优化输入回放逻辑 + 调整项目结构
This commit is contained in:
parent
75289b5690
commit
098a1dd68c
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@ -1,23 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Network.Defines;
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namespace Network.NetworkApplication
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{
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public readonly struct PredictedMoveStep
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{
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public PredictedMoveStep(MoveInput input, float simulatedDurationSeconds)
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{
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Input = input ?? throw new ArgumentNullException(nameof(input));
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SimulatedDurationSeconds = simulatedDurationSeconds < 0f ? 0f : simulatedDurationSeconds;
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}
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public MoveInput Input { get; }
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public float SimulatedDurationSeconds { get; }
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}
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public sealed class ClientPredictionBuffer
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{
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private readonly List<PredictedMoveStep> pendingInputs = new();
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@ -64,33 +50,38 @@ namespace Network.NetworkApplication
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pendingInputs.Add(new PredictedMoveStep(input, 0f));
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}
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public void AccumulateLatest(float simulatedDurationSeconds)
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public bool TryGetNextUnsimulatedInput(out PredictedMoveStep predictedMoveStep)
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{
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if (pendingInputs.Count == 0 || simulatedDurationSeconds <= 0f)
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for (var i = 0; i < pendingInputs.Count; i++)
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{
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return;
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if (pendingInputs[i].SimulatedDurationSeconds <= 0f)
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{
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predictedMoveStep = pendingInputs[i];
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return true;
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}
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}
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var latest = pendingInputs[^1];
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pendingInputs[^1] =
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new PredictedMoveStep(latest.Input, latest.SimulatedDurationSeconds + simulatedDurationSeconds);
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predictedMoveStep = default;
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return false;
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}
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/// <summary>
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/// Accumulate pending input duration using the actual elapsed wall-clock time
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/// since the last authoritative state, not the fixed simulation cadence.
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/// This synchronizes accumulation with the server's 20Hz authoritative cadence.
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/// </summary>
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public void AccumulateWithElapsedTime(float elapsedSinceLastState)
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public void MarkInputSimulated(long tick, float simulatedDurationSeconds)
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{
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if (pendingInputs.Count == 0 || elapsedSinceLastState <= 0f || !float.IsFinite(elapsedSinceLastState))
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if (simulatedDurationSeconds <= 0f)
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{
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return;
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}
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var latest = pendingInputs[^1];
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pendingInputs[^1] =
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new PredictedMoveStep(latest.Input, latest.SimulatedDurationSeconds + elapsedSinceLastState);
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for (var i = 0; i < pendingInputs.Count; i++)
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{
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if (pendingInputs[i].Input.Tick != tick)
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{
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continue;
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}
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pendingInputs[i] = new PredictedMoveStep(pendingInputs[i].Input, simulatedDurationSeconds);
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return;
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}
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}
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public bool TryApplyAuthoritativeState(PlayerState state, float currentTime,
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@ -110,7 +101,7 @@ namespace Network.NetworkApplication
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LastAuthoritativeTick = state.Tick;
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LastAcknowledgedMoveTick = state.AcknowledgedMoveTick;
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pendingInputs.RemoveAll(input => input.Input.Tick <= state.AcknowledgedMoveTick);
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replayInputs = pendingInputs.ToArray();
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replayInputs = pendingInputs.FindAll(input => input.SimulatedDurationSeconds > 0f);
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// Reset the elapsed-time tracker so the next accumulation period
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// starts from this authoritative state's arrival time.
