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Assets/Mirror/Examples/Snapshot Interpolation/ServerCube.cs
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108
Assets/Mirror/Examples/Snapshot Interpolation/ServerCube.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror.Examples.SnapshotInterpolationDemo
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{
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public class ServerCube : MonoBehaviour
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{
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[Header("Components")]
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public ClientCube client;
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[Header("Movement")]
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public float distance = 10;
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public float speed = 3;
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Vector3 start;
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[Header("Snapshot Interpolation")]
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[Tooltip("Send N snapshots per second. Multiples of frame rate make sense.")]
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public int sendRate = 30; // in Hz. easier to work with as int for EMA. easier to display '30' than '0.333333333'
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public float sendInterval => 1f / sendRate;
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float lastSendTime;
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[Header("Latency Simulation")]
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[Tooltip("Latency in seconds")]
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public float latency = 0.05f; // 50 ms
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[Tooltip("Latency jitter, randomly added to latency.")]
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[Range(0, 1)] public float jitter = 0.05f;
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[Tooltip("Packet loss in %")]
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[Range(0, 1)] public float loss = 0.1f;
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[Tooltip("Scramble % of unreliable messages, just like over the real network. Mirror unreliable is unordered.")]
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[Range(0, 1)] public float scramble = 0.1f;
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// random
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// UnityEngine.Random.value is [0, 1] with both upper and lower bounds inclusive
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// but we need the upper bound to be exclusive, so using System.Random instead.
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// => NextDouble() is NEVER < 0 so loss=0 never drops!
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// => NextDouble() is ALWAYS < 1 so loss=1 always drops!
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System.Random random = new System.Random();
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// hold on to snapshots for a little while before delivering
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// <deliveryTime, snapshot>
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List<(double, Snapshot3D)> queue = new List<(double, Snapshot3D)>();
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// latency simulation:
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// always a fixed value + some jitter.
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float SimulateLatency() => latency + Random.value * jitter;
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void Start()
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{
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start = transform.position;
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}
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void Update()
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{
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// move on XY plane
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float x = Mathf.PingPong(Time.time * speed, distance);
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transform.position = new Vector3(start.x + x, start.y, start.z);
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// broadcast snapshots every interval
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if (Time.time >= lastSendTime + sendInterval)
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{
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Send(transform.position);
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lastSendTime = Time.time;
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}
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Flush();
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}
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void Send(Vector3 position)
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{
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// create snapshot
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// Unity 2019 doesn't have Time.timeAsDouble yet
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Snapshot3D snap = new Snapshot3D(NetworkTime.localTime, 0, position);
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// simulate packet loss
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bool drop = random.NextDouble() < loss;
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if (!drop)
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{
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// simulate scramble (Random.Next is < max, so +1)
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bool doScramble = random.NextDouble() < scramble;
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int last = queue.Count;
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int index = doScramble ? random.Next(0, last + 1) : last;
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// simulate latency
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float simulatedLatency = SimulateLatency();
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// Unity 2019 doesn't have Time.timeAsDouble yet
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double deliveryTime = NetworkTime.localTime + simulatedLatency;
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queue.Insert(index, (deliveryTime, snap));
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}
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}
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void Flush()
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{
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// flush ready snapshots to client
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for (int i = 0; i < queue.Count; ++i)
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{
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(double deliveryTime, Snapshot3D snap) = queue[i];
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// Unity 2019 doesn't have Time.timeAsDouble yet
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if (NetworkTime.localTime >= deliveryTime)
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{
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client.OnMessage(snap);
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queue.RemoveAt(i);
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--i;
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}
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}
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}
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}
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}
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