quantum-space-buddies/Mirror/Runtime/SnapshotInterpolation/SnapshotInterpolation.cs
2021-12-27 22:31:23 -08:00

326 lines
17 KiB
C#

// snapshot interpolation algorithms only,
// independent from Unity/NetworkTransform/MonoBehaviour/Mirror/etc.
// the goal is to remove all the magic from it.
// => a standalone snapshot interpolation algorithm
// => that can be simulated with unit tests easily
//
// BOXING: in C#, uses <T> does not box! passing the interface would box!
using System;
using System.Collections.Generic;
namespace Mirror
{
public static class SnapshotInterpolation
{
// insert into snapshot buffer if newer than first entry
// this should ALWAYS be used when inserting into a snapshot buffer!
public static void InsertIfNewEnough<T>(T snapshot, SortedList<double, T> buffer)
where T : Snapshot
{
// we need to drop any snapshot which is older ('<=')
// the snapshots we are already working with.
double timestamp = snapshot.remoteTimestamp;
// if size == 1, then only add snapshots that are newer.
// for example, a snapshot before the first one might have been
// lagging.
if (buffer.Count == 1 &&
timestamp <= buffer.Values[0].remoteTimestamp)
return;
// for size >= 2, we are already interpolating between the first two
// so only add snapshots that are newer than the second entry.
// aka the 'ACB' problem:
// if we have a snapshot A at t=0 and C at t=2,
// we start interpolating between them.
// if suddenly B at t=1 comes in unexpectely,
// we should NOT suddenly steer towards B.
if (buffer.Count >= 2 &&
timestamp <= buffer.Values[1].remoteTimestamp)
return;
// otherwise sort it into the list
// an UDP messages might arrive twice sometimes.
// SortedList throws if key already exists, so check.
if (!buffer.ContainsKey(timestamp))
buffer.Add(timestamp, snapshot);
}
// helper function to check if we have 'bufferTime' worth of snapshots
// to start.
//
// glenn fiedler article:
// "Now for the trick with snapshots. What we do is instead of
// immediately rendering snapshot data received is that we buffer
// snapshots for a short amount of time in an interpolation buffer.
// This interpolation buffer holds on to snapshots for a period of time
// such that you have not only the snapshot you want to render but also,
// statistically speaking, you are very likely to have the next snapshot
// as well."
//
// => 'statistically' implies that we always wait for a fixed amount
// aka LOCAL TIME has passed.
// => it does NOT imply to wait for a remoteTime span of bufferTime.
// that would not be 'statistically'. it would be 'exactly'.
public static bool HasAmountOlderThan<T>(SortedList<double, T> buffer, double threshold, int amount)
where T : Snapshot =>
buffer.Count >= amount &&
buffer.Values[amount - 1].localTimestamp <= threshold;
// for convenience, hide the 'bufferTime worth of snapshots' check in an
// easy to use function. this way we can have several conditions etc.
public static bool HasEnough<T>(SortedList<double, T> buffer, double time, double bufferTime)
where T : Snapshot =>
// two snapshots with local time older than threshold?
HasAmountOlderThan(buffer, time - bufferTime, 2);
// sometimes we need to know if it's still safe to skip past the first
// snapshot.
public static bool HasEnoughWithoutFirst<T>(SortedList<double, T> buffer, double time, double bufferTime)
where T : Snapshot =>
// still two snapshots with local time older than threshold if
// we remove the first one? (in other words, need three older)
HasAmountOlderThan(buffer, time - bufferTime, 3);
// calculate catchup.
// the goal is to buffer 'bufferTime' snapshots.
// for whatever reason, we might see growing buffers.
// in which case we should speed up to avoid ever growing delay.
// -> everything after 'threshold' is multiplied by 'multiplier'
public static double CalculateCatchup<T>(SortedList<double, T> buffer, int catchupThreshold, double catchupMultiplier)
where T : Snapshot
{
// NOTE: we count ALL buffer entires > threshold as excess.
// not just the 'old enough' ones.
// if buffer keeps growing, we have to catch up no matter what.
int excess = buffer.Count - catchupThreshold;
return excess > 0 ? excess * catchupMultiplier : 0;
}
// get first & second buffer entries and delta between them.
// helper function because we use this several times.
