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2025-06-16 15:14:23 +02:00
committed by devbeni
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commit 4ff561284f
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// Applies HistoryBounds to the physics world by projecting to a trigger Collider.
// This way we can use Physics.Raycast on it.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/ Lag Compensation/ History Collider")]
public class HistoryCollider : MonoBehaviour
{
[Header("Components")]
[Tooltip("The object's actual collider. We need to know where it is, and how large it is.")]
public Collider actualCollider;
[Tooltip("The helper collider that the history bounds are projected onto.\nNeeds to be added to a child GameObject to counter-rotate an axis aligned Bounding Box onto it.\nThis is only used by this component.")]
public BoxCollider boundsCollider;
[Header("History")]
[Tooltip("Keep this many past bounds in the buffer. The larger this is, the further we can raycast into the past.\nMaximum time := historyAmount * captureInterval")]
public int boundsLimit = 8;
[Tooltip("Gather N bounds at a time into a bucket for faster encapsulation. A factor of 2 will be twice as fast, etc.")]
public int boundsPerBucket = 2;
[Tooltip("Capture bounds every 'captureInterval' seconds. Larger values will require fewer computations, but may not capture every small move.")]
public float captureInterval = 0.100f; // 100 ms
double lastCaptureTime = 0;
[Header("Debug")]
public Color historyColor = new Color(1.0f, 0.5f, 0.0f, 1.0f);
public Color currentColor = Color.red;
protected HistoryBounds history = null;
protected virtual void Awake()
{
history = new HistoryBounds(boundsLimit, boundsPerBucket);
// ensure colliders were set.
// bounds collider should always be a trigger.
if (actualCollider == null) Debug.LogError("HistoryCollider: actualCollider was not set.");
if (boundsCollider == null) Debug.LogError("HistoryCollider: boundsCollider was not set.");
if (boundsCollider.transform.parent != transform) Debug.LogError("HistoryCollider: boundsCollider must be a child of this GameObject.");
if (!boundsCollider.isTrigger) Debug.LogError("HistoryCollider: boundsCollider must be a trigger.");
}
// capturing and projecting onto colliders should use physics update
protected virtual void FixedUpdate()
{
// capture current bounds every interval
if (NetworkTime.localTime >= lastCaptureTime + captureInterval)
{
lastCaptureTime = NetworkTime.localTime;
CaptureBounds();
}
// project bounds onto helper collider
ProjectBounds();
}
protected virtual void CaptureBounds()
{
// grab current collider bounds
// this is in world space coordinates, and axis aligned
// TODO double check
Bounds bounds = actualCollider.bounds;
// insert into history
history.Insert(bounds);
}
protected virtual void ProjectBounds()
{
// grab total collider encapsulating all of history
Bounds total = history.total;
// don't assign empty bounds, this will throw a Unity warning
if (history.boundsCount == 0) return;
// scale projection doesn't work yet.
// for now, don't allow scale changes.
if (transform.lossyScale != Vector3.one)
{
Debug.LogWarning($"HistoryCollider: {name}'s transform global scale must be (1,1,1).");
return;
}
// counter rotate the child collider against the gameobject's rotation.
// we need this to always be axis aligned.
boundsCollider.transform.localRotation = Quaternion.Inverse(transform.rotation);
// project world space bounds to collider's local space
boundsCollider.center = boundsCollider.transform.InverseTransformPoint(total.center);
boundsCollider.size = total.size; // TODO projection?
}
// TODO runtime drawing for debugging?
protected virtual void OnDrawGizmos()
{
// draw total bounds
Gizmos.color = historyColor;
Gizmos.DrawWireCube(history.total.center, history.total.size);
// draw current bounds
Gizmos.color = currentColor;
Gizmos.DrawWireCube(actualCollider.bounds.center, actualCollider.bounds.size);
}
}
}

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// Add this component to a Player object with collider.
// Automatically keeps a history for lag compensation.
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
public struct Capture3D : Capture
{
public double timestamp { get; set; }
public Vector3 position;
public Vector3 size;
public Capture3D(double timestamp, Vector3 position, Vector3 size)
{
this.timestamp = timestamp;
this.position = position;
this.size = size;
}
public void DrawGizmo()
{
Gizmos.DrawWireCube(position, size);
}
public static Capture3D Interpolate(Capture3D from, Capture3D to, double t) =>
new Capture3D(
0, // interpolated snapshot is applied directly. don't need timestamps.
Vector3.LerpUnclamped(from.position, to.position, (float)t),
Vector3.LerpUnclamped(from.size, to.size, (float)t)
);
public override string ToString() => $"(time={timestamp} pos={position} size={size})";
}
[DisallowMultipleComponent]
[AddComponentMenu("Network/ Lag Compensation/ Lag Compensator")]
[HelpURL("https://mirror-networking.gitbook.io/docs/manual/general/lag-compensation")]
public class LagCompensator : NetworkBehaviour
{
[Header("Components")]
[Tooltip("The collider to keep a history of.")]
public Collider trackedCollider; // assign this in inspector
[Header("Settings")]
public LagCompensationSettings lagCompensationSettings = new LagCompensationSettings();
double lastCaptureTime;
// lag compensation history of <timestamp, capture>
readonly Queue<KeyValuePair<double, Capture3D>> history = new Queue<KeyValuePair<double, Capture3D>>();
[Header("Debugging")]
public Color historyColor = Color.white;
[ServerCallback]
protected virtual void Update()
{
// capture lag compensation snapshots every interval.