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@ -0,0 +1,18 @@
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using System;
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using Network.Defines;
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namespace Network.NetworkApplication
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{
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public readonly struct PredictedMoveStep
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{
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public PredictedMoveStep(MoveInput input, float simulatedDurationSeconds)
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{
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Input = input ?? throw new ArgumentNullException(nameof(input));
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SimulatedDurationSeconds = simulatedDurationSeconds < 0f ? 0f : simulatedDurationSeconds;
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}
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public MoveInput Input { get; }
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public float SimulatedDurationSeconds { get; }
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 20280892ecfd4b25bff064d07668accc
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timeCreated: 1775619625
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 309fec203b04d2b4cb87f9c2873c0449
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,11 @@
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using UnityEngine;
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/// <summary>
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/// 输入源接口,用于解耦输入捕获
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/// </summary>
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public interface IInputSource
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{
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Vector3 GetPlanarInput();
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bool ConsumeShootInput();
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Vector3 GetAimDirection();
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e7d6671c80a243619f1f3dc34ca92d15
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timeCreated: 1775619222
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@ -1,129 +1,8 @@
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using System;
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using System.Collections.Generic;
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using Network.Defines;
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using UnityEngine;
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using Vector3 = UnityEngine.Vector3;
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/// <summary>
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/// 输入源接口,用于解耦输入捕获
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/// </summary>
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public interface IInputSource
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{
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Vector3 GetPlanarInput();
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bool ConsumeShootInput();
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Vector3 GetAimDirection();
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}
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/// <summary>
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/// 真实的 Unity 输入源
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/// </summary>
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public class UnityInputSource : IInputSource
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{
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private readonly Transform _cameraTransform;
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public UnityInputSource(Transform cameraTransform)
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{
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_cameraTransform = cameraTransform;
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}
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public Vector3 GetPlanarInput()
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{
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return new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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}
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public bool ConsumeShootInput()
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{
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return Input.GetMouseButtonDown(0);
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}
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public Vector3 GetAimDirection()
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{
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if (_cameraTransform != null)
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{
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return _cameraTransform.forward;
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}
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return Vector3.forward;
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}
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}
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/// <summary>
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/// 模拟输入源(测试用),提供预设的输入序列
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/// </summary>
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public class SimulatedInputSource : IInputSource
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{
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private readonly (float turn, float throttle)[] _inputSequence;
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private int _index;
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private Vector3 _lastAimDirection = Vector3.forward;
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private bool _shootTriggered;
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public SimulatedInputSource((float turn, float throttle)[] sequence)
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{
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_inputSequence = sequence;
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_index = 0;
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}
