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feat: per axis networktransform state sync (+bitwise state comp) #1042
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public bool InLocalSpace | ||
{ | ||
get => (Bitset & (1 << InLocalSpaceBit)) != 0; |
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I wish we could use Bitfield from collections for this https://docs.unity3d.com/Packages/com.unity.collections@0.4/api/Unity.Collections.BitField32.html
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haha, we could, only if we were to have BitField16
:P
/// <summary> | ||
/// The base amount of sends per seconds to use when range is disabled | ||
/// </summary> | ||
[SerializeField, Range(0, 120), Tooltip("The base amount of sends per seconds to use when range is disabled")] | ||
public float FixedSendsPerSecond = 30f; | ||
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private Transform m_Transform; // cache the transform component to reduce unnecessary bounce between managed and native | ||
private readonly NetworkVariable<NetworkState> m_NetworkState = new NetworkVariable<NetworkState>(new NetworkState()); | ||
private NetworkState m_PrevNetworkState; | ||
internal readonly NetworkVariable<NetworkState> ReplNetworkState = new NetworkVariable<NetworkState>(new NetworkState()); |
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nit: Replicated instead of Repl
ReplNetworkState.SetDirty(true); | ||
} | ||
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// TODO: temporary! the function body below probably needs to be rewritten later with interpolation in mind |
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I'd put this onto your plate @SamuelBellomo when you start working on interpolator integration & polish.
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Looks good to me but I'd refer to @SamuelBellomo here to ensure that this is compatible with his work.
serializer.Serialize(ref Position); | ||
serializer.Serialize(ref Rotation); | ||
serializer.Serialize(ref Scale); | ||
// InLocalSpace + HasXXX Bits |
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I wish we already had stateful serialization so that we could just send "same bools as previously" to save on bandwidth. But I guess this will come with snapshot and delta encoding.
public class NetworkTransformStateTests | ||
{ | ||
[Test] | ||
public void TestSyncAxes( |
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nice
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namespace Unity.Netcode.RuntimeTests | ||
{ | ||
public class NetworkTransformStateTests |
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I'd be interested to see a multiinstance test where we check that values that aren't supposed to change actually didn't change client side. ex: server side shouldn't pos.x, updates pos.x and pos.y, make sure only receive pos.y and pos.x stays the same (could have initial value != 0 to make sure it doesn't get reset to 0). I'm sure it works with your current implementation, this test would be for regression testing, making sure that future work doesn't break this.
My work already breaks some of this, but nothing too major, that's expected. I'll deal with the merge conflict. I added a few nit comments. It'd be great if we had a bit more tests, but beside that I'm good. |
UX will come later yes :) |
…nsform * develop: (21 commits) test: adding more details to multiprocess readme (#1050) refactor!: convert NetworkTransform.NetworkState to `struct` (#1061) fix: networkmanager destroy on app quit (#1011) feat: snapshot, using unreliable packets, now that the underlying foundation supports it. Only merge after #1062 (#1064) feat: snapshot. Fully integrated despawn, mtt-1092, mtt-1056 (#1062) fix: eliminate bad use-after-free(destroy) pattern (#1068) chore: cleanup meta files for empty dirs (#1067) chore: minor MLAPI to Netcode rename (#1065) feat: report network behaviour name to the profiler (#1058) fix: player movement (#1063) test: Add unit tests for NetworkTime properties (#1053) chore: remove authority & netvar perms from NetworkTransform (#1059) feat: networktransform pos/rot/sca thresholds on state sync (#1055) feat: expose network behaviour type name internally (#1057) chore: remove all the old profiling code (#1048) fix: if-guard `NetworkManager.__rpc_name_table` access (#1056) fix: Disabling fixedupdate portion of SpawnRpcDespawn test because it's failing for known reasons that will be fixed in the IMessage refactor. (#1049) feat: Implement metrics for the new network profiler (#960) chore!: change package name & asmdefs (#1026) feat: per axis networktransform state sync (+bitwise state comp) (#1042) ... # Conflicts: # com.unity.netcode.gameobjects/Prototyping/NetworkTransform.cs
this PR introduces:
SyncPositionX
,SyncPositionY
,SyncPositionZ
for positionSyncRotAngleX
,SyncRotAngleY
,SyncRotAngleZ
for rotation/eulerAnglesSyncScaleX
,SyncScaleY
,SyncScaleZ
for scalealso, we no longer send all properties in one go whenever any of them or axes of any prop changes, we look at position/rotation/scale/inlocalspace props granularly depending on sync flags — which reduces overall bandwidth caused by networktransform state synchronization by a lot.