// => assumes at least two entries in buffer.
public static void GetFirstSecondAndDelta<T>(SortedList<double, T> buffer, out T first, out T second, out double delta)
where T : Snapshot
{
// get first & second
first = buffer.Values[0];
second = buffer.Values[1];
// delta between first & second is needed a lot
delta = second.remoteTimestamp - first.remoteTimestamp;
}
// the core snapshot interpolation algorithm.
// for a given remoteTime, interpolationTime and buffer,
// we tick the snapshot simulation once.
// => it's the same one on server and client
// => should be called every Update() depending on authority
//
// time: LOCAL time since startup in seconds. like Unity's Time.time.
// deltaTime: Time.deltaTime from Unity. parameter for easier tests.
// interpolationTime: time in interpolation. moved along deltaTime.
// between [0, delta] where delta is snapshot
// B.timestamp - A.timestamp.
// IMPORTANT:
// => we use actual time instead of a relative
// t [0,1] because overshoot is easier to handle.
// if relative t overshoots but next snapshots are
// further apart than the current ones, it's not
// obvious how to calculate it.
// => for example, if t = 3 every time we skip we would have to
// make sure to adjust the subtracted value relative to the
// skipped delta. way too complex.
// => actual time can overshoot without problems.
// we know it's always by actual time.
// bufferTime: time in seconds that we buffer snapshots.
// buffer: our buffer of snapshots.
// Compute() assumes full integrity of the snapshots.
// for example, when interpolating between A=0 and C=2,
// make sure that you don't add B=1 between A and C if that
// snapshot arrived after we already started interpolating.
// => InsertIfNewEnough needs to protect against the 'ACB' problem
// catchupThreshold: amount of buffer entries after which we start to
// accelerate to catch up.
// if 'bufferTime' is 'sendInterval * 3', then try
// a value > 3 like 6.
// catchupMultiplier: catchup by % per additional excess buffer entry
// over the amount of 'catchupThreshold'.
// Interpolate: interpolates one snapshot to another, returns the result
// T Interpolate(T from, T to, double t);
// => needs to be Func<T> instead of a function in the Snapshot
// interface because that would require boxing.
// => make sure to only allocate that function once.
//
// returns
// 'true' if it spit out a snapshot to apply.
// 'false' means computation moved along, but nothing to apply.
public static bool Compute<T>(
double time,
double deltaTime,
ref double interpolationTime,
double bufferTime,
SortedList<double, T> buffer,
int catchupThreshold,
float catchupMultiplier,
Func<T, T, double, T> Interpolate,
out T computed)
where T : Snapshot
{
// we buffer snapshots for 'bufferTime'
// for example:
// * we buffer for 3 x sendInterval = 300ms
// * the idea is to wait long enough so we at least have a few
// snapshots to interpolate between
// * we process anything older 100ms immediately
//
// IMPORTANT: snapshot timestamps are _remote_ time
// we need to interpolate and calculate buffer lifetimes based on it.
// -> we don't know remote's current time
// -> NetworkTime.time fluctuates too much, that's no good
// -> we _could_ calculate an offset when the first snapshot arrives,
// but if there was high latency then we'll always calculate time
// with high latency
// -> at any given time, we are interpolating from snapshot A to B
// => seems like A.timestamp += deltaTime is a good way to do it
computed = default;
//Debug.Log($"{name} snapshotbuffer={buffer.Count}");
// do we have enough buffered to start interpolating?
if (!HasEnough(buffer, time, bufferTime))
return false;
// multiply deltaTime by catchup.
// for example, assuming a catch up of 50%:
// - deltaTime = 1s => 1.5s
// - deltaTime = 0.1s => 0.15s
// in other words, variations in deltaTime don't matter.
// simply multiply. that's just how time works.
// (50% catch up means 0.5, so we multiply by 1.5)
//
// if '0' catchup then we multiply by '1', which changes nothing.
// (faster branch prediction)
double catchup = CalculateCatchup(buffer, catchupThreshold, catchupMultiplier);
deltaTime *= (1 + catchup);
// interpolationTime starts at 0 and we add deltaTime to move
// along the interpolation.
//
// ONLY while we have snapshots to interpolate.
// otherwise we might increase it to infinity which would lead
// to skipping the next snapshots entirely.
//
// IMPORTANT: interpolationTime as actual time instead of
// t [0,1] allows us to overshoot and subtract easily.
// if t was [0,1], and we overshoot by 0.1, that's a
// RELATIVE overshoot for the delta between B.time - A.time.