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public Vector3 GetPlanarInput()
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{
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if (_index >= _inputSequence.Length)
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{
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return Vector3.zero;
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}
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var (turn, throttle) = _inputSequence[_index];
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return new Vector3(turn, 0f, throttle);
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}
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public bool ConsumeShootInput()
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{
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if (_shootTriggered)
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{
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_shootTriggered = false;
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return true;
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}
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return false;
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}
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public Vector3 GetAimDirection()
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{
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return _lastAimDirection;
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}
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/// <summary>
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/// 推进到下一个输入
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/// </summary>
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public void Advance()
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{
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if (_index < _inputSequence.Length)
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{
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_index++;
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}
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}
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/// <summary>
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/// 是否还有更多输入
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/// </summary>
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public bool HasMore => _index < _inputSequence.Length;
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/// <summary>
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/// 设置射击触发(下次 ConsumeShootInput 返回 true)
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/// </summary>
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public void SetShootTriggered()
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{
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_shootTriggered = true;
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}
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/// <summary>
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/// 设置瞄准方向
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/// </summary>
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public void SetAimDirection(Vector3 direction)
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{
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_lastAimDirection = direction;
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}
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/// <summary>
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/// 获取当前输入索引
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/// </summary>
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public int CurrentIndex => _index;
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}
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/// <summary>
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/// 输入组件,负责从 IInputSource 获取输入、发送 MoveInput 到服务器、管理 tick
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@ -142,8 +21,8 @@ public class InputComponent : MonoBehaviour
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private bool _wasMovingLastFrame;
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private long _tick;
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public event System.Action<MoveInput> OnMoveInputCreated;
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public event System.Action<ShootInput> OnShootInputCreated;
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public event Action<MoveInput> OnMoveInputCreated;
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public event Action<ShootInput> OnShootInputCreated;
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public long CurrentTick => _tick;
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@ -191,7 +70,7 @@ public class InputComponent : MonoBehaviour
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_currentInput = _inputSource?.GetPlanarInput() ?? Vector3.zero;
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// 检测移动状态变化
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var hasMovement = ClientGameplayInputFlow.HasPlanarInput(_currentInput);
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bool hasMovement = ClientGameplayInputFlow.HasPlanarInput(_currentInput);
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if (hasMovement)
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{
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_stopMessagePending = false;
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@ -0,0 +1,82 @@
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using UnityEngine;
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/// <summary>
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/// 模拟输入源(测试用),提供预设的输入序列
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/// </summary>
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public class SimulatedInputSource : IInputSource
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{
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private readonly (float turn, float throttle)[] _inputSequence;
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private int _index;
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private Vector3 _lastAimDirection = Vector3.forward;
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private bool _shootTriggered;
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public SimulatedInputSource((float turn, float throttle)[] sequence)
