| 70 | } |
| 71 | |
| 72 | void NetworkTransform::OnUpdate() |
| 73 | { |
| 74 | // TODO: cache role in Deserialize to improve cpu perf |
| 75 | const NetworkObjectRole role = NetworkReplicator::GetObjectRole(this); |
| 76 | if (role == NetworkObjectRole::OwnedAuthoritative) |
| 77 | return; // Ignore itself |
| 78 | if (Mode == ReplicationModes::Default) |
| 79 | { |
| 80 | // Transform replicated in Deserialize |
| 81 | } |
| 82 | else if (role == NetworkObjectRole::ReplicatedSimulated && Mode == ReplicationModes::Prediction) |
| 83 | { |
| 84 | // Compute delta of the actor transformation simulated locally |
| 85 | const Transform thisFrameTransform = GetActor() ? GetActor()->GetTransform() : Transform::Identity; |
| 86 | Transform delta = thisFrameTransform - _lastFrameTransform; |
| 87 | |
| 88 | if (!delta.IsIdentity()) |
| 89 | { |
| 90 | // Move to the next input sequence number |
| 91 | _currentSequenceIndex++; |
| 92 | |
| 93 | // Add delta to buffer to re-apply after receiving authoritative transform value |
| 94 | if (!_bufferHasDeltas) |
| 95 | { |
| 96 | _buffer.Clear(); |
| 97 | _bufferHasDeltas = true; |
| 98 | } |
| 99 | delta.Orientation = thisFrameTransform.Orientation; // Store absolute orientation value to prevent jittering when blending rotation deltas |
| 100 | _buffer.Add({ 0.0f, _currentSequenceIndex, delta, }); |
| 101 | |
| 102 | // Inform server about sequence number change (add offset to lead before server data) |
| 103 | SetSequenceIndex(_currentSequenceIndex - 1); |
| 104 | } |
| 105 | _lastFrameTransform = thisFrameTransform; |
| 106 | } |
| 107 | else |
| 108 | { |
| 109 | float lag = 0.0f; |
| 110 | // TODO: use lag from last used NetworkStream context |
| 111 | if (NetworkManager::Peer && NetworkManager::Peer->NetworkDriver) |
| 112 | { |
| 113 | // Use lag from the RTT between server and the client |
| 114 | const auto stats = NetworkManager::Peer->NetworkDriver->GetStats(); |
| 115 | lag = stats.RTT / 2000.0f; |
| 116 | } |
| 117 | else |
| 118 | { |
| 119 | // Default lag is based on the network manager update rate |
| 120 | const float fps = NetworkManager::NetworkFPS; |
| 121 | lag = 1.0f / fps; |
| 122 | } |
| 123 | |
| 124 | // Find the two authoritative positions surrounding the rendering timestamp |
| 125 | const float now = Time::Update.UnscaledTime.GetTotalSeconds(); |
| 126 | const float gameTime = now - lag; |
| 127 | |
| 128 | // Drop older positions |
| 129 | while (_buffer.Count() >= 2 && _buffer[1].Timestamp <= gameTime) |
nothing calls this directly
no test coverage detected