BrawlStars3D/Assets/Mirror/Core/Prediction/Prediction.cs
2023-12-22 14:41:12 +01:00

134 lines
5.2 KiB
C#

// standalone, easy to test algorithms for prediction
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
// prediction may capture Rigidbody3D/2D/etc. state
// have a common interface.
public interface PredictedState
{
double timestamp { get; }
// predicted states should have absolute and delta values, for example:
// Vector3 position;
// Vector3 positionDelta; // from last to here
// when inserting a correction between this one and the one before,
// we need to adjust the delta:
// positionDelta *= multiplier;
void AdjustDeltas(float multiplier);
}
public static class Prediction
{
// get the two states closest to a given timestamp.
// those can be used to interpolate the exact state at that time.
public static bool Sample<T>(
SortedList<double, T> history,
double timestamp, // current server time
out T before,
out T after,
out double t) // interpolation factor
{
before = default;
after = default;
t = 0;
// can't sample an empty history
// interpolation needs at least two entries.
// can't Lerp(A, A, 1.5). dist(A, A) * 1.5 is always 0.
if (history.Count < 2) {
return false;
}
// older than oldest
if (timestamp < history.Keys[0]) {
return false;
}
// iterate through the history
// TODO this needs to be faster than O(N)
// search around that area.
// should be O(1) most of the time, unless sampling was off.
KeyValuePair<double, T> prev = new KeyValuePair<double, T>();
foreach (KeyValuePair<double, T> entry in history) {
// exact match?
if (timestamp == entry.Key) {
before = entry.Value;
after = entry.Value;
t = Mathd.InverseLerp(entry.Key, entry.Key, timestamp);
return true;
}
// did we check beyond timestamp? then return the previous two.
if (entry.Key > timestamp) {
before = prev.Value;
after = entry.Value;
t = Mathd.InverseLerp(prev.Key, entry.Key, timestamp);
return true;
}
// remember the last
prev = entry;
}
return false;
}
// when receiving a correction from the server, we want to insert it
// into the client's state history.
// -> if there's already a state at timestamp, replace
// -> otherwise insert and adjust the next state's delta
// TODO test coverage
public static void InsertCorrection<T>(
SortedList<double, T> stateHistory,
int stateHistoryLimit,
T corrected, // corrected state with timestamp
T before, // state in history before the correction
T after) // state in history after the correction
where T: PredictedState
{
// respect the limit
// TODO unit test to check if it respects max size
if (stateHistory.Count >= stateHistoryLimit)
stateHistory.RemoveAt(0);
// insert the corrected state into the history, or overwrite if already exists
stateHistory[corrected.timestamp] = corrected;
// the entry behind the inserted one still has the delta from (before, after).
// we need to correct it to (corrected, after).
//
// for example:
// before: (t=1.0, delta=10, position=10)
// after: (t=3.0, delta=20, position=30)
//
// then we insert:
// corrected: (t=2.5, delta=__, position=25)
//
// previous delta was from t=1.0 to t=3.0 => 2.0
// inserted delta is from t=2.5 to t=3.0 => 0.5
// multiplier is 0.5 / 2.0 = 0.25
// multiply 'after.delta(20)' by 0.25 to get the new 'after.delta(5)
//
// so the new history is:
// before: (t=1.0, delta=10, position=10)
// corrected: (t=2.5, delta=__, position=25)
// after: (t=3.0, delta= 5, position=__)
//
// so when we apply the correction, the new after.position would be:
// corrected.position(25) + after.delta(5) = 30
//
double previousDeltaTime = after.timestamp - before.timestamp; // 3.0 - 1.0 = 2.0
double correctedDeltaTime = after.timestamp - corrected.timestamp; // 3.0 - 2.5 = 0.5
double multiplier = correctedDeltaTime / previousDeltaTime; // 0.5 / 2.0 = 0.25
// recalculate 'after.delta' with the multiplier
after.AdjustDeltas((float)multiplier);
// write the adjusted 'after' value into the history buffer
stateHistory[after.timestamp] = after;
}
}
}