示例#1
0
        public void Simulate()
        {
            if (authoritativeTimeline.Last == null)     // Not initialized yet
            {
                return;
            }

            logger.Debug("Simulate: time: {0}, commands: {1}"
                         , time
                         , nextCommandFrame != null ? nextCommandFrame.Commands.Count : 0);

            int lastAcknowledgedCommandTime = -1;       // Dequeue acknowledge commands and get last time that command is predicted

            if (lastAcknowledgedCommandSeq != null)
            {
                lastAcknowledgedCommandTime = DequeueAcknowledgedCommands();
            }

            if (lastAcknowledgedCommandTime >= 0)
            {
                var authoritativeSnapshot = authoritativeTimeline.Last.Snapshot;

                var predictiveTimepoint = predictiveTimeline.InterpolatePoint(lastAcknowledgedCommandTime);
                if (predictiveTimepoint == null)
                {
                    throw new InvalidOperationException();          // TODO: Message
                }
                var currentSnapshot = predictiveTimeline.Last.Snapshot;

                if (!authoritativeSnapshot.IsApproximate(predictiveTimepoint.Snapshot))        // Rollback and replay
                {
                    predictiveTimeline = new Timeline();
                    predictiveTimeline.AddPoint(lastAcknowledgedCommandTime, authoritativeSnapshot);

                    RecoverSnapshot((SimulatorSnapshot)authoritativeSnapshot);

                    // TODO: Use SceneDesc.ReconciliationDeltaTime to optimize replay performance
                    var deltaTime = Scene.Desc.SimulationDeltaTime;
                    for (var replayTime = lastAcknowledgedCommandTime; replayTime < time; replayTime += deltaTime)
                    {
                        if (replayTime + deltaTime > time)
                        {
                            deltaTime = time - replayTime;
                        }

                        Simulate(from command in unacknowledgedCommands
                                 where command.Time >= replayTime && command.Time < replayTime + deltaTime
                                 select command);

                        predictiveTimeline.AddPoint(replayTime + deltaTime, CreateSnapshot());
                    }
                }

                // TODO: Get jitter detail for analysis
                if (!currentSnapshot.IsApproximate(predictiveTimeline.Last.Snapshot))
                {
                    logger.Debug("Correction done with possible jitter");
                }
            }

            if (nextCommandFrame != null || predictiveTimeline != null)
            {
                SimulatorSnapshot snapshot;
                if (predictiveTimeline != null)
                {
                    snapshot = (SimulatorSnapshot)predictiveTimeline.InterpolatePoint(time).Snapshot;

                    logger.Debug("RecoverSnapshot from predictive timeline");
                }
                else
                {
                    snapshot = (SimulatorSnapshot)authoritativeTimeline.InterpolatePoint(time).Snapshot;

                    predictiveTimeline = new Timeline();
                    predictiveTimeline.AddPoint(time, snapshot);

                    logger.Debug("RecoverSnapshot from authoritative timeline");
                }

                RecoverSnapshot(snapshot);

                Simulate(nextCommandFrame != null ? nextCommandFrame.Commands : null);

                snapshot = CreateSnapshot();

                if (unacknowledgedCommands.Count > 0)
                {
                    predictiveTimeline.AddPoint(time + Scene.Desc.SimulationDeltaTime, snapshot);
                    nextConvergenceTime = time + Scene.Desc.ConvergenceTime;

                    logger.Debug("Simulate and CreateSnapshot for predictive timeline");
                }
                else if (time < nextConvergenceTime)
                {
                    /*
                     * var authoritativeSnapshot = authoritativeTimeline.Last.Snapshot;
                     *
                     * // TODO: Need a better convergence algorithm
                     * //snapshot = (SimulatorSnapshot)((ISnapshotArgs)snapshot).Interpolate(authoritativeSnapshot, Scene.Desc.ConvergenceRate);
                     *
                     * if (authoritativeSnapshot.IsApproximate(snapshot))
                     * {
                     *  logger.Debug("All commands are acknowledged and convergence is done in advance: {0} < {1}", time, nextConvergenceTime);
                     *
                     *  snapshot = (SimulatorSnapshot)authoritativeSnapshot;
                     *
                     *  predictiveTimeline = null;
                     *  nextConvergenceTime = null;
                     * }
                     * else
                     * {
                     *  predictiveTimeline.AddPoint(time + Scene.Desc.SimulationDeltaTime, snapshot);
                     *
                     *  logger.Info("All commands are acknowledged and convergence predictive timeline");
                     * }
                     */
                }
                else
                {
                    predictiveTimeline  = null;
                    nextConvergenceTime = null;

                    snapshot = (SimulatorSnapshot)authoritativeTimeline.InterpolatePoint(time + Scene.Desc.SimulationDeltaTime).Snapshot;

                    logger.Debug("RecoverSnapshot from authoritative timeline and remove predictive timeline");
                }

                RecoverSnapshot(snapshot);
            }
            else
            {
                var snapshot = (SimulatorSnapshot)authoritativeTimeline.InterpolatePoint(time + Scene.Desc.SimulationDeltaTime).Snapshot;

                logger.Debug("RecoverSnapshot from authoritative timeline");

                RecoverSnapshot(snapshot);
            }

            CurrentStats.Time         = time;
            CurrentStats.DeltaTime    = Scene.Desc.SimulationDeltaTime;
            CurrentStats.SimulateTime = DateTime.UtcNow;
            CurrentStats.AdvanceStats(StatsFrames.Current);

            Scene.OnLateUpdate();

            StatsFrames.CreateNextFrame();
            StatsFrames.Current.AddStats <ClientSimulatorStats>();
            CurrentStats.CreateTime = DateTime.UtcNow;

            time += Scene.Desc.SimulationDeltaTime;

            commandFrame     = nextCommandFrame;
            nextCommandFrame = null;

            lastAcknowledgedCommandSeq = null;
        }
示例#2
0
 public void SaveStatsFrame(string filename)
 {
     File.WriteAllText(filename, StatsFrames.ToCsv());
 }