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https://github.com/GTA-ASM/SanAndreasUnity
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1 changed files with 23 additions and 23 deletions
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@ -74,7 +74,7 @@ namespace SanAndreasUnity.Net
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public float CalculatedAngularVelocityMagnitude;
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// timestamp of server when this data was sent (batch timestamp)
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public double sentNetworkTime;
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public double RemoteTimeStamp;
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public void Apply(Transform tr)
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{
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@ -94,9 +94,9 @@ namespace SanAndreasUnity.Net
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// choice than List, because
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// we often remove multiple elements from it, so the comparison boils down to: Dequeue() multiple
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// times vs RemoveRange().
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private Queue<SyncData> m_syncDataBuffer = null; // null to save memory server-side
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private Queue<SyncData> m_snapshotBuffer = null; // null to save memory server-side
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public int SnapshotBufferCount => m_syncDataBuffer?.Count ?? 0;
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public int SnapshotBufferCount => m_snapshotBuffer?.Count ?? 0;
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// cached for fast access, otherwise we would have to iterate through Queue
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private SyncData m_lastAddedSnapshot;
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@ -130,7 +130,7 @@ namespace SanAndreasUnity.Net
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var syncData = new SyncData();
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syncData.sentNetworkTime = NetworkClient.connection.remoteTimeStamp;
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syncData.RemoteTimeStamp = NetworkClient.connection.remoteTimeStamp;
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syncData.Position = reader.ReadVector3();// + syncData.velocity * this.syncInterval;
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syncData.Rotation = Quaternion.Euler(reader.ReadVector3());
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@ -154,7 +154,7 @@ namespace SanAndreasUnity.Net
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this.AddToVisualization(syncData);
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}
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this.AddToBuffer(syncData);
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this.AddToSnapshotBuffer(syncData);
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}
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void AddToVisualization(SyncData syncData)
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@ -192,30 +192,30 @@ namespace SanAndreasUnity.Net
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}
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}
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private void AddToBuffer(SyncData syncData)
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private void AddToSnapshotBuffer(SyncData syncData)
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{
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if (m_parameters.clientUpdateType != ClientUpdateType.SnapshotInterpolation)
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{
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m_syncDataBuffer = null;
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m_snapshotBuffer = null;
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return;
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}
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m_syncDataBuffer ??= new Queue<SyncData>();
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m_snapshotBuffer ??= new Queue<SyncData>();
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if (m_syncDataBuffer.Count == 0)
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if (m_snapshotBuffer.Count == 0)
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{
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m_syncDataBuffer.Enqueue(syncData);
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m_snapshotBuffer.Enqueue(syncData);
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m_lastAddedSnapshot = syncData;
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return;
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}
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if (m_lastAddedSnapshot.sentNetworkTime >= syncData.sentNetworkTime)
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if (m_lastAddedSnapshot.RemoteTimeStamp >= syncData.RemoteTimeStamp)
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{
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// can happen if packets arrive out of order (eg. on UDP transport)
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return;
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}
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m_syncDataBuffer.Enqueue(syncData);
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m_snapshotBuffer.Enqueue(syncData);
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m_lastAddedSnapshot = syncData;
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}
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@ -256,7 +256,7 @@ namespace SanAndreasUnity.Net
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private void UpdateClientUsingSnapshotInterpolation()
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{
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if (null == m_syncDataBuffer || m_syncDataBuffer.Count == 0)
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if (null == m_snapshotBuffer || m_snapshotBuffer.Count == 0)
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return;
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double currentNetworkTime = NetworkTime.time - m_parameters.snapshotLatency;
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@ -269,9 +269,9 @@ namespace SanAndreasUnity.Net
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// note: using foreach with Queue<T> will not allocate memory
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bool isFirst = true;
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bool foundFirstHigher = false;
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foreach (SyncData snapshot in m_syncDataBuffer)
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foreach (SyncData snapshot in m_snapshotBuffer)
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{
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if (snapshot.sentNetworkTime >= currentNetworkTime)
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if (snapshot.RemoteTimeStamp >= currentNetworkTime)
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{
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syncDataOfHigher = snapshot;
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if (isFirst)
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@ -292,7 +292,7 @@ namespace SanAndreasUnity.Net
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}
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// interpolate between lower and higher syncdata
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double ratio = (currentNetworkTime - syncDataOfLower.sentNetworkTime) / (syncDataOfHigher.sentNetworkTime - syncDataOfLower.sentNetworkTime);
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double ratio = (currentNetworkTime - syncDataOfLower.RemoteTimeStamp) / (syncDataOfHigher.RemoteTimeStamp - syncDataOfLower.RemoteTimeStamp);
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if (double.IsNaN(ratio))
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ratio = 1;
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ratio = Mathd.Clamp01(ratio);
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@ -300,7 +300,7 @@ namespace SanAndreasUnity.Net
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this.Apply(interpolated);
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// remove old snapshots, but be careful not to remove the current lower snapshot
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this.RemoveOldSnapshots(System.Math.Min(currentNetworkTime, syncDataOfLower.sentNetworkTime));
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this.RemoveOldSnapshots(System.Math.Min(currentNetworkTime, syncDataOfLower.RemoteTimeStamp));
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}
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@ -308,12 +308,12 @@ namespace SanAndreasUnity.Net
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{
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while (true)
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{
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if (m_syncDataBuffer.Count == 0)
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if (m_snapshotBuffer.Count == 0)
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break;
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SyncData syncData = m_syncDataBuffer.Peek();
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if (syncData.sentNetworkTime < currentNetworkTime)
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m_syncDataBuffer.Dequeue();
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SyncData syncData = m_snapshotBuffer.Peek();
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if (syncData.RemoteTimeStamp < currentNetworkTime)
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m_snapshotBuffer.Dequeue();
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else
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break;
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}
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@ -390,7 +390,7 @@ namespace SanAndreasUnity.Net
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m_currentSyncData.CalculatedVelocityMagnitude = float.PositiveInfinity;
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m_currentSyncData.CalculatedAngularVelocityMagnitude = float.PositiveInfinity;
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m_nextSyncData = null;
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m_syncDataBuffer?.Clear();
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m_snapshotBuffer?.Clear();
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}
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public void WarpToLatestSyncData()
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@ -405,7 +405,7 @@ namespace SanAndreasUnity.Net
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m_currentSyncData = syncData;
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m_nextSyncData = null;
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m_syncDataBuffer?.Clear();
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m_snapshotBuffer?.Clear();
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}
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public SyncData GetLatestSyncData()
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