コード例 #1
0
        public bool OnUpdate(float deltaTime)
        {
            _stopwatch.Stop();
            double elapsed = _stopwatch.Elapsed.TotalSeconds;

            _stopwatch.Restart();

            if (_game.type == FrameSyncGameType.Online && _game.gameState == FrameSyncGameState.Running)
            {
                _inputSampleTimer += deltaTime;
                int serverPlayerFrameCount = PlayerFrameCountOnServer;
                int localServerFrameCount  = LocalServerFrameCount;

                bool adjusted = false;

                if (_game.clientSidePrediction)
                {
                    FrameSyncTime.DoFixedTickIfNecessary((float)elapsed, serverPlayerFrameCount, () =>
                    {
                        if (_localCounter == 0)
                        {
                            _stopwatch1.Start();
                        }
                        _localCounter++;
                        SWConsole.Debug($"=====[OnUpdate] serverPlayerFrameCount={serverPlayerFrameCount} =====");
                        FlushInputOnlinePrediction();
                        RunningOnlineWithPrediction();

                        if (_localCounter == 900)
                        {
                            _stopwatch1.Stop();
                            double elapsed1 = _stopwatch1.Elapsed.TotalSeconds;
                            //SWConsole.Error($"elapsed={elapsed1}");
                        }
                    });
                }
                else
                {
                    adjusted = FrameSyncTime.Adjust(serverPlayerFrameCount, localServerFrameCount, deltaTime);

                    if (_inputSampleTimer > FrameSyncTime.internalInputSampleInterval)
                    {
                        _inputSampleTimer = 0;

                        FlushInputOnline();
                    }
                }

                return(adjusted);
            }

            return(false);
        }
コード例 #2
0
        public static bool AdjustPrediction(int serverPlayerFrameCount, int localServerFrameCount, float deltaTime)
        {
            _adjustTimer += deltaTime;

            if (_adjustTimer > _adjustInterval)
            {
                _adjustTimer = 0;

                UpdateLocalServerFrameCount(localServerFrameCount);
                UpdateServerPlayerFrameCount(serverPlayerFrameCount);

                SWConsole.Debug($"[internalInputSampleInterval]");
                internalInputSampleInterval = Optimize(
                    internalInputSampleInterval,
                    _avgServerPlayerFrameCount,
                    _previousAvgServerPlayerFrameCount,
                    FrameSyncConstant.OPTIMIZED_SERVER_PREDICTION_PLAYER_FRAME_COUNT,
                    _maxDeltaTime,
                    _minDeltaTime,
                    0.05f,
                    0.2f,
                    FrameSyncConstant.DYNAMIC_ADJUST_SMALL_STEP,
                    FrameSyncConstant.DYNAMIC_ADJUST_STEP,
                    true);

                _previousAvgServerPlayerFrameCount = _avgServerPlayerFrameCount;

                //SWConsole.Debug($"[internalFixedDeltaTime]");
                //internalFixedDeltaTime = Optimize(
                //    internalFixedDeltaTime,
                //    _avgLocalServerFrameCount,
                //    _previousAvgLocalServerFrameCount,
                //    FrameSyncConstant.OPTIMIZED_LOCAL_PREDICTION_FRAME_COUNT,
                //    _maxDeltaTime,
                //    _minDeltaTime,
                //    0.1f,
                //    0.1f,
                //    FrameSyncConstant.DYNAMIC_ADJUST_SMALL_STEP,
                //    FrameSyncConstant.DYNAMIC_ADJUST_STEP,
                //    false);

                //_previousAvgLocalServerFrameCount = _avgLocalServerFrameCount;

                return(false);
            }

            return(false);
        }
コード例 #3
0
        static float Optimize(
            float currentTime,
            float value,
            float previousValue,
            float optimizedValue,
            float maxValue,
            float minValue,
            float optimizerDelta,
            float countDelta,
            float smallStep,
            float largeStep,
            bool reversed)
        {
            float delta = previousValue - value;

            SWConsole.Debug($"=========================Optimize=================================");
            SWConsole.Debug($"previousValue={previousValue}");
            SWConsole.Debug($"value={value}");
            SWConsole.Debug($"delta={delta}");
            OptimizerState optimizerState = OptimizerState.Constant;

            if (delta > optimizerDelta)
            {
                optimizerState = OptimizerState.Decreasing;
            }
            else if (delta < -optimizerDelta)
            {
                optimizerState = OptimizerState.Increasing;
            }

            float deltaToOptimized = optimizedValue - value;

            OptimizerCountState countState = OptimizerCountState.Optimized;

            if (deltaToOptimized > countDelta)
            {
                countState = OptimizerCountState.NotEnough;
            }
            else if (deltaToOptimized < -countDelta)
            {
                countState = OptimizerCountState.TooMany;
            }

            bool shouldSlowDown      = false;
            bool shouldSlowDownSmall = false;
            bool shouldSpeedUpSmall  = false;
            bool shouldSpeedUp       = false;

            if (reversed)
            {
                shouldSpeedUp  = (countState == OptimizerCountState.NotEnough && optimizerState == OptimizerState.Decreasing);
                shouldSpeedUp |= (countState == OptimizerCountState.Optimized && optimizerState == OptimizerState.Decreasing);

                shouldSlowDown  = (countState == OptimizerCountState.TooMany && optimizerState == OptimizerState.Increasing);
                shouldSlowDown |= (countState == OptimizerCountState.Optimized && optimizerState == OptimizerState.Increasing);

                shouldSpeedUpSmall  = (optimizerState == OptimizerState.Constant && countState == OptimizerCountState.NotEnough);
                shouldSlowDownSmall = (optimizerState == OptimizerState.Constant && countState == OptimizerCountState.TooMany);
            }
            else
            {
                shouldSlowDown  = (countState == OptimizerCountState.NotEnough && optimizerState == OptimizerState.Decreasing);
                shouldSlowDown |= (countState == OptimizerCountState.Optimized && optimizerState == OptimizerState.Decreasing);

                shouldSpeedUp  = (countState == OptimizerCountState.TooMany && optimizerState == OptimizerState.Increasing);
                shouldSpeedUp |= (countState == OptimizerCountState.Optimized && optimizerState == OptimizerState.Increasing);

                shouldSlowDownSmall = (optimizerState == OptimizerState.Constant && countState == OptimizerCountState.NotEnough);
                shouldSpeedUpSmall  = (optimizerState == OptimizerState.Constant && countState == OptimizerCountState.TooMany);
            }

            SWConsole.Debug($"optimizerState={optimizerState}");
            SWConsole.Debug($"countState={countState}");

            float result = currentTime;

            if (shouldSpeedUp)
            {
                result = currentTime * largeStep;
                if (result < minValue)
                {
                    result = minValue;
                }
                SWConsole.Debug($"shouldSpeedUp");
            }
            else if (shouldSpeedUpSmall)
            {
                result = currentTime * smallStep;
                if (result < minValue)
                {
                    result = minValue;
                }
                SWConsole.Debug($"shouldSpeedUpSmall");
            }
            else if (shouldSlowDown)
            {
                result = currentTime / largeStep;
                if (result > maxValue)
                {
                    result = maxValue;
                }
                SWConsole.Debug($"shouldSlowDown");
            }
            else if (shouldSlowDownSmall)
            {
                result = currentTime / smallStep;
                if (result > maxValue)
                {
                    result = maxValue;
                }
                SWConsole.Debug($"shouldSlowDownSmall");
            }

            SWConsole.Debug($"result={result}");

            return(result);
        }