The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969) - Added `NetworkManager.RemoveNetworkPrefab(...)` to remove a prefab from the prefabs list (#1950) ### Changed - Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another `NetworkObject`. (#1985) - Fixed issue where `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
295 lines
13 KiB
C#
295 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Solves for incoming values that are jittered
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/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
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/// </summary>
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public abstract class BufferedLinearInterpolator<T> where T : struct
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{
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internal float MaxInterpolationBound = 3.0f;
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private struct BufferedItem
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{
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public T Item;
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public double TimeSent;
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public BufferedItem(T item, double timeSent)
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{
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Item = item;
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TimeSent = timeSent;
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}
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}
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/// <summary>
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/// There’s two factors affecting interpolation: buffering (set in NetworkManager’s NetworkTimeSystem) and interpolation time, which is the amount of time it’ll take to reach the target. This is to affect the second one.
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/// </summary>
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public float MaximumInterpolationTime = 0.1f;
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private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
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private T m_InterpStartValue;
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private T m_CurrentInterpValue;
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private T m_InterpEndValue;
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private double m_EndTimeConsumed;
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private double m_StartTimeConsumed;
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private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
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// Buffer consumption scenarios
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// Perfect case consumption
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// | 1 | 2 | 3 |
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// | 2 | 3 | 4 | consume 1
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// | 3 | 4 | 5 | consume 2
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// | 4 | 5 | 6 | consume 3
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// | 5 | 6 | 7 | consume 4
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// jittered case
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// | 1 | 2 | 3 |
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// | 2 | 3 | | consume 1
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// | 3 | | | consume 2
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// | 4 | 5 | 6 | consume 3
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// | 5 | 6 | 7 | consume 4
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// bursted case (assuming max count is 5)
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// | 1 | 2 | 3 |
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// | 2 | 3 | | consume 1
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// | 3 | | | consume 2
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// | | | | consume 3
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// | | | |
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// | 4 | 5 | 6 | 7 | 8 | --> consume all and teleport to last value <8> --> this is the nuclear option, ideally this example would consume 4 and 5
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// instead of jumping to 8, but since in OnValueChange we don't yet have an updated server time (updated in pre-update) to know which value
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// we should keep and which we should drop, we don't have enough information to do this. Another thing would be to not have the burst in the first place.
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// Constant absolute value for max buffer count instead of dynamic time based value. This is in case we have very low tick rates, so
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// that we don't have a very small buffer because of this.
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private const int k_BufferCountLimit = 100;
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private BufferedItem m_LastBufferedItemReceived;
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private int m_NbItemsReceivedThisFrame;
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private int m_LifetimeConsumedCount;
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private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
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/// <summary>
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/// Resets Interpolator to initial state
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/// </summary>
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public void Clear()
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{
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m_Buffer.Clear();
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m_EndTimeConsumed = 0.0d;
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m_StartTimeConsumed = 0.0d;
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}
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/// <summary>
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/// Teleports current interpolation value to targetValue.
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/// </summary>
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public void ResetTo(T targetValue, double serverTime)
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{
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m_LifetimeConsumedCount = 1;
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m_InterpStartValue = targetValue;
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m_InterpEndValue = targetValue;
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m_CurrentInterpValue = targetValue;
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m_Buffer.Clear();
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m_EndTimeConsumed = 0.0d;
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m_StartTimeConsumed = 0.0d;
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Update(0, serverTime, serverTime);
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}
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// todo if I have value 1, 2, 3 and I'm treating 1 to 3, I shouldn't interpolate between 1 and 3, I should interpolate from 1 to 2, then from 2 to 3 to get the best path
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private void TryConsumeFromBuffer(double renderTime, double serverTime)
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{
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int consumedCount = 0;
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// only consume if we're ready
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// this operation was measured as one of our most expensive, and we should put some thought into this.
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// NetworkTransform has (currently) 7 buffered linear interpolators (3 position, 3 scale, 1 rot), and
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// each has its own independent buffer and 'm_endTimeConsume'. That means every frame I have to do 7x
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// these checks vs. if we tracked these values in a unified way
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if (renderTime >= m_EndTimeConsumed)
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{
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BufferedItem? itemToInterpolateTo = null;
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// assumes we're using sequenced messages for netvar syncing
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// buffer contains oldest values first, iterating from end to start to remove elements from list while iterating
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// calling m_Buffer.Count shows up hot in the profiler.
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for (int i = m_Buffer.Count - 1; i >= 0; i--) // todo stretch: consume ahead if we see we're missing values due to packet loss
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{
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var bufferedValue = m_Buffer[i];
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// Consume when ready and interpolate to last value we can consume. This can consume multiple values from the buffer
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if (bufferedValue.TimeSent <= serverTime)
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{
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if (!itemToInterpolateTo.HasValue || bufferedValue.TimeSent > itemToInterpolateTo.Value.TimeSent)
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{
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if (m_LifetimeConsumedCount == 0)
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{
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// if interpolator not initialized, teleport to first value when available
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m_StartTimeConsumed = bufferedValue.TimeSent;
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m_InterpStartValue = bufferedValue.Item;
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}
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else if (consumedCount == 0)
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{
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// Interpolating to new value, end becomes start. We then look in our buffer for a new end.
