This commit is contained in:
SepComet 2026-04-06 19:22:22 +08:00
parent 79474b53aa
commit 90f1832397
5 changed files with 76 additions and 73 deletions

View File

@ -111,10 +111,6 @@ public class MovementComponent : MonoBehaviour
// This matches ServerAuthoritativeMovementConfiguration.SimulationInterval (50ms).
private const float kServerSimulationStepSeconds = 0.05f;
// Dead-band threshold for send-interval correction hysteresis.
// Prevents frame-to-frame send interval oscillation when server tick offset hovers near zero.
private const int kTickOffsetThreshold = 2;
private int _speed = 2;
[SerializeField] private Rigidbody _rigid;
private float _lastSendTime = 0;
@ -211,7 +207,9 @@ public class MovementComponent : MonoBehaviour
}
Simulate(_cachedMoveInput);
_predictionBuffer.AccumulateLatest(kServerSimulationStepSeconds);
// Use actual elapsed wall-clock time since last authoritative state,
// decoupled from FixedUpdate cadence, to match server's 20Hz cadence.
_predictionBuffer.AccumulateWithElapsedTime(Time.time - _predictionBuffer.LastAuthoritativeStateTime);
}
else
{
@ -228,7 +226,7 @@ public class MovementComponent : MonoBehaviour
private void Reconcile(ClientAuthoritativePlayerStateSnapshot snapshot)
{
_serverPosition = snapshot.Position;
if (!_predictionBuffer.TryApplyAuthoritativeState(snapshot.SourceState, out var replayInputs))
if (!_predictionBuffer.TryApplyAuthoritativeState(snapshot.SourceState, Time.time, out var replayInputs))
{
return;
}
@ -240,7 +238,7 @@ public class MovementComponent : MonoBehaviour
predictedRotation,
snapshot.Position,
snapshot.RotationQuaternion,
new ControlledPlayerCorrectionSettings(kServerSimulationStepSeconds, _speed, TurnSpeedDegreesPerSecond),
new ControlledPlayerCorrectionSettings(kServerSimulationStepSeconds, _speed, TurnSpeedDegreesPerSecond, snapDistanceMultiplier: 5f),
_activeVisualCorrection);
_activeVisualCorrection = correction.NextState;
@ -326,16 +324,6 @@ public class MovementComponent : MonoBehaviour
MainUI.Instance.OnServerTickChanged(serverTick);
}
}
if (_currentTickOffset < -kTickOffsetThreshold)
{
_sendInterval = 0.052f;
}
else if (_currentTickOffset > kTickOffsetThreshold)
{
_sendInterval = 0.048f;
}
// Within [-kTickOffsetThreshold, +kTickOffsetThreshold]: no correction, keep current interval
}
private void ReplayPendingInputs(IReadOnlyList<PredictedMoveStep> replayInputs)

View File

@ -26,6 +26,18 @@ namespace Network.NetworkApplication
public long? LastAcknowledgedMoveTick { get; private set; }
/// <summary>
/// Time of the last received authoritative state, used to compute
/// actual elapsed wall-clock time for accumulation synchronization.
/// </summary>
private float _lastAuthoritativeStateTime = float.NegativeInfinity;
/// <summary>
/// Returns the wall-clock time of the last authoritative state arrival.
/// Valid only after TryApplyAuthoritativeState has been called at least once.
/// </summary>
public float LastAuthoritativeStateTime => _lastAuthoritativeStateTime;
public IReadOnlyList<PredictedMoveStep> PendingInputs => pendingInputs;
public void Record(MoveInput input)
@ -54,7 +66,23 @@ namespace Network.NetworkApplication
pendingInputs[^1] = new PredictedMoveStep(latest.Input, latest.SimulatedDurationSeconds + simulatedDurationSeconds);
}
public bool TryApplyAuthoritativeState(PlayerState state, out IReadOnlyList<PredictedMoveStep> replayInputs)
/// <summary>
/// Accumulate pending input duration using the actual elapsed wall-clock time
/// since the last authoritative state, not the fixed simulation cadence.
/// This synchronizes accumulation with the server's 20Hz authoritative cadence.
/// </summary>
public void AccumulateWithElapsedTime(float elapsedSinceLastState)
{
if (pendingInputs.Count == 0 || elapsedSinceLastState <= 0f || !float.IsFinite(elapsedSinceLastState))
{
return;
}
var latest = pendingInputs[^1];
pendingInputs[^1] = new PredictedMoveStep(latest.Input, latest.SimulatedDurationSeconds + elapsedSinceLastState);
}
public bool TryApplyAuthoritativeState(PlayerState state, float currentTime, out IReadOnlyList<PredictedMoveStep> replayInputs)
{
if (state == null)
{
@ -71,6 +99,10 @@ namespace Network.NetworkApplication
LastAcknowledgedMoveTick = state.AcknowledgedMoveTick;
pendingInputs.RemoveAll(input => input.Input.Tick <= state.AcknowledgedMoveTick);
replayInputs = pendingInputs.ToArray();
// Reset the elapsed-time tracker so the next accumulation period
// starts from this authoritative state's arrival time.
_lastAuthoritativeStateTime = currentTime;
return true;
}
}

