Пример #1
0
        //should include startFrame, include endframe
        public void HandleInputFramesInBackground(SWBytes initialInputFramesData, int startFrameNumber, int endFrameNumber)
        {
            lock (FRAME_SYNC_LOCK)
            {
                if (_game.gameState == FrameSyncGameState.Stopped)
                {
                    return;
                }
                SWConsole.Info($"HandleInputFramesInBackground startFrameNumber={startFrameNumber} endFrameNumber={endFrameNumber}");
                _startFrameNumber = startFrameNumber;
                _endFrameNumber   = endFrameNumber;
                _initialInputFrameDeltas.Clear();
                _initialInputFramesData = initialInputFramesData;
                for (int i = startFrameNumber; i < endFrameNumber; i++)
                {
                    InputFrameDelta delta  = new InputFrameDelta();
                    byte            length = initialInputFramesData.PopByte();
                    initialInputFramesData.PopByteBuffer(delta.bytes, 0, length);
                    _initialInputFrameDeltas.Add(delta);
                }

                int expected = endFrameNumber - startFrameNumber;
                int got      = _initialInputFrameDeltas.Count;
                //reset read index, we will save the data to disk later
                _initialInputFramesData.SetReadIndex(0);
                if (expected != got)
                {
                    SWConsole.Error($"HandleInputFramesInBackground got={got} expected={expected}");
                }
            }
        }
Пример #2
0
        int Simulate(int frameNumber)
        {
            SWConsole.Crit($"Engine: Simulate frameNumber={frameNumber}");

            InputFrame lastInputFrame = inputFrames[frameNumber - 1];

            InputFrameDelta lastInputFrameDelta = inputFrameDeltas[frameNumber - 1];

            int playerFrameNumber = lastInputFrameDelta.playerFrameNumber;

            InputFrame inputFrame = inputFrames[frameNumber];

            if (inputFrame == null)
            {
                inputFrame = new InputFrame(frameNumber);
                inputFrames[frameNumber] = inputFrame;
            }

            inputFrame.FrameNumber = frameNumber;
            inputFrame.ResetBytes();

            if (lastInputFrame == null || _input == null || inputFrame == null || lastInputFrameDelta == null)
            {
                SWConsole.Error($"Engine: Simulate input data is nil {lastInputFrame} {_input} {inputFrame} {lastInputFrameDelta}");
            }

            lastInputFrameDelta.Apply(_input, lastInputFrame, inputFrame);

            FrameSyncUpdateType updateType = FrameSyncUpdateType.Normal;

            DoSimulate(updateType, inputFrame, frameNumber);

            return(playerFrameNumber);
        }
Пример #3
0
        public void SendInputFrameDeltas(SWBytes inputFrameDeltas, int count, byte inputSize)
        {
            for (int i = 0; i < count; i++)
            {
                int playerFrameNumber    = inputFrameDeltas.PopInt();
                int predictedFrameNumber = inputFrameDeltas.PopInt();

                byte length = inputFrameDeltas.PopByte();

                if (playerFrameNumber == _lastReceivedPlayerFrameNumber + 1)
                {
                    int correctPredictedFrameNumber = 0;

                    if (predictedFrameNumber != 0)
                    {
                        correctPredictedFrameNumber = _lastPredictedFrameNumber + 1;
                        _predictedFrameNumber       = predictedFrameNumber;
                        _correctFrameNumber         = correctPredictedFrameNumber;
                        SWConsole.Info($"MOCK: SendInputFrameDeltas playerFrameNumber={playerFrameNumber} correctPredictedFrameNumber={correctPredictedFrameNumber} _predictedFrameNumber={_predictedFrameNumber}");
                    }

