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com.unity.netcode.gameobjects/Runtime/Components/Interpolator/BufferedLinearInterpolator.cs
Unity Technologies a813ba0dd6 com.unity.netcode.gameobjects@2.0.0-pre.3
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).

## [2.0.0-pre.3] - 2024-07-23

### Added
- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)

### Fixed

- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined.(#2962)
- Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a `NetworkObject` prior to being approved. Now, an error message is logged and the `NetworkObject` will not be spawned prior to the client being approved.  (#2962)
- Fixed issue where attempting to spawn during `NetworkBehaviour.OnInSceneObjectsSpawned` and `NetworkBehaviour.OnNetworkSessionSynchronized` notifications would throw a collection modified exception.  (#2962)

### Changed

- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
2024-07-23 00:00:00 +00:00

393 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// Solves for incoming values that are jittered.
/// Partially solves for message loss. Unclamped lerping helps hide this, but not completely
/// </summary>
/// <typeparam name="T">The type of interpolated value</typeparam>
public abstract class BufferedLinearInterpolator<T> where T : struct
{
internal float MaxInterpolationBound = 3.0f;
private struct BufferedItem
{
public T Item;
public double TimeSent;
public BufferedItem(T item, double timeSent)
{
Item = item;
TimeSent = timeSent;
}
}
/// <summary>
/// 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.
/// </summary>
public float MaximumInterpolationTime = 0.1f;
private const double k_SmallValue = 9.999999439624929E-11; // copied from Vector3's equal operator
private T m_InterpStartValue;
private T m_CurrentInterpValue;
private T m_InterpEndValue;
private double m_EndTimeConsumed;
private double m_StartTimeConsumed;
private readonly List<BufferedItem> m_Buffer = new List<BufferedItem>(k_BufferCountLimit);
// Buffer consumption scenarios
// Perfect case consumption
// | 1 | 2 | 3 |
// | 2 | 3 | 4 | consume 1
// | 3 | 4 | 5 | consume 2
// | 4 | 5 | 6 | consume 3
// | 5 | 6 | 7 | consume 4
// jittered case
// | 1 | 2 | 3 |
// | 2 | 3 | | consume 1
// | 3 | | | consume 2
// | 4 | 5 | 6 | consume 3
// | 5 | 6 | 7 | consume 4
// bursted case (assuming max count is 5)
// | 1 | 2 | 3 |
// | 2 | 3 | | consume 1
// | 3 | | | consume 2
// | | | | consume 3
// | | | |
// | 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
// 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
// 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.
// Constant absolute value for max buffer count instead of dynamic time based value. This is in case we have very low tick rates, so
// that we don't have a very small buffer because of this.
private const int k_BufferCountLimit = 100;
private BufferedItem m_LastBufferedItemReceived;
private int m_NbItemsReceivedThisFrame;
private int m_LifetimeConsumedCount;
private bool InvalidState => m_Buffer.Count == 0 && m_LifetimeConsumedCount == 0;
/// <summary>
/// Resets interpolator to initial state
/// </summary>
public void Clear()
{
m_Buffer.Clear();
m_EndTimeConsumed = 0.0d;
m_StartTimeConsumed = 0.0d;
}
/// <summary>
/// Teleports current interpolation value to targetValue.
/// </summary>
/// <param name="targetValue">The target value to teleport instantly</param>
/// <param name="serverTime">The current server time</param>
public void ResetTo(T targetValue, double serverTime)
{
m_LifetimeConsumedCount = 1;
m_InterpStartValue = targetValue;
m_InterpEndValue = targetValue;
m_CurrentInterpValue = targetValue;
m_Buffer.Clear();
m_EndTimeConsumed = 0.0d;
m_StartTimeConsumed = 0.0d;
Update(0, serverTime, serverTime);
}
// 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
private void TryConsumeFromBuffer(double renderTime, double serverTime)
{
int consumedCount = 0;
// only consume if we're ready
// this operation was measured as one of our most expensive, and we should put some thought into this.
// NetworkTransform has (currently) 7 buffered linear interpolators (3 position, 3 scale, 1 rot), and
// each has its own independent buffer and 'm_endTimeConsume'. That means every frame I have to do 7x
// these checks vs. if we tracked these values in a unified way
if (renderTime >= m_EndTimeConsumed)
{
