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