                    InputFrameDelta delta = new InputFrameDelta();
                    delta.frameNumber = playerFrameNumber;
                    inputFrameDeltas.PopByteBuffer(delta.bytes, 0, length);
                    _receivedInputFrameDeltas.Enqueue(delta);
                    _lastReceivedPlayerFrameNumber = playerFrameNumber;
                    _lastPredictedFrameNumber      = correctPredictedFrameNumber;
                }
                else
                {
                    SWConsole.Info($"MOCK: SendInputFrameDeltas SKIP playerFrameNumber={playerFrameNumber}");
                    inputFrameDeltas.SkipRead(length);
                }
            }
        }
Пример #4
0
        static void DoAdjustmentForPrediction()
        {
            //if client prediction is enabled, input is sampled in fixed updated
            //so we only adjust fixed update delta time

            //error = actual server frame number - predicted server frame number
            if (_avgPredictionError > 1)
            {
                //predicted is less than actual
                //local should run faster so local can predicter a larger frame numbers
                internalFixedDeltaTime = internalFixedDeltaTime * FrameSyncConstant.DYNAMIC_ADJUST_STEP;
                if (internalFixedDeltaTime < _minDeltaTime)
                {
                    internalFixedDeltaTime = _minDeltaTime;
                }

                SWConsole.Warn($"Adjust FASTER internalFixedDeltaTime={internalFixedDeltaTime}");
            }
            else if (_avgPredictionError < -1)
            {
                //predicted is greater than actual
                //local should run slower so local can predict smaller frame numbers
                internalFixedDeltaTime = internalFixedDeltaTime / FrameSyncConstant.DYNAMIC_ADJUST_STEP;
                if (internalFixedDeltaTime > _maxDeltaTime)
                {
                    internalFixedDeltaTime = _maxDeltaTime;
                }

                SWConsole.Warn($"Adjust SLOWER internalFixedDeltaTime={internalFixedDeltaTime}");
            }
        }
Пример #5
0
        public static void InitDebugMode(string playerUID, int playerCount)
        {
            if (Instance != null)
            {
                return;
            }

            if (playerCount < 1 || playerCount > 8)
            {
                Debug.LogError($"{_debugName}: invalid player count. (Max=8)");
                return;
            }

            _debugMode        = true;
            _debugPlayerCount = playerCount;
            Instance          = new FrameSyncClient(playerUID);
            UnityThread.initUnityThread();
            SWConsole.SetLogger(new UnityLogger());
            SWConsole.level = ConsoleLogLevel.error;

            if (UnityEngine.Application.isPlaying)
            {
                GameObject obj = new GameObject("_SWFrameSyncClientBehaviour");
                //obj.hideFlags = HideFlags.HideAndDontSave;
                SWFrameSyncClientBehaviour cb = obj.AddComponent <SWFrameSyncClientBehaviour>();
                cb.SetClient(Instance);
            }
        }
Пример #6
0
        internal void Apply(FrameSyncInput input, InputFrame i1, InputFrame i2)
        {
            //copy i1 to i2
            SWBytes.CopyFull(i1.bytes, i2.bytes);

            //let input reset
            //important to reset triggers
            input.InputJustCopied(i2.bytes);

            //apply delta for each player
            byte inputSize = input.Size;

            SWConsole.Crit($"ApplyDelta delta frameNumber={frameNumber} {bytes.FullString()}");

            while (bytes.DataLength > 0)
            {
                byte            playerID = bytes.PopByte();
                FrameSyncPlayer player   = input.GetPlayer(playerID);
                if (player == null)
                {
                    SWConsole.Error($"InputFrameDelta Apply: player not found {playerID}");
                }
                byte offset = player.InputOffset;
                SWBytes.Copy(bytes, i2.bytes, bytes.ReadIndex, offset, inputSize);
                bytes.SkipRead(inputSize);
            }

            //reset read index
            bytes.SetReadIndex(0);

            //prepare bitarray
            input.InputDeltaJustApplied(i2.bytes);
        }
Пример #7
0
        public override int GetIntValue(BitArray bitArray)
        {
            int result = 0;

            for (int i = 0; i < _size; i++)
            {
                int  index = _bitOffset + i;
                bool bit   = bitArray[index];
                if (bit)
                {
                    result |= 1 << i;
                }
            }

