loss in %")]
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[Range(0, 1)] public float loss = 0.1f;
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[Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
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[Range(0, 1)] public float scramble = 0.1f;
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// random
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// UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
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// but we need the upper bound to be exclusive, so using System.Random instead.
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// => NextDouble() is NEVER < 0 so loss=0 never drops!
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// => NextDouble() is ALWAYS < 1 so loss=1 always drops!
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System.Random random = new System.Random();
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// hold on to snapshots for a little while before delivering
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// <deliveryTime, snapshot>
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List<(double, Snapshot3D)> queue = new List<(double, Snapshot3D)>();
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// latency simulation:
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// always a fixed value + some jitter.
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float SimulateLatency() => latency + Random.value * jitter;
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// this is the average without randomness. for lag compensation math.
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// in a real game, use rtt instead.
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float AverageLatency() => latency + 0.5f * jitter;
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void Start()
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{
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start = transform.position;
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}
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void Update()
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{
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// move on XY plane
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float x = Mathf.PingPong(Time.time * speed, distance);
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transform.position = new Vector3(start.x + x, start.y, start.z);
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// broadcast snapshots every interval
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if (Time.time >= lastSendTime + sendInterval)
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{
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Send(transform.position);
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lastSendTime = Time.time;
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}
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Flush();
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// capture lag compensation snapshots every interval.
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// NetworkTime.localTime because Unity 2019 doesn't have 'double' time yet.
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if (NetworkTime.localTime >= lastCaptureTime + lagCompensationSettings.captureInterval)
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{
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lastCaptureTime = NetworkTime.localTime;
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Capture();
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}
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}
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void Send(Vector3 position)
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{
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// create snapshot
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// Unity 2019 doesn't have Time.timeAsDouble yet
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Snapshot3D snap = new Snapshot3D(NetworkTime.localTime, 0, position);
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// simulate packet loss
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bool drop = random.NextDouble() < loss;
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if (!drop)
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{
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// simulate scramble (Random.Next is < max, so +1)
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bool doScramble = random.NextDouble() < scramble;
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int last = queue.Count;
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int index = doScramble ? random.Next(0, last + 1) : last;
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// simulate latency
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float simulatedLatency = SimulateLatency();
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// Unity 2019 doesn't have Time.timeAsDouble yet
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double deliveryTime = NetworkTime.localTime + simulatedLatency;
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queue.Insert(index, (deliveryTime, snap));
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}
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}
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void Flush()
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{
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// flush ready snapshots to client
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for (int i = 0; i < queue.Count; ++i)
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{
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(double deliveryTime, Snapshot3D snap) = queue[i];
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// Unity 2019 doesn't have Time.timeAsDouble yet
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if (NetworkTime.localTime >= deliveryTime)
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{
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client.OnMessage(snap);
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queue.RemoveAt(i);
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--i;
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}
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}
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}
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void Capture()
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{
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// capture current state
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Capture2D capture = new Capture2D(NetworkTime.localTime, transform.position, col.size);
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// insert into history
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LagCompensation.Insert(history, lagCompensationSettings.historyLimit, NetworkTime.localTime, capture);
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}
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// client says: "I was clicked here, at this time."
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// server needs to rollback to validate.
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// timestamp is the client's snapshot interpolated timeline!
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public bool CmdClicked(Vector2 position)
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{
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// never trust the client: estimate client time instead.
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// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
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// the estimation is very good. the error is as low as ~6ms for the demo.
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double rtt = AverageLatency() * 2; // the function needs rtt, which is latency * 2
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double estimatedTime = LagCompensation.EstimateTime(NetworkTime.localTime, rtt, client.bufferTime);
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// compare estimated time with actual client time for debugging
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double error = Math.Abs(estimatedTime - client.localTimeline);
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Debug.Log($"CmdClicked: serverTime={NetworkTime.localTime:F3} clientTime={client.localTimeline:F3} estimatedTime={estimatedTime:F3} estimationError={error:F3} position={position}");
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// sample the history to get the nearest snapshots around 'timestamp'
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if (LagCompensation.Sample(history, estimatedTime, lagCompensationSettings.captureInterval, out resultBefore, out resultAfter, out double t))
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{
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// interpolate to get a decent estimation at exactly 'timestamp'
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resultInterpolated = Capture2D.Interpolate(resultBefore, resultAfter, t);
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resultTime = NetworkTime.localTime;
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// check if there really was a cube at that time and position
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Bounds bounds = new Bounds(resultInterpolated.position, resultInterpolated.size);
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if (bounds.Contains(position))
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{
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return true;
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}
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else Debug.Log($"CmdClicked: interpolated={resultInterpolated} doesn't contain {position}");
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}
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else Debug.Log($"CmdClicked: history doesn't contain {estimatedTime:F3}");
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return false;
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}
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void OnDrawGizmos()
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{
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// should we apply special colors to an active result?
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bool showResult = NetworkTime.localTime <= resultTime + resultDuration;
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// draw interpoalted result first.
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// history meshcubes should write over it for better visibility.
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if (showResult)
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{
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Gizmos.color = Color.black;
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Gizmos.DrawCube(resultInterpolated.position, resultInterpolated.size);
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}
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// draw history
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Gizmos.color = historyColor;
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LagCompensation.DrawGizmos(history);
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// draw result samples after. useful to see the selection process.
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if (showResult)
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{
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireCube(resultBefore.position, resultBefore.size);
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Gizmos.DrawWireCube(resultAfter.position, resultAfter.size);
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}
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}
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}
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}
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