// NetworkTime.localTime because Unity 2019 doesn't have 'double' time yet.
if (NetworkTime.localTime >= lastCaptureTime + lagCompensationSettings.captureInterval)
{
lastCaptureTime = NetworkTime.localTime;
Capture();
}
}
[ServerCallback]
protected virtual void Capture()
{
// capture current state
Capture3D capture = new Capture3D(
NetworkTime.localTime,
trackedCollider.bounds.center,
trackedCollider.bounds.size
);
// insert into history
LagCompensation.Insert(history, lagCompensationSettings.historyLimit, NetworkTime.localTime, capture);
}
protected virtual void OnDrawGizmos()
{
// draw history
Gizmos.color = historyColor;
LagCompensation.DrawGizmos(history);
}
// sampling ////////////////////////////////////////////////////////////
// sample the sub-tick (=interpolated) history of this object for a hit test.
// 'viewer' needs to be the player who fired!
// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
[ServerCallback]
public virtual bool Sample(NetworkConnectionToClient viewer, out Capture3D sample)
{
// never trust the client: estimate client time instead.
// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
// the estimation is very good. the error is as low as ~6ms for the demo.
// note that passing 'rtt' is fine: EstimateTime halves it to latency.
double estimatedTime = LagCompensation.EstimateTime(NetworkTime.localTime, viewer.rtt, NetworkClient.bufferTime);
// sample the history to get the nearest snapshots around 'timestamp'
if (LagCompensation.Sample(history, estimatedTime, lagCompensationSettings.captureInterval, out Capture3D resultBefore, out Capture3D resultAfter, out double t))
{
// interpolate to get a decent estimation at exactly 'timestamp'
sample = Capture3D.Interpolate(resultBefore, resultAfter, t);
return true;
}
else Debug.Log($"CmdClicked: history doesn't contain {estimatedTime:F3}");
sample = default;
return false;
}
// convenience tests ///////////////////////////////////////////////////
// there are multiple different ways to check a hit against the sample:
// - raycasting
// - bounds.contains
// - increasing bounds by tolerance and checking contains
// - threshold to bounds.closestpoint
// let's offer a few solutions directly and see which users prefer.
// bounds check: checks distance to closest point on bounds in history @ -rtt.
// 'viewer' needs to be the player who fired!
// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
// this is super simple and fast, but not 100% physically accurate since we don't raycast.
[ServerCallback]
public virtual bool BoundsCheck(
NetworkConnectionToClient viewer,
Vector3 hitPoint,
float toleranceDistance,
out float distance,
out Vector3 nearest)
{
// first, sample the history at -rtt of the viewer.
if (Sample(viewer, out Capture3D capture))
{
// now that we know where the other player was at that time,
// we can see if the hit point was within tolerance of it.
// TODO consider rotations???
// TODO consider original collider shape??
Bounds bounds = new Bounds(capture.position, capture.size);
nearest = bounds.ClosestPoint(hitPoint);
distance = Vector3.Distance(nearest, hitPoint);
return distance <= toleranceDistance;
}
nearest = hitPoint;
distance = 0;
return false;
}
// raycast check: creates a collider the sampled position and raycasts to hitPoint.
// 'viewer' needs to be the player who fired!
// for example, if A fires at B, then call B.Sample(viewer, point, tolerance).
// this is physically accurate (checks against walls etc.), with the cost
// of a runtime instantiation.
//
// originPoint: where the player fired the weapon.
// hitPoint: where the player's local raycast hit.
// tolerance: scale up the sampled collider by % in order to have a bit of a tolerance.
// 0 means no extra tolerance, 0.05 means 5% extra tolerance.
// layerMask: the layer mask to use for the raycast.
[ServerCallback]
public virtual bool RaycastCheck(
NetworkConnectionToClient viewer,
Vector3 originPoint,
Vector3 hitPoint,
float tolerancePercent,
int layerMask,
out RaycastHit hit)
{
// first, sample the history at -rtt of the viewer.
if (Sample(viewer, out Capture3D capture))
{
// instantiate a real physics collider on demand.
// TODO rotation??
// TODO different collier types??
GameObject temp = new GameObject("LagCompensatorTest");
temp.transform.position = capture.position;
BoxCollider tempCollider = temp.AddComponent<BoxCollider>();
tempCollider.size = capture.size * (1 + tolerancePercent);
// raycast
Vector3 direction = hitPoint - originPoint;
float maxDistance = direction.magnitude * 2;
bool result = Physics.Raycast(originPoint, direction, out hit, maxDistance, layerMask);
// cleanup
Destroy(temp);
return result;
}
hit = default;
return false;
}
}
}

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