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{
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_inputSequence = sequence;
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_index = 0;
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}
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public Vector3 GetPlanarInput()
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{
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if (_index >= _inputSequence.Length)
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{
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return Vector3.zero;
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}
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var (turn, throttle) = _inputSequence[_index];
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return new Vector3(turn, 0f, throttle);
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}
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public bool ConsumeShootInput()
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{
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if (_shootTriggered)
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{
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_shootTriggered = false;
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return true;
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}
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return false;
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}
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public Vector3 GetAimDirection()
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{
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return _lastAimDirection;
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}
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/// <summary>
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/// 推进到下一个输入
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/// </summary>
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public void Advance()
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{
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if (_index < _inputSequence.Length)
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{
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_index++;
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}
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}
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/// <summary>
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/// 是否还有更多输入
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/// </summary>
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public bool HasMore => _index < _inputSequence.Length;
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/// <summary>
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/// 设置射击触发(下次 ConsumeShootInput 返回 true)
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/// </summary>
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public void SetShootTriggered()
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{
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_shootTriggered = true;
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}
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/// <summary>
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/// 设置瞄准方向
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/// </summary>
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public void SetAimDirection(Vector3 direction)
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{
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_lastAimDirection = direction;
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}
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/// <summary>
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/// 获取当前输入索引
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/// </summary>
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public int CurrentIndex => _index;
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 53e3773e493842e8861ac7522a6227a9
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timeCreated: 1775619270
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@ -0,0 +1,34 @@
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using UnityEngine;
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/// <summary>
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/// 真实的 Unity 输入源
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/// </summary>
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public class UnityInputSource : IInputSource
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{
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private readonly Transform _cameraTransform;
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public UnityInputSource(Transform cameraTransform)
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{
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_cameraTransform = cameraTransform;
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}
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public Vector3 GetPlanarInput()
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{
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return new Vector3(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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}
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public bool ConsumeShootInput()
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{
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return Input.GetMouseButtonDown(0);
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}
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public Vector3 GetAimDirection()
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{
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if (_cameraTransform != null)
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{
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return _cameraTransform.forward;
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}
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return Vector3.forward;
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 5d7f0a25d2b54decbf2c2386e5c0ebd2
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timeCreated: 1775619246
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@ -3,23 +3,37 @@ using UnityEngine;