            //-2, -1, 0, 1, 2
            // 0,  1, 2, 3, 4
            //if result is greater than the max value
            //the actual value = result - number of values
            //for example, for result 3, actual value = 3 - 5 = -2

            //is result valid?
            if (result > _nvalues)
            {
                SWConsole.Error($"invalid result({result}): result={result} min={_min} max={_max} default={_defaultValue}");
                result = _defaultValue;
            }
            else if (result > _max)
            {
                result = result - _nvalues;
            }

            return(result);
        }
Пример #8
0
 void OnDestroy()
 {
     SWConsole.Verbose("FrameSyncDebugger OnDestroy");
     _tcpConnection.OnConnectionEstablished -= _tcpConnection_OnConnectionEstablished;
     _tcpConnection.OnConnectionNewPacket   += _tcpConnection_OnConnectionNewPacket;
     _tcpConnection.Stop();
     _tcpConnection = null;
 }
Пример #9
0
    public void DidStep(FrameSyncEngine engine, FrameSyncGame game)
    {
        if (_watchStarted && game.gameState == FrameSyncGameState.Running)
        {
            _watchStarted = false;
            float ms = _watch.Stop();
            SWConsole.Verbose($"Debugger DidStep {game.frameNumber} ms={ms}");
            //_watcStarted might be in wrong state
            if (game.frameNumber == 0)
            {
                return;
            }

            _debugFrame.frameNumber           = game.frameNumber;
            _debugFrame.elapsedMS             = ms;
            _debugFrame.playerFrameOnServer   = engine.PlayerFrameCountOnServer;
            _debugFrame.localServerFrameCount = engine.LocalServerFrameCount;
            _debugFrame.inputSampleInterval   = FrameSyncTime.internalInputSampleInterval * 1000;
            _debugFrame.localStepInterval     = FrameSyncTime.internalFixedDeltaTime * 1000;

            SWSystemDataFrame systemDataFrame = engine.GetSystemDataFrame(game.frameNumber);
            _debugFrame.hash = systemDataFrame.bytes.Crc32();
            SWConsole.Verbose($"Debugger DidStep frame hash={_debugFrame.hash}");

            InputFrame           inputFrame  = engine.GetInputFrame(game.frameNumber);
            FrameSyncInput       input       = _agent.frameSyncInput;
            FrameSyncInputConfig inputConfig = input.inputConfig;

            _debugFrame.inputs.Clear();

            foreach (FrameSyncPlayer player in input._Players())
            {
                _debugFrame.inputs[player.PlayerID.ToString()] = player.ExportDictionary(inputConfig, inputFrame.bytes);
            }

            _debugFrame.staticBehaviours.Clear();
            List <StaticFrameSyncBehaviour> staticFrameSyncBehaviours = new List <StaticFrameSyncBehaviour>(StaticFrameSyncBehaviourManager._behaviours.Values);

            foreach (StaticFrameSyncBehaviour behaviour in staticFrameSyncBehaviours)
            {
                _debugFrame.staticBehaviours[behaviour.FrameSyncBehaviourID.ToString()] = behaviour.ExportDictionary();
            }

            string json = JSONWriter.ToJson(_debugFrame);
            SWConsole.Verbose(json);

            if (game.type == FrameSyncGameType.Offline)
            {
                SendData(json, 1);
            }
            else
            {
                SendData(json, game.localPlayer.PlayerID);
            }
        }
    }
Пример #10
0
 public void Initialize(FrameSyncAgent agent)
 {
     _tcpConnection = new SWTCPConnection();
     _tcpConnection.OnConnectionEstablished += _tcpConnection_OnConnectionEstablished;
     _tcpConnection.OnConnectionNewPacket   += _tcpConnection_OnConnectionNewPacket;
     SWConsole.Verbose("FrameSyncDebugger Initialized");
     _agent = agent;
     _tcpConnection.Connect(_host, _port);
     _initialzied = true;
 }
        void Awake()
        {
            if (instance)
            {
                Destroy(this);
            }

