137 lines
4.8 KiB
C#
137 lines
4.8 KiB
C#
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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public long? LastAuthoritativeTick { get; private set; }
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public long? LastAcknowledgedMoveTick { get; private set; }
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/// <summary>
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/// Time of the last received authoritative state, used to compute
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/// actual elapsed wall-clock time for accumulation synchronization.
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/// </summary>
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private float _lastAuthoritativeStateTime = float.NegativeInfinity;
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/// <summary>
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/// Returns the wall-clock time of the last authoritative state arrival.
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/// Valid only after TryApplyAuthoritativeState has been called at least once.
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/// </summary>
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public float LastAuthoritativeStateTime => _lastAuthoritativeStateTime;
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public IReadOnlyList<PredictedMoveStep> PendingInputs => pendingInputs;
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/// <summary>
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/// 清空所有 pending inputs。
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/// 用于 Reconcile 后清理已重放的输入,避免它们的时间被继续累积。
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/// </summary>
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public void ClearPendingInputs()
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{
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pendingInputs.Clear();
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}
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public void Record(MoveInput input)
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{
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if (input == null)
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{
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throw new ArgumentNullException(nameof(input));
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}
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if (pendingInputs.Count > 0 && pendingInputs[^1].Input.Tick >= input.Tick)
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{
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return;
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}
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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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{
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if (pendingInputs.Count == 0 || 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 + simulatedDurationSeconds);
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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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{
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if (pendingInputs.Count == 0 || elapsedSinceLastState <= 0f || !float.IsFinite(elapsedSinceLastState))
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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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}
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public bool TryApplyAuthoritativeState(PlayerState state, float currentTime,
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out IReadOnlyList<PredictedMoveStep> replayInputs)
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{
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if (state == null)
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{
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throw new ArgumentNullException(nameof(state));
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}
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if (LastAuthoritativeTick.HasValue && state.Tick <= LastAuthoritativeTick.Value)
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{
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replayInputs = Array.Empty<PredictedMoveStep>();
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return false;
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}
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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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// 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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_lastAuthoritativeStateTime = currentTime;
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return true;
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}
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/// <summary>
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/// 只清除已确认的旧输入,不触发 replay,不更新 LastAuthoritativeTick。
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/// 用于在校正被禁用时,保持 predictionBuffer 的输入与服务端同步。
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/// </summary>
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public void PruneAcknowledgedInputs(long acknowledgedMoveTick)
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{
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if (acknowledgedMoveTick <= 0)
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{
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return;
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}
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pendingInputs.RemoveAll(input => input.Input.Tick <= acknowledgedMoveTick);
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LastAcknowledgedMoveTick = acknowledgedMoveTick;
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}
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}
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}
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