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public class MovementComponent : MonoBehaviour
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{
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[SerializeField] private Rigidbody _rigid;
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private const float InterpolationAlpha = 0.15f;
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[SerializeField] private float _followMoveSpeed = 2f;
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[SerializeField] private float _followTurnSpeedDegreesPerSecond = 180f;
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[SerializeField] private float _correctionDecayMoveSpeed = 4f;
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[SerializeField] private float _correctionDecayTurnSpeedDegreesPerSecond = 360f;
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private const float RemoteInterpolationAlpha = 0.15f;
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private const float UnexpectedTurnLogCooldownSeconds = 0.25f;
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private bool _isControlled;
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private Vector3 _currentPosition;
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private Quaternion _currentRotation;
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private Vector3 _targetPosition;
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private Quaternion _targetRotation;
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private Vector3 _correctionPositionOffset;
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private Quaternion _correctionRotationOffset = Quaternion.identity;
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private float _expectedTurnInput;
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private float _lastUnexpectedTurnLogTime = float.NegativeInfinity;
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private void Awake()
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{
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_rigid ??= GetComponent<Rigidbody>();
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}
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public void Init(bool isControlled)
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public void Init(bool isControlled, float followMoveSpeed = 2f, float followTurnSpeedDegreesPerSecond = 180f)
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{
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_rigid ??= GetComponent<Rigidbody>();
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_isControlled = isControlled;
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_followMoveSpeed = Mathf.Max(0f, followMoveSpeed);
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_followTurnSpeedDegreesPerSecond = Mathf.Max(0f, followTurnSpeedDegreesPerSecond);
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_correctionDecayMoveSpeed = Mathf.Max(_followMoveSpeed * 2f, _followMoveSpeed);
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_correctionDecayTurnSpeedDegreesPerSecond =
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Mathf.Max(_followTurnSpeedDegreesPerSecond * 2f, _followTurnSpeedDegreesPerSecond);
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_rigid.interpolation = isControlled ? RigidbodyInterpolation.None : RigidbodyInterpolation.Interpolate;
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_rigid.isKinematic = !isControlled;
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_rigid.velocity = Vector3.zero;
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@ -29,16 +43,45 @@ public class MovementComponent : MonoBehaviour
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_currentRotation = _rigid.rotation;
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_targetPosition = _rigid.position;
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_targetRotation = _rigid.rotation;
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_correctionPositionOffset = Vector3.zero;
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_correctionRotationOffset = Quaternion.identity;
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}
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private void Update()
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{
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_currentPosition = Vector3.Lerp(_currentPosition, _targetPosition, InterpolationAlpha);
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_currentRotation = Quaternion.Slerp(_currentRotation, _targetRotation, InterpolationAlpha);
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var beforeRotation = _currentRotation;
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if (_isControlled)
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{
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_correctionPositionOffset = Vector3.MoveTowards(
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_correctionPositionOffset,
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Vector3.zero,
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_correctionDecayMoveSpeed * Time.deltaTime);
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_correctionRotationOffset = Quaternion.RotateTowards(
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_correctionRotationOffset,
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Quaternion.identity,
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_correctionDecayTurnSpeedDegreesPerSecond * Time.deltaTime);
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var desiredPosition = _targetPosition + _correctionPositionOffset;
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var desiredRotation = _targetRotation * _correctionRotationOffset;
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_currentPosition = Vector3.MoveTowards(_currentPosition, desiredPosition, _followMoveSpeed * Time.deltaTime);
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_currentRotation = Quaternion.RotateTowards(
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_currentRotation,
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desiredRotation,
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_followTurnSpeedDegreesPerSecond * Time.deltaTime);
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}
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else
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{