            DontDestroyOnLoad(gameObject);
            instance = this;
            SWConsole.Info("SWClientBehaviour awake");
        }
Пример #12
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);
        }
Пример #13
0
 void SetSaveHandler(int skipSaveIndex)
 {
     SWConsole.Warn($"SetSaveHandler skipSaveIndex={skipSaveIndex}");
     if (_game.replayFileName != null)
     {
         if (_saveHandler != null)
         {
             inputFrameDeltas.SetSaveDataHandler(_saveHandler, InputFrameDelta.DataSize);
             inputFrameDeltas.SetSkipSaveIndex(skipSaveIndex);
         }
     }
 }
Пример #14
0
        void RunningOnline()
        {
            SWConsole.Info($"Engine: ================RunningOnline {_currentInputFrameNumber + 1}=================");

            if (CanSimulateInputFrame(_currentInputFrameNumber + 1))
            {
                SimulateInputFrame(_currentInputFrameNumber + 1);
                ExportSimulationResult();
            }

            SWConsole.Info("Engine: ================end=================");
        }
Пример #15
0
 internal CompressedIntInputDataController(byte bitOffset, int min, int max, byte size, int defaultValue = 0) : base(bitOffset)
 {
     _min          = min;
     _max          = max;
     _nvalues      = _max - _min + 1;
     _size         = size;
     _defaultValue = defaultValue;
     if (_defaultValue < _min || _defaultValue > _max)
     {
         SWConsole.Error($"Default value({_defaultValue}) should be between {_min} and {_max}. Using {_min} as the default value.");
         _defaultValue = _min;
     }
 }
Пример #16
0
        void FlushInputOnlinePrediction()
        {
            InputFrameDelta previousInputDelta = localInputFrameDeltas[_currentLocalInputFrameDeltaNumber];

            _currentLocalInputFrameDeltaNumber++;

            if (_nextPlayerFrameNumberToConfirm == 0)
            {
                _nextPlayerFrameNumberToConfirm = _currentLocalInputFrameDeltaNumber;
            }

            InputFrameDelta inputFrameDelta = localInputFrameDeltas[_currentLocalInputFrameDeltaNumber];

            if (inputFrameDelta == null)
            {
                inputFrameDelta = new InputFrameDelta(_currentLocalInputFrameDeltaNumber);
                localInputFrameDeltas[_currentLocalInputFrameDeltaNumber] = inputFrameDelta;
            }

            inputFrameDelta.frameNumber = _currentLocalInputFrameDeltaNumber;
            inputFrameDelta.resend      = FrameSyncConstant.LOCAL_INPUT_FRAME_RESEND_COUNT;
            inputFrameDelta.ResetBytes();
            _input.ExportInput(inputFrameDelta.bytes);

            bool inputChanged = false;

            if (previousInputDelta == null)
            {
                inputChanged = true;
            }
            else
            {
                bool sameInput = previousInputDelta.IsSameInput(inputFrameDelta);
                inputChanged = !sameInput;
            }

            if (!inputChanged)
            {
                SWConsole.Crit($"Engine: FlushInputOnlinePrediction Input did NOT Change: localFN={_currentLocalInputFrameDeltaNumber}");
                //_currentLocalInputFrameDeltaNumber--;
                //send an empty frame to keep the fixed delta time adjustment running
                inputFrameDelta.ResetBytes();
            }
            else
            {
                SWConsole.Crit($"Engine: FlushInputOnlinePrediction Input changed: localFN={_currentLocalInputFrameDeltaNumber}");
            }