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m_StartTimeConsumed = m_EndTimeConsumed;
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m_InterpStartValue = m_InterpEndValue;
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}
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if (bufferedValue.TimeSent > m_EndTimeConsumed)
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{
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itemToInterpolateTo = bufferedValue;
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m_EndTimeConsumed = bufferedValue.TimeSent;
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m_InterpEndValue = bufferedValue.Item;
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}
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}
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m_Buffer.RemoveAt(i);
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consumedCount++;
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m_LifetimeConsumedCount++;
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}
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}
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}
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}
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/// <summary>
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/// Convenience version of 'Update' mainly for testing
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/// the reason we don't want to always call this version is so that on the calling side we can compute
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/// the renderTime once for the many things being interpolated (and the many interpolators per object)
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/// </summary>
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/// <param name="deltaTime">time since call</param>
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/// <param name="serverTime">current server time</param>
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public T Update(float deltaTime, NetworkTime serverTime)
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{
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return Update(deltaTime, serverTime.TimeTicksAgo(1).Time, serverTime.Time);
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}
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/// <summary>
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/// Call to update the state of the interpolators before reading out
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/// </summary>
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/// <param name="deltaTime">time since last call</param>
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/// <param name="renderTime">our current time</param>
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/// <param name="serverTime">current server time</param>
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public T Update(float deltaTime, double renderTime, double serverTime)
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{
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TryConsumeFromBuffer(renderTime, serverTime);
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if (InvalidState)
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{
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throw new InvalidOperationException("trying to update interpolator when no data has been added to it yet");
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}
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// Interpolation example to understand the math below
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// 4 4.5 6 6.5
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// | | | |
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// A render B Server
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if (m_LifetimeConsumedCount >= 1) // shouldn't interpolate between default values, let's wait to receive data first, should only interpolate between real measurements
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{
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float t = 1.0f;
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double range = m_EndTimeConsumed - m_StartTimeConsumed;
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if (range > k_SmallValue)
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{
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t = (float)((renderTime - m_StartTimeConsumed) / range);
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if (t < 0.0f)
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{
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// There is no mechanism to guarantee renderTime to not be before m_StartTimeConsumed
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// This clamps t to a minimum of 0 and fixes issues with longer frames and pauses
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogError($"renderTime was before m_StartTimeConsumed. This should never happen. {nameof(renderTime)} is {renderTime}, {nameof(m_StartTimeConsumed)} is {m_StartTimeConsumed}");
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}
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t = 0.0f;
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}
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if (t > MaxInterpolationBound) // max extrapolation
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{
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// TODO this causes issues with teleport, investigate
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t = 1.0f;
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}
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}
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var target = InterpolateUnclamped(m_InterpStartValue, m_InterpEndValue, t);
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m_CurrentInterpValue = Interpolate(m_CurrentInterpValue, target, deltaTime / MaximumInterpolationTime); // second interpolate to smooth out extrapolation jumps
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}
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m_NbItemsReceivedThisFrame = 0;
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return m_CurrentInterpValue;
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}
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/// <summary>
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/// Add measurements to be used during interpolation. These will be buffered before being made available to be displayed as "latest value".
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/// </summary>
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public void AddMeasurement(T newMeasurement, double sentTime)
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{
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m_NbItemsReceivedThisFrame++;
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// This situation can happen after a game is paused. When starting to receive again, the server will have sent a bunch of messages in the meantime
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// instead of going through thousands of value updates just to get a big teleport, we're giving up on interpolation and teleporting to the latest value
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if (m_NbItemsReceivedThisFrame > k_BufferCountLimit)
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{
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if (m_LastBufferedItemReceived.TimeSent < sentTime)
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{
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m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
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ResetTo(newMeasurement, sentTime);
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// Next line keeps renderTime above m_StartTimeConsumed. Fixes pause/unpause issues
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m_Buffer.Add(m_LastBufferedItemReceived);
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}
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return;
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}
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if (sentTime > m_EndTimeConsumed || m_LifetimeConsumedCount == 0) // treat only if value is newer than the one being interpolated to right now
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{
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m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
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m_Buffer.Add(m_LastBufferedItemReceived);
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}
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}
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/// <summary>
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/// Gets latest value from the interpolator. This is updated every update as time goes by.
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/// </summary>
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public T GetInterpolatedValue()
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{
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return m_CurrentInterpValue;
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}
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/// <summary>
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/// Method to override and adapted to the generic type. This assumes interpolation for that value will be clamped.
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/// </summary>
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protected abstract T Interpolate(T start, T end, float time);
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/// <summary>
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/// Method to override and adapted to the generic type. This assumes interpolation for that value will not be clamped.
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/// </summary>
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protected abstract T InterpolateUnclamped(T start, T end, float time);
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}
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public class BufferedLinearInterpolatorFloat : BufferedLinearInterpolator<float>
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{
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protected override float InterpolateUnclamped(float start, float end, float time)
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{
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return Mathf.LerpUnclamped(start, end, time);
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}
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protected override float Interpolate(float start, float end, float time)
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{
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return Mathf.Lerp(start, end, time);
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}
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}
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public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
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{
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protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
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{
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return Quaternion.SlerpUnclamped(start, end, time);
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}
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protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
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{
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return Quaternion.SlerpUnclamped(start, end, time);
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}
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}
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}
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