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_currentPosition = Vector3.Lerp(_currentPosition, _targetPosition, RemoteInterpolationAlpha);
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_currentRotation = Quaternion.Slerp(_currentRotation, _targetRotation, RemoteInterpolationAlpha);
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}
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_rigid.position = _currentPosition;
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_rigid.rotation = _currentRotation;
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LogUnexpectedTurnIfNeeded(beforeRotation, _currentRotation);
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if (_isControlled && MainUI.Instance != null)
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{
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MainUI.Instance.OnClientPosChanged(_currentPosition);
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@ -59,13 +102,68 @@ public class MovementComponent : MonoBehaviour
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_targetRotation = rotation;
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}
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public void SetExpectedTurnInput(float expectedTurnInput)
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{
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_expectedTurnInput = expectedTurnInput;
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}
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public void BlendToPoseFromCurrent(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
_targetPosition = position;
|
||||
_targetRotation = rotation;
|
||||
_correctionPositionOffset = _currentPosition - position;
|
||||
_correctionRotationOffset = Quaternion.Inverse(rotation) * _currentRotation;
|
||||
}
|
||||
|
||||
public void SnapToPose(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
_currentPosition = position;
|
||||
_currentRotation = rotation;
|
||||
_targetPosition = position;
|
||||
_targetRotation = rotation;
|
||||
_correctionPositionOffset = Vector3.zero;
|
||||
_correctionRotationOffset = Quaternion.identity;
|
||||
_rigid.position = position;
|
||||
_rigid.rotation = rotation;
|
||||
}
|
||||
|
||||
private void LogUnexpectedTurnIfNeeded(Quaternion beforeRotation, Quaternion afterRotation)
|
||||
{
|
||||
if (!_isControlled || Mathf.Abs(_expectedTurnInput) < 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var beforeError = Quaternion.Angle(beforeRotation, _targetRotation);
|
||||
var afterError = Quaternion.Angle(afterRotation, _targetRotation);
|
||||
if (beforeError < 0.1f && afterError < 0.1f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var deltaYaw = Mathf.DeltaAngle(beforeRotation.eulerAngles.y, afterRotation.eulerAngles.y);
|
||||
if (Mathf.Abs(deltaYaw) < 0.01f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (afterError <= beforeError + 0.05f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (Time.time - _lastUnexpectedTurnLogTime < UnexpectedTurnLogCooldownSeconds)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_lastUnexpectedTurnLogTime = Time.time;
|
||||
Debug.LogWarning(
|
||||
$"[UnexpectedTurnAwayFromTarget] expectedTurn={_expectedTurnInput:F2} deltaYaw={deltaYaw:F2} " +
|
||||
$"beforeYaw={beforeRotation.eulerAngles.y:F2} afterYaw={afterRotation.eulerAngles.y:F2} " +
|
||||
$"beforeError={beforeError:F2} afterError={afterError:F2} " +
|
||||
$"current=({_currentPosition.x:F3},{_currentPosition.y:F3},{_currentPosition.z:F3}) " +
|
||||
$"target=({_targetPosition.x:F3},{_targetPosition.y:F3},{_targetPosition.z:F3}) " +
|
||||
$"correctionRot={_correctionRotationOffset.eulerAngles.y:F2}");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,8 @@ using Vector3 = UnityEngine.Vector3;
|
|||
public class MovementResolverComponent : MonoBehaviour
|
||||
{
|
||||
private const float ServerSimulationStepSeconds = 0.05f;
|
||||
private const float SnapThreshold = 0.5f;
|
||||
[SerializeField] private float SnapThreshold = 0.5f;
|
||||
private const float TurnSpeedDegreesPerSecond = 180f;
|
||||
|
||||
[SerializeField] private int _speed = 2;
|
||||
[SerializeField] private MovementComponent _movement;
|
||||
|
|
@ -54,7 +55,7 @@ public class MovementResolverComponent : MonoBehaviour
|
|||
|
||||
if (_movement != null)
|
||||
{
|
||||
_movement.Init(isControlled);
|
||||
_movement.Init(isControlled, _speed, TurnSpeedDegreesPerSecond);
|
||||
_authoritativePosition = _movement.CurrentPosition;
|
||||
_authoritativeRotation = _movement.CurrentRotation;
|
||||
_predictedPosition = _movement.CurrentPosition;
|
||||
|
|
@ -118,14 +119,14 @@ public class MovementResolverComponent : MonoBehaviour
|
|||
_simulationAccumulator += Time.fixedDeltaTime;
|
||||
while (_simulationAccumulator >= ServerSimulationStepSeconds)
|
||||
{
|
||||
var pendingCount = _predictionBuffer.PendingInputs.Count;
|
||||
if (pendingCount == 0)
|
||||
if (!_predictionBuffer.TryGetNextUnsimulatedInput(out var nextInput))
|
||||
{
|
||||
_simulationAccumulator = 0f;
|
||||
break;
|
||||
}
|
||||
|
||||
Simulate(GetLatestPredictedInput());
|
||||
Simulate(nextInput.Input);
|
||||
_predictionBuffer.MarkInputSimulated(nextInput.Input.Tick, ServerSimulationStepSeconds);
|
||||
_simulationAccumulator -= ServerSimulationStepSeconds;
|
||||
}
|
||||
|
||||
|
|
@ -139,12 +140,17 @@ public class MovementResolverComponent : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private void Simulate(Vector3 input)
|
||||
private void Simulate(MoveInput moveInput)
|
||||
{
|
||||
TankMovementKinematics.ApplyStep(_speed, input.x, input.z, ServerSimulationStepSeconds,
|
||||
var simulationTurnInput = ToSimulationTurnInput(moveInput.TurnInput);
|
||||
TankMovementKinematics.ApplyStep(
|
||||
_speed,
|
||||
simulationTurnInput,
|
||||
moveInput.ThrottleInput,
|
||||
ServerSimulationStepSeconds,
|
||||
ref _predictedPosition, ref _predictedRotation);
|
||||
_movement.SetExpectedTurnInput(simulationTurnInput);
|
||||
_movement.SetTargetPose(_predictedPosition, _predictedRotation);
|
||||
_predictionBuffer.AccumulateLatest(ServerSimulationStepSeconds);
|
||||
|
||||
if (MainUI.Instance != null)
|
||||
{
|
||||
|
|
@ -186,13 +192,20 @@ public class MovementResolverComponent : MonoBehaviour
|
|||
ReplayPendingInputs(replayInputs);
|
||||
|
||||
var error = Vector3.Distance(_movement.CurrentPosition, _predictedPosition);
|
||||
if (error > SnapThreshold)
|
||||
var shouldSnap = error > SnapThreshold;
|
||||
Debug.Log(