BufferedItem? itemToInterpolateTo = null;
// assumes we're using sequenced messages for netvar syncing
// buffer contains oldest values first, iterating from end to start to remove elements from list while iterating
// calling m_Buffer.Count shows up hot in the profiler.
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
{
var bufferedValue = m_Buffer[i];
// Consume when ready and interpolate to last value we can consume. This can consume multiple values from the buffer
if (bufferedValue.TimeSent <= serverTime)
{
if (!itemToInterpolateTo.HasValue || bufferedValue.TimeSent > itemToInterpolateTo.Value.TimeSent)
{
if (m_LifetimeConsumedCount == 0)
{
// if interpolator not initialized, teleport to first value when available
m_StartTimeConsumed = bufferedValue.TimeSent;
m_InterpStartValue = bufferedValue.Item;
}
else if (consumedCount == 0)
{
// Interpolating to new value, end becomes start. We then look in our buffer for a new end.
m_StartTimeConsumed = m_EndTimeConsumed;
m_InterpStartValue = m_InterpEndValue;
}
if (bufferedValue.TimeSent > m_EndTimeConsumed)
{
itemToInterpolateTo = bufferedValue;
m_EndTimeConsumed = bufferedValue.TimeSent;
m_InterpEndValue = bufferedValue.Item;
}
}
m_Buffer.RemoveAt(i);
consumedCount++;
m_LifetimeConsumedCount++;
}
}
}
}
/// <summary>
/// Convenience version of 'Update' mainly for testing
/// the reason we don't want to always call this version is so that on the calling side we can compute
/// the renderTime once for the many things being interpolated (and the many interpolators per object)
/// </summary>
/// <param name="deltaTime">time since call</param>
/// <param name="serverTime">current server time</param>
/// <returns>The newly interpolated value of type 'T'</returns>
public T Update(float deltaTime, NetworkTime serverTime)
{
return Update(deltaTime, serverTime.TimeTicksAgo(1).Time, serverTime.Time);
}
/// <summary>
/// Call to update the state of the interpolators before reading out
/// </summary>
/// <param name="deltaTime">time since last call</param>
/// <param name="renderTime">our current time</param>
/// <param name="serverTime">current server time</param>
/// <returns>The newly interpolated value of type 'T'</returns>
public T Update(float deltaTime, double renderTime, double serverTime)
{
TryConsumeFromBuffer(renderTime, serverTime);
if (InvalidState)
{
throw new InvalidOperationException("trying to update interpolator when no data has been added to it yet");
}
// Interpolation example to understand the math below
// 4 4.5 6 6.5
// | | | |
// A render B Server
if (m_LifetimeConsumedCount >= 1) // shouldn't interpolate between default values, let's wait to receive data first, should only interpolate between real measurements
{
float t = 1.0f;
double range = m_EndTimeConsumed - m_StartTimeConsumed;
if (range > k_SmallValue)
{
var rangeFactor = 1.0f / (float)range;
t = ((float)renderTime - (float)m_StartTimeConsumed) * rangeFactor;
if (t < 0.0f)
{
// There is no mechanism to guarantee renderTime to not be before m_StartTimeConsumed
// This clamps t to a minimum of 0 and fixes issues with longer frames and pauses
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogError($"renderTime was before m_StartTimeConsumed. This should never happen. {nameof(renderTime)} is {renderTime}, {nameof(m_StartTimeConsumed)} is {m_StartTimeConsumed}");
}
t = 0.0f;
}
if (t > MaxInterpolationBound) // max extrapolation
{
// TODO this causes issues with teleport, investigate
t = 1.0f;
}
}
var target = InterpolateUnclamped(m_InterpStartValue, m_InterpEndValue, t);
m_CurrentInterpValue = Interpolate(m_CurrentInterpValue, target, deltaTime / MaximumInterpolationTime); // second interpolate to smooth out extrapolation jumps
}
m_NbItemsReceivedThisFrame = 0;
return m_CurrentInterpValue;
}
/// <summary>
/// Add measurements to be used during interpolation. These will be buffered before being made available to be displayed as "latest value".
/// </summary>
/// <param name="newMeasurement">The new measurement value to use</param>
/// <param name="sentTime">The time to record for measurement</param>
public void AddMeasurement(T newMeasurement, double sentTime)
{
m_NbItemsReceivedThisFrame++;
// 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
// 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
if (m_NbItemsReceivedThisFrame > k_BufferCountLimit)
{
if (m_LastBufferedItemReceived.TimeSent < sentTime)