            SendLocalInputs();
        }
Пример #17
0
 internal CompressedFloatInputDataController(byte bitOffset, Fix64 min, Fix64 max, Fix64 precision, byte size, Fix64 defaultValue, Func <Fix64, Fix64> predictionModifer) : base(bitOffset)
 {
     _min                = min;
     _max                = max;
     _precision          = precision;
     _nvalues            = (int)((_max - _min) / precision) + 1;
     _size               = size;
     _defaultValue       = defaultValue;
     _predictionModifier = predictionModifer;
     if (_defaultValue < _min || _defaultValue > _max)
     {
         SWConsole.Error($"Default value({_defaultValue}) should be between {_min} and {_max}. Using {_min} as the default value.");
         _defaultValue = _min;
     }
 }
Пример #18
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);
        }
Пример #19
0
        void WaitingForRoomFrame()
        {
            if (_firstFrameReceived > 0)
            {
                SWConsole.Crit($"WaitingForRoomFrame _firstFrameReceived={_firstFrameReceived}");
                InputFrameDelta delta = inputFrameDeltas[_firstFrameReceived];

                if (delta != null)
                {
                    SWConsole.Crit($"WaitingForRoomFrame delta not null Delta.frameNumber = {delta.frameNumber}");
                    if (delta.frameNumber == _firstFrameReceived)
                    {
                        if (_firstFrameReceived > 1)
                        {
                            _game.gameState = FrameSyncGameState.WaitingForInitialSystemData;
                            SWConsole.Crit($"WaitingForRoomFrame RequestInputFrames end={_firstFrameReceived}");

                            _io.RequestInputFrames(1, _firstFrameReceived);
                            SWConsole.Crit($"WaitingForRoomFrame game WaitingForInitialSystemData now");
                        }
                        else
                        {
                            //start from 1st frame
                            _currentInputFrameNumber = 1;

                            //create an empty input frame to start with
                            inputFrames[_currentInputFrameNumber] = new InputFrame(_currentInputFrameNumber);
                            _game.gameState = FrameSyncGameState.Running;
                            SetSaveHandler(0);
                            SWConsole.Crit($"WaitingForRoomFrame game running now");
                        }

                        ResetTimeStamp();
                        return;
                    }
                }
            }
            if (CheckInterval(FrameSyncConstant.SERVER_FRAME_INITIALIZATION_INTERVAL))
            {
                SWBytes buffer = new SWBytes(32);

                buffer.Push(0); //frame number
                buffer.Push(0); //predict
                byte length = 0;
                buffer.Push(length);
                _io.SendInputFrameDeltas(buffer, 1, _input.Size);
            }
        }
Пример #20
0
        void SaveInput(SWBytes data, int start, int end)
        {
            SWConsole.Info($"SaveItems start={start}, end={end}");

            if (end > _lastEndIndex)
            {
                _lastEndIndex = end;
            }

            return;

            string partialName            = _game.replayFileName + start.ToString("D6") + end.ToString("D6");
            SaveReplayoperation operation = new SaveReplayoperation(data.Data(), partialName);

            operationQueue.AddOperation(operation);
        }
Пример #21
0
        public FrameSyncPlayer CreateOfflineGamePlayer()
        {
            if (_gameState != FrameSyncGameState.Default)
            {
                SWConsole.Error("SWFrameSyncGame: not allow to add players after starting the game");
                return(null);
            }

            FrameSyncPlayer player = _input.CreatePlayer(_offlineGamePlayerID);

            _offlineGamePlayerID++;

            OnNewPlayerCreated(player);

            return(player);
        }
Пример #22
0
        void RestoreToConfirmedFrame()
        {
            //skip the first frame because there is no systemData to restore to
            if (_currentInputFrameNumber > 1)
            {
                SWConsole.Crit($"Engine: RestoreToConfirmedFrame {_currentInputFrameNumber}");
                SWSystemDataFrame systemDataFrame = systemDataFrames[_currentInputFrameNumber];

                IRestorable restorable = systemDataFrame.GetUserRestorable();
                if (restorable != null)
                {
                    restorable.Restore();
                }