// => if the next C.time - B.time is not the same delta,
// then the relative overshoot would speed up or slow
// down the interpolation! CAREFUL.
//
// IMPORTANT: we NEVER add deltaTime to 'time'.
// 'time' is already NOW. that's how Unity works.
interpolationTime += deltaTime;
// get first & second & delta
GetFirstSecondAndDelta(buffer, out T first, out T second, out double delta);
// reached goal and have more old enough snapshots in buffer?
// then skip and move to next.
// for example, if we have snapshots at t=1,2,3
// and we are at interpolationTime = 2.5, then
// we should skip the first one, subtract delta and interpolate
// between 2,3 instead.
//
// IMPORTANT: we only ever use old enough snapshots.
// if we wouldn't check for old enough, then we would
// move to the next one, interpolate a little bit,
// and then in next compute() wait again because it
// wasn't old enough yet.
while (interpolationTime >= delta &&
HasEnoughWithoutFirst(buffer, time, bufferTime))
{
// subtract exactly delta from interpolation time
// instead of setting to '0', where we would lose the
// overshoot part and see jitter again.
//
// IMPORTANT: subtracting delta TIME works perfectly.
// subtracting '1' from a ratio of t [0,1] would
// leave the overshoot as relative between the
// next delta. if next delta is different, then
// overshoot would be bigger than planned and
// speed up the interpolation.
interpolationTime -= delta;
//Debug.LogWarning($"{name} overshot and is now at: {interpolationTime}");
// remove first, get first, second & delta again after change.
buffer.RemoveAt(0);
GetFirstSecondAndDelta(buffer, out first, out second, out delta);
// NOTE: it's worth consider spitting out all snapshots
// that we skipped, in case someone still wants to move
// along them to avoid physics collisions.
// * for NetworkTransform it's unnecessary as we always
// set transform.position, which can go anywhere.
// * for CharacterController it's worth considering
}
// interpolationTime is actual time, NOT a 't' ratio [0,1].
// we need 't' between [0,1] relative.
// InverseLerp calculates just that.
// InverseLerp CLAMPS between [0,1] and DOES NOT extrapolate!
// => we already skipped ahead as many as possible above.
// => we do NOT extrapolate for the reasons below.
//
// IMPORTANT:
// we should NOT extrapolate & predict while waiting for more
// snapshots as this would introduce a whole range of issues:
// * player might be extrapolated WAY out if we wait for long
// * player might be extrapolated behind walls
// * once we receive a new snapshot, we would interpolate
// not from the last valid position, but from the
// extrapolated position. this could be ANYWHERE. the
// player might get stuck in walls, etc.
// => we are NOT doing client side prediction & rollback here
// => we are simply interpolating with known, valid positions
//
// SEE TEST: Compute_Step5_OvershootWithoutEnoughSnapshots_NeverExtrapolates()
double t = Mathd.InverseLerp(first.remoteTimestamp, second.remoteTimestamp, first.remoteTimestamp + interpolationTime);
//Debug.Log($"InverseLerp({first.remoteTimestamp:F2}, {second.remoteTimestamp:F2}, {first.remoteTimestamp} + {interpolationTime:F2}) = {t:F2} snapshotbuffer={buffer.Count}");
// interpolate snapshot, return true to indicate we computed one
computed = Interpolate(first, second, t);
// interpolationTime:
// overshooting is ONLY allowed for smooth transitions when
// immediately moving to the NEXT snapshot afterwards.
//
// if there is ANY break, for example:
// * reached second snapshot and waiting for more
// * reached second snapshot and next one isn't old enough yet
//
// then we SHOULD NOT overshoot because:
// * increasing interpolationTime by deltaTime while waiting
// would make it grow HUGE to 100+.
// * once we have more snapshots, we would skip most of them
// instantly instead of actually interpolating through them.
//
// in other words: cap time if we WOULDN'T have enough after removing
if (!HasEnoughWithoutFirst(buffer, time, bufferTime))
{
// interpolationTime is always from 0..delta.
// so we cap it at delta.
// DO NOT cap it at second.remoteTimestamp.
// (that's why when interpolating the third parameter is
// first.time + interpolationTime)
// => covered with test:
// Compute_Step5_OvershootWithEnoughSnapshots_NextIsntOldEnough()
interpolationTime = Math.Min(interpolationTime, delta);
}
return true;
}
}
}