{
m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
ResetTo(newMeasurement, sentTime);
// Next line keeps renderTime above m_StartTimeConsumed. Fixes pause/unpause issues
m_Buffer.Add(m_LastBufferedItemReceived);
}
return;
}
// Part the of reason for disabling extrapolation is how we add and use measurements over time.
// TODO: Add detailed description of this area in Jira ticket
if (sentTime > m_EndTimeConsumed || m_LifetimeConsumedCount == 0) // treat only if value is newer than the one being interpolated to right now
{
m_LastBufferedItemReceived = new BufferedItem(newMeasurement, sentTime);
m_Buffer.Add(m_LastBufferedItemReceived);
}
}
/// <summary>
/// Gets latest value from the interpolator. This is updated every update as time goes by.
/// </summary>
/// <returns>The current interpolated value of type 'T'</returns>
public T GetInterpolatedValue()
{
return m_CurrentInterpValue;
}
/// <summary>
/// Method to override and adapted to the generic type. This assumes interpolation for that value will be clamped.
/// </summary>
/// <param name="start">The start value (min)</param>
/// <param name="end">The end value (max)</param>
/// <param name="time">The time value used to interpolate between start and end values (pos)</param>
/// <returns>The interpolated value</returns>
protected abstract T Interpolate(T start, T end, float time);
/// <summary>
/// Method to override and adapted to the generic type. This assumes interpolation for that value will not be clamped.
/// </summary>
/// <param name="start">The start value (min)</param>
/// <param name="end">The end value (max)</param>
/// <param name="time">The time value used to interpolate between start and end values (pos)</param>
/// <returns>The interpolated value</returns>
protected abstract T InterpolateUnclamped(T start, T end, float time);
}
/// <inheritdoc />
/// <remarks>
/// This is a buffered linear interpolator for a <see cref="float"/> type value
/// </remarks>
public class BufferedLinearInterpolatorFloat : BufferedLinearInterpolator<float>
{
/// <inheritdoc />
protected override float InterpolateUnclamped(float start, float end, float time)
{
// Disabling Extrapolation:
// TODO: Add Jira Ticket
return Mathf.Lerp(start, end, time);
}
/// <inheritdoc />
protected override float Interpolate(float start, float end, float time)
{
return Mathf.Lerp(start, end, time);
}
}
/// <inheritdoc />
/// <remarks>
/// This is a buffered linear interpolator for a <see cref="Quaternion"/> type value
/// </remarks>
public class BufferedLinearInterpolatorQuaternion : BufferedLinearInterpolator<Quaternion>
{
/// <summary>
/// Use <see cref="Quaternion.Slerp"/> when <see cref="true"/>.
/// Use <see cref="Quaternion.Lerp"/> when <see cref="false"/>
/// </summary>
/// <remarks>
/// When using half precision (due to the imprecision) using <see cref="Quaternion.Lerp"/> is
/// less processor intensive (i.e. precision is already "imprecise").
/// When using full precision (to maintain precision) using <see cref="Quaternion.Slerp"/> is
/// more processor intensive yet yields more precise results.
/// </remarks>
public bool IsSlerp;
/// <inheritdoc />
protected override Quaternion InterpolateUnclamped(Quaternion start, Quaternion end, float time)
{
if (IsSlerp)
{
return Quaternion.Slerp(start, end, time);
}
else
{
return Quaternion.Lerp(start, end, time);
}
}
/// <inheritdoc />
protected override Quaternion Interpolate(Quaternion start, Quaternion end, float time)
{
if (IsSlerp)
{
return Quaternion.Slerp(start, end, time);
}
else
{
return Quaternion.Lerp(start, end, time);
}
}
}
/// <summary>
/// A <see cref="BufferedLinearInterpolator<T>"/> <see cref="Vector3"/> implementation.
/// </summary>
public class BufferedLinearInterpolatorVector3 : BufferedLinearInterpolator<Vector3>
{
/// <summary>
/// Use <see cref="Vector3.Slerp"/> when <see cref="true"/>.
/// Use <see cref="Vector3.Lerp"/> when <see cref="false"/>
/// </summary>
public bool IsSlerp;
/// <inheritdoc />
protected override Vector3 InterpolateUnclamped(Vector3 start, Vector3 end, float time)
{
if (IsSlerp)
{
return Vector3.Slerp(start, end, time);
}
else
{
return Vector3.Lerp(start, end, time);
}
}
/// <inheritdoc />
protected override Vector3 Interpolate(Vector3 start, Vector3 end, float time)
{
if (IsSlerp)
{
return Vector3.Slerp(start, end, time);
}
else
{
return Vector3.Lerp(start, end, time);
}
}
}
}