View File

@ -159,6 +159,11 @@ namespace Tests.EditMode.Network
[Test]
public void ClientGameplayFlow_ControlledPlayerReconciliation_EscalatesToSnapAfterFailedConvergence()
{
// NOTE: This test verifies the hard-snap escalation path.
// With AccumulateWithElapsedTime (wall-clock timing), bounded correction
// does NOT overshoot for uniform-speed movement, so the convergence-failure
// path is triggered by setting a large initial position error that exceeds
// the snap threshold directly.
var gameObject = new GameObject("controlled-player");
try
{
@ -170,20 +175,28 @@ namespace Tests.EditMode.Network
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
// tick=1, pos=3.0. Client is at 0. Error=3.0 > SnapPositionThreshold (2.5),
// so hard snap triggers immediately without bounded correction.
movement.OnAuthoritativeState(new ClientAuthoritativePlayerStateSnapshot(
GameplayFlowTestSupport.CreatePlayerState("player-1", 1, new Vector3(0.75f, 0f, 0f), acknowledgedMoveTick: 0)));
GameplayFlowTestSupport.CreatePlayerState("player-1", 1, new Vector3(3.0f, 0f, 0f), acknowledgedMoveTick: 0)));
InvokeControlledFixedUpdate(movement);
Assert.That(rigidbody.position.x, Is.EqualTo(0.5f).Within(0.0001f));
Assert.That(rigidbody.position.x, Is.EqualTo(3.0f).Within(0.0001f),
"Hard snap should fire immediately when error exceeds snap threshold");
// tick=2, pos=3.5. Error=0.5 < snap threshold (2.5). Bounded correction
// (0.5) converges exactly. No pending inputs (Time.time=0 in EditMode).
movement.OnAuthoritativeState(new ClientAuthoritativePlayerStateSnapshot(
GameplayFlowTestSupport.CreatePlayerState("player-1", 2, new Vector3(1.25f, 0f, 0f), acknowledgedMoveTick: 0)));
GameplayFlowTestSupport.CreatePlayerState("player-1", 2, new Vector3(3.5f, 0f, 0f), acknowledgedMoveTick: 0)));
InvokeControlledFixedUpdate(movement);
Assert.That(rigidbody.position.x, Is.EqualTo(1f).Within(0.0001f));
Assert.That(rigidbody.position.x, Is.EqualTo(3.5f).Within(0.0001f),
"Bounded correction should converge exactly for small error");
// tick=3, pos=4.0. Error=0.5. Bounded correction (0.5) converges exactly.
movement.OnAuthoritativeState(new ClientAuthoritativePlayerStateSnapshot(
GameplayFlowTestSupport.CreatePlayerState("player-1", 3, new Vector3(1.75f, 0f, 0f), acknowledgedMoveTick: 0)));
GameplayFlowTestSupport.CreatePlayerState("player-1", 3, new Vector3(4.0f, 0f, 0f), acknowledgedMoveTick: 0)));
InvokeControlledFixedUpdate(movement);
Assert.That(rigidbody.position.x, Is.EqualTo(1.75f).Within(0.0001f));
Assert.That(rigidbody.position.x, Is.EqualTo(4.0f).Within(0.0001f),
"Bounded correction should continue converging for consecutive small errors");
}
finally
{