|
||||
$"[Reconcile] tick={snapshot.SourceState.Tick} ack={snapshot.AcknowledgedMoveTick} " +
|
||||
$"error={error:F3} threshold={SnapThreshold:F3} snap={shouldSnap} " +
|
||||
$"current=({_movement.CurrentPosition.x:F3},{_movement.CurrentPosition.y:F3},{_movement.CurrentPosition.z:F3}) " +
|
||||
$"predicted=({_predictedPosition.x:F3},{_predictedPosition.y:F3},{_predictedPosition.z:F3}) " +
|
||||
$"authoritative=({_authoritativePosition.x:F3},{_authoritativePosition.y:F3},{_authoritativePosition.z:F3})");
|
||||
if (shouldSnap)
|
||||
{
|
||||
_movement.SnapToPose(_predictedPosition, _predictedRotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
_movement.SetTargetPose(_predictedPosition, _predictedRotation);
|
||||
_movement.BlendToPoseFromCurrent(_predictedPosition, _predictedRotation);
|
||||
}
|
||||
|
||||
_simulationAccumulator = 0f;
|
||||
|
|
@ -218,35 +231,41 @@ public class MovementResolverComponent : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
private Vector3 GetLatestPredictedInput()
|
||||
{
|
||||
var pending = _predictionBuffer.PendingInputs;
|
||||
if (pending.Count == 0)
|
||||
{
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
var latest = pending[^1];
|
||||
return new Vector3(-latest.Input.TurnInput, 0f, latest.Input.ThrottleInput);
|
||||
}
|
||||
|
||||
private void ReplayPendingInputs(IReadOnlyList<PredictedMoveStep> replayInputs)
|
||||
{
|
||||
var lastSimulationTurnInput = 0f;
|
||||
foreach (var replayInput in replayInputs)
|
||||
{
|
||||
var remaining = replayInput.SimulatedDurationSeconds;
|
||||
while (remaining > 0f)
|
||||
{
|
||||
var step = Mathf.Min(remaining, ServerSimulationStepSeconds);
|
||||
var beforeYaw = _predictedRotation.eulerAngles.y;
|
||||
var simulationTurnInput = ToSimulationTurnInput(replayInput.Input.TurnInput);
|
||||
lastSimulationTurnInput = simulationTurnInput;
|
||||
TankMovementKinematics.ApplyStep(
|
||||
_speed,
|
||||
replayInput.Input.TurnInput,
|
||||
simulationTurnInput,
|
||||
replayInput.Input.ThrottleInput,
|
||||
step,
|
||||
ref _predictedPosition,
|
||||
ref _predictedRotation);
|
||||
var afterYaw = _predictedRotation.eulerAngles.y;
|
||||
Debug.Log(
|
||||
$"[ReplayStep] authTick={_lastAuthoritativeState?.SourceState?.Tick ?? 0} " +
|
||||
$"inputTick={replayInput.Input.Tick} netTurn={replayInput.Input.TurnInput:F2} simTurn={simulationTurnInput:F2} " +
|
||||
$"throttle={replayInput.Input.ThrottleInput:F2} step={step:F3} " +
|
||||
$"yaw={beforeYaw:F2}->{afterYaw:F2} " +
|
||||
$"predicted=({_predictedPosition.x:F3},{_predictedPosition.y:F3},{_predictedPosition.z:F3})");
|
||||
remaining -= step;
|
||||
}
|
||||
}
|
||||
|
||||
_movement.SetExpectedTurnInput(lastSimulationTurnInput);
|
||||
}
|
||||
|
||||
private static float ToSimulationTurnInput(float networkTurnInput)
|
||||
{
|
||||
return -networkTurnInput;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -223,14 +223,23 @@ namespace Tests.EditMode.Network
|
|||
TurnInput = 0f,
|
||||
ThrottleInput = 1f
|
||||
});
|
||||
predictionBuffer.AccumulateLatest(0.1f);
|
||||
predictionBuffer.Record(new MoveInput
|
||||
{
|
||||
PlayerId = "player-1",
|
||||
Tick = 2,
|
||||
TurnInput = 0f,
|
||||
ThrottleInput = 1f
|
||||
});
|
||||
predictionBuffer.MarkInputSimulated(1, 0.05f);
|
||||
predictionBuffer.MarkInputSimulated(2, 0.05f);
|
||||
|
||||
resolver.OnAuthoritativeState(new ClientAuthoritativePlayerStateSnapshot(
|
||||
GameplayFlowTestSupport.CreatePlayerState("player-1", 1, Vector3.zero, acknowledgedMoveTick: 0)));
|
||||
|
||||
Assert.That(GetPrivateVector3(resolver, "_predictedPosition").z, Is.EqualTo(1f).Within(0.0001f));
|
||||
Assert.That(predictionBuffer.PendingInputs.Count, Is.EqualTo(1));
|
||||
Assert.That(predictionBuffer.PendingInputs.Count, Is.EqualTo(2));
|
||||
Assert.That(predictionBuffer.PendingInputs[0].Input.Tick, Is.EqualTo(1));
|
||||
Assert.That(predictionBuffer.PendingInputs[1].Input.Tick, Is.EqualTo(2));
|
||||
}
|
||||
finally
|
||||
{
|
||||
|
|
|
|||
|
|
@ -89,6 +89,7 @@ namespace Tests.EditMode.Network
|
|||
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
|
||||
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 11, ThrottleInput = 1f });
|
||||
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 12, ThrottleInput = 1f });
|
||||
buffer.MarkInputSimulated(12, 0.05f);
|
||||
|
||||
var accepted = buffer.TryApplyAuthoritativeState(
|
||||
new PlayerState { PlayerId = "player-1", Tick = 11, AcknowledgedMoveTick = 11 },
|
||||
|
|
@ -100,10 +101,25 @@ namespace Tests.EditMode.Network
|
|||
Assert.That(buffer.LastAcknowledgedMoveTick, Is.EqualTo(11));
|
||||
Assert.That(replayInputs.Count, Is.EqualTo(1));
|
||||
Assert.That(replayInputs[0].Input.Tick, Is.EqualTo(12));
|
||||
Assert.That(replayInputs[0].SimulatedDurationSeconds, Is.EqualTo(0f));
|
||||
Assert.That(replayInputs[0].SimulatedDurationSeconds, Is.EqualTo(0.05f).Within(0.0001f));
|
||||
Assert.That(buffer.PendingInputs.Count, Is.EqualTo(1));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClientPredictionBuffer_TryGetNextUnsimulatedInput_UsesOldestPendingMoveInput()
|
||||
{
|
||||
var buffer = new ClientPredictionBuffer();
|
||||
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
|
||||
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 11, ThrottleInput = -1f });
|
||||
buffer.MarkInputSimulated(10, 0.05f);
|
||||
|
||||
var found = buffer.TryGetNextUnsimulatedInput(out var nextInput);
|
||||
|
||||
Assert.That(found, Is.True);
|
||||
Assert.That(nextInput.Input.Tick, Is.EqualTo(11));
|
||||
Assert.That(nextInput.SimulatedDurationSeconds, Is.EqualTo(0f));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void ClientPredictionBuffer_StaleAuthoritativeState_IsIgnored()
|
||||
{
|
||||
|
|
@ -802,10 +818,16 @@ namespace Tests.EditMode.Network
|
|||
rotation = Quaternion.identity;
|
||||
for (var i = 0; i < steps; i++)
|
||||
{
|
||||
TankMovementKinematics.ApplyStep(10, turnInput, throttleInput, stepDuration, ref position, ref rotation);
|
||||
TankMovementKinematics.ApplyStep(10, ToSimulationTurnInput(turnInput), throttleInput, stepDuration,
|
||||
ref position, ref rotation);
|
||||
}
|
||||
}
|
||||
|
||||
private static float ToSimulationTurnInput(float networkTurnInput)
|
||||
{
|
||||
return -networkTurnInput;
|
||||
}
|
||||
|
||||
private static void ResetMovementState(Rigidbody rigidbody, Vector3 position, Quaternion rotation)
|
||||
{
|
||||
rigidbody.position = position;
|
||||
|
|
|
|||
Loading…
Reference in New Issue