                ReloadSystemDataSnapshot(systemDataFrame.bytes);
                systemDataFrame.bytes.SetReadIndex(0);
            }
        }
Пример #23
0
        public static bool Adjust(int predictionError, float deltaTime)
        {
            _adjustTimer += deltaTime;

            if (_adjustTimer > _adjustInterval)
            {
                _adjustTimer = 0;
                SWConsole.Warn($"======================Adjust=======================");
                //SWConsole.Warn($"Adjust serverPlayerFrameCount={serverPlayerFrameCount} localServerFrameCount={localServerFrameCount}");
                UpdatePredictionError(predictionError);
                //SWConsole.Warn($"Adjust AVG _avgServerPlayerFrameCount={_avgServerPlayerFrameCount} _avgLocalServerFrameCount={_avgLocalServerFrameCount}");
                DoAdjustmentForPrediction();

                return(true);
            }

            return(false);
        }
Пример #24
0
        void WaitingForInitialSystemData()
        {
            if (HasNewInitialInputFrameDeltas())
            {
                //play all initial input frame
                SWConsole.Crit($"WaitingForInitialSystemData has initial input deltas startFrameNumber={_startFrameNumber}");
                InputFrame inputFrame1 = new InputFrame();
                InputFrame inputFrame2 = new InputFrame();

                int frameNumber = _startFrameNumber + 1; //if start number is 1 delta, we need to simulate 2 because 2 = 1 input + 1 delta
                foreach (InputFrameDelta delta in _initialInputFrameDeltas)
                {
                    inputFrame2.ResetBytes();
                    delta.Apply(_input, inputFrame1, inputFrame2);

                    FrameSyncUpdateType updateType = FrameSyncUpdateType.Restore;
                    SWConsole.Crit($"WaitingForInitialSystemData simulate {frameNumber}");

                    DoSimulate(updateType, inputFrame2, frameNumber);

                    InputFrame temp = inputFrame1;
                    inputFrame1 = inputFrame2;
                    inputFrame2 = temp;
                    frameNumber++;
                }

                //start from the last restored frame;
                frameNumber--;
                _currentInputFrameNumber = frameNumber;
                ExportSimulationResult();
                //create an empty input frame to start with
                inputFrames[frameNumber] = inputFrame1;
                //export system data
                ExportSimulationResult();
                SWConsole.Warn($"WaitingForInitialSystemData _initialInputFramesData={_initialInputFramesData.DataLength}");
                _saveHandler(_initialInputFramesData, _startFrameNumber, _endFrameNumber);
                _game.gameState = FrameSyncGameState.Running;

                SetSaveHandler(_endFrameNumber - 1); //end frame was excluded from initial frames, so we want to save it
                SWConsole.Crit($"WaitingForInitialSystemData game is running now _currentInputFrameNumber={_currentInputFrameNumber}");
                ResetTimeStamp();
                return;
            }
        }
        public static FrameSyncInputSetting CompressedIntInput(string name, int min, int max, int defaultValue)
        {
            if (min >= max)
            {
                SWConsole.Error("");
                return(NullSetting);
            }

            FrameSyncInputSetting setting = new FrameSyncInputSetting();

            setting._inputType       = FrameSyncInputType.CompressedInt;
            setting._name            = name;
            setting._bitSize         = CompressedIntSize(min, max);
            setting._minInt          = min;
            setting._maxInt          = max;
            setting._defaultValueInt = defaultValue;

            return(setting);
        }
Пример #26
0
        bool Predict(int localFrameDeltaNumber, int frameNumber)
        {
            SWConsole.Crit($"Engine: Predict localFrameDeltaNumber={localFrameDeltaNumber} frameNumber={frameNumber}");

            InputFrameDelta inputFrameDelta = localInputFrameDeltas[localFrameDeltaNumber];

            _inputFrameForPrediction.FrameNumber = frameNumber;
            _inputFrameForPrediction.ResetBytes();

            inputFrameDelta.Apply(_input, _lastInputFrameForPrediction, _inputFrameForPrediction);

            _input.ApplyPredictionModifier(_inputFrameForPrediction.bytes);

            FrameSyncUpdateType updateType = FrameSyncUpdateType.Prediction;

            DoSimulate(updateType, _inputFrameForPrediction, frameNumber);

            return(true);
        }
Пример #27
0
        public void FlushInputOnline()
        {
            InputFrameDelta previousInputDelta = localInputFrameDeltas[_currentLocalInputFrameDeltaNumber];

            _currentLocalInputFrameDeltaNumber++;