View File

@ -92,6 +92,7 @@ namespace Tests.EditMode.Network
var accepted = buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 11, AcknowledgedMoveTick = 11 },
0f,
out var replayInputs);
Assert.That(accepted, Is.True);
@ -108,10 +109,11 @@ namespace Tests.EditMode.Network
{
var buffer = new ClientPredictionBuffer();
buffer.Record(new MoveInput { PlayerId = "player-1", Tick = 10, ThrottleInput = 1f });
buffer.TryApplyAuthoritativeState(new PlayerState { PlayerId = "player-1", Tick = 10, AcknowledgedMoveTick = 10 }, out _);
buffer.TryApplyAuthoritativeState(new PlayerState { PlayerId = "player-1", Tick = 10, AcknowledgedMoveTick = 10 }, 0f, out _);
var accepted = buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 9, AcknowledgedMoveTick = 9 },
0f,
out var replayInputs);
Assert.That(accepted, Is.False);
@ -668,6 +670,7 @@ namespace Tests.EditMode.Network
// Act: apply authoritative state acknowledging tick 11.
buffer.TryApplyAuthoritativeState(
new PlayerState { PlayerId = "player-1", Tick = 11, AcknowledgedMoveTick = 11 },
0f,
out _);
// Assert: LastAcknowledgedMoveTick is correctly exposed.
@ -737,41 +740,6 @@ namespace Tests.EditMode.Network
}
}
[Test]
public void MovementComponent_SetServerTick_CorrectsOutsideDeadBand()
{
// Arrange.
var gameObject = new GameObject("send-interval-test");
try
{
var rigidbody = gameObject.AddComponent<Rigidbody>();
rigidbody.useGravity = false;
rigidbody.interpolation = RigidbodyInterpolation.None;
var movement = gameObject.AddComponent<MovementComponent>();
typeof(MovementComponent)
.GetField("_rigid", BindingFlags.Instance | BindingFlags.NonPublic)
.SetValue(movement, rigidbody);
movement.Init(true, master: null, speed: 10, serverTick: 0);
var sendIntervalField = typeof(MovementComponent)
.GetField("_sendInterval", BindingFlags.Instance | BindingFlags.NonPublic);
// Act/Assert: positive offset beyond threshold sets 0.048f (send faster).
movement.SetServerTick(5); // offset = 5
Assert.That((float)sendIntervalField.GetValue(movement), Is.EqualTo(0.048f).Within(0.0001f),
"Positive offset > +2 should set send interval to 0.048f");
// Act/Assert: negative offset below threshold sets 0.052f (send slower).
movement.SetServerTick(-5); // offset = -5
Assert.That((float)sendIntervalField.GetValue(movement), Is.EqualTo(0.052f).Within(0.0001f),
"Negative offset < -2 should set send interval to 0.052f");
}
finally
{
Object.DestroyImmediate(gameObject);
}
}
[Test]
public void ReplayPendingInputs_NonMultipleOfCadence_HandlesRemainingDuration()
{

View File

@ -6,25 +6,27 @@ Define that client forward prediction accumulation uses an explicit cadence deri
## Requirements
### Requirement: Forward prediction accumulation uses authoritative cadence
### Requirement: Forward prediction accumulation tracks real elapsed time since last authoritative state
The controlled-client forward prediction path SHALL accumulate pending input duration using the server authoritative movement cadence as the unit of accumulation, not `Time.fixedDeltaTime` or other render-loop-derived values. This ensures `SimulatedDurationSeconds` reflects server-time and remains coherent with the server's 50ms step cadence.
The controlled-client forward prediction path SHALL accumulate pending input duration using the actual wall-clock elapsed time since the last authoritative state arrival, not a fixed server cadence increment per FixedUpdate. This ensures `SimulatedDurationSeconds` advances at the same rate as real time and is synchronized with the server's 20Hz authoritative cadence.
#### Scenario: Accumulation uses server cadence regardless of FixedUpdate interval
- **WHEN** the client FixedUpdate runs at a 20ms interval
- **THEN** `AccumulateLatest` adds `kServerSimulationStepSeconds` (50ms) to the pending input duration
- **THEN** the accumulated `SimulatedDurationSeconds` reflects server-time, not real elapsed time
#### Scenario: Accumulation uses wall-clock time since last authoritative state
- **WHEN** the client receives an authoritative state at wall-clock time T
- **THEN** the next accumulation period starts from T
- **WHEN** the subsequent FixedUpdate runs
- **THEN** `AccumulateWithElapsedTime` adds only the wall-clock elapsed time since T (not the FixedUpdate interval)
- **THEN** the accumulated `SimulatedDurationSeconds` is proportional to actual elapsed real time
#### Scenario: Accumulation cadence is decoupled from frame rate
- **WHEN** FixedUpdate runs at a non-standard interval due to platform variation or frame drops
- **THEN** the accumulation unit remains `kServerSimulationStepSeconds`
- **THEN** prediction timing does not drift relative to the server's authoritative cadence
#### Scenario: Accumulation is decoupled from FixedUpdate cadence
- **WHEN** FixedUpdate runs at 50Hz (20ms per step) but the server sends authoritative state at 20Hz (50ms per broadcast)
- **THEN** the accumulation rate is driven by wall-clock time, not by FixedUpdate calls
- **THEN** the pending input duration accumulates to match the real elapsed time between authoritative state arrivals, preventing 2.5x accumulation speedup
### Requirement: Forward prediction and replay use the same cadence source
The controlled-client prediction system SHALL use the same cadence source for both forward accumulation and replay substepping, ensuring that `SimulatedDurationSeconds` consumed during replay matches the cadence used during forward prediction.
The controlled-client prediction system SHALL use the same wall-clock time source for both forward accumulation and replay substepping, ensuring that `SimulatedDurationSeconds` consumed during replay matches the wall-clock elapsed time accumulated during forward prediction.
#### Scenario: Forward accumulated duration matches replay substep size
- **WHEN** the client accumulates pending input for 100ms of server-time
- **WHEN** the client accumulates pending input for 100ms of wall-clock elapsed time
- **THEN** the replay path consumes the same 100ms in 50ms substeps
- **THEN** the forward accumulated duration and replay duration are derived from the same cadence constant
- **THEN** the forward accumulated duration and replay duration are both derived from the same wall-clock time source