            InputFrameDelta inputFrameDelta = localInputFrameDeltas[_currentLocalInputFrameDeltaNumber];

            if (inputFrameDelta == null)
            {
                inputFrameDelta = new InputFrameDelta(_currentLocalInputFrameDeltaNumber);
                localInputFrameDeltas[_currentLocalInputFrameDeltaNumber] = inputFrameDelta;
            }

            inputFrameDelta.frameNumber = _currentLocalInputFrameDeltaNumber;
            inputFrameDelta.resend      = FrameSyncConstant.LOCAL_INPUT_FRAME_RESEND_COUNT;
            inputFrameDelta.ResetBytes();
            _input.ExportInput(inputFrameDelta.bytes);

            bool inputChanged = false;

            if (previousInputDelta == null)
            {
                inputChanged = true;
            }
            else
            {
                bool sameInput = previousInputDelta.IsSameInput(inputFrameDelta);
                inputChanged = !sameInput;
            }

            if (!inputChanged)
            {
                SWConsole.Crit("Engine: Input did NOT Change");
                _currentLocalInputFrameDeltaNumber--;
            }
            else
            {
                SWConsole.Crit("Engine: Input Changed");
            }

            SendLocalInputs();
        }
        public static FrameSyncInputSetting CompressedFloatInput(string name, Fix64 min, Fix64 max, Fix64 precision, Fix64 defaultValue, Func <Fix64, Fix64> predictionModifier)
        {
            if (min >= max)
            {
                SWConsole.Error("");
                return(NullSetting);
            }

            FrameSyncInputSetting setting = new FrameSyncInputSetting();

            setting._inputType          = FrameSyncInputType.CompressedFloat;
            setting._name               = name;
            setting._bitSize            = CompressedFloatSize(min, max, precision);
            setting._minFloat           = min;
            setting._maxFloat           = max;
            setting._precisionFloat     = precision;
            setting._defaultValueFloat  = defaultValue;
            setting._predictionModifier = predictionModifier;

            return(setting);
        }
Пример #29
0
        public static void RandromTest()
        {
            Dictionary <UInt32, int> dict         = new Dictionary <uint, int>();
            SortedList <UInt32, int> distribution = new SortedList <UInt32, int>();

            _internal_seed(1);
            int  count     = 1000;
            uint groupSize = 5;

            for (int i = 0; i < count; i++)
            {
                UInt32 result = Next(100);
                SWConsole.Info($"PRandom = {result}");
                if (dict.ContainsKey(result))
                {
                    dict[result]++;
                }
                else
                {
                    dict[result] = 1;
                }

                UInt32 group = result / groupSize;

                if (distribution.ContainsKey(group))
                {
                    distribution[group]++;
                }
                else
                {
                    distribution[group] = 1;
                }
            }

            foreach (var pair in distribution)
            {
                SWConsole.Info($"{pair.Key} = {pair.Value}");
            }
        }
Пример #30
0
        public override Fix64 GetFloatValue(BitArray bitArray)
        {
            int result = 0;

            for (int i = 0; i < _size; i++)
            {
                int  index = _bitOffset + i;
                bool bit   = bitArray[index];
                if (bit)
                {
                    result |= 1 << i;
                }
            }

            //min = -1.0
            //max = 1.0
            //precision = 0.5
            //default = 0.0

            //-1.0, -0.5, 0, 0.5, 1.0
            // 0,  1, 2, 3, 4
            //if result is greater than the max value
            //the actual value = (result - number of values) * precision
            //for example, for result 3, actual value = (3 - 5) * 0.5 = -2 * 0.5 = -1.0
            Fix64 floatResult = (Fix64)result * _precision;

            //is result valid?
            if (result > _nvalues)
            {
                SWConsole.Error($"invalid result({result}): result={result} min={_min} max={_max} default={_defaultValue}");
                floatResult = _defaultValue;
            }
            else if (floatResult > _max)
            {
                floatResult = (Fix64)(result - _nvalues) * _precision;
            }

            return(floatResult);
        }