fix: improve movement under network latency
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parent
72770cbfd2
commit
c260472d8a
4 changed files with 364 additions and 31 deletions
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@ -32,7 +32,16 @@ func _validate_latency_smoothing() -> void:
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await process_frame
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avatar.set_process(false)
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avatar.set_physics_process(false)
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avatar.configure_network_remote(false)
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_validate_compact_snapshot_encoding()
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_validate_transit_estimation()
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_validate_remote_snapshot_smoothing(avatar)
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_validate_reliable_jump_intent(avatar)
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_validate_stale_input_expiry(avatar)
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avatar.queue_free()
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await process_frame
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func _validate_compact_snapshot_encoding() -> void:
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var moving_snapshot: Dictionary = _network_snapshot(
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Vector3.ZERO,
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Vector3(4.5, 0.0, 0.0),
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@ -50,21 +59,148 @@ func _validate_latency_smoothing() -> void:
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encoded_snapshots[0]
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) == moving_snapshot
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)
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avatar.push_network_snapshot(moving_snapshot)
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for _step: int in 12:
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avatar.call("_update_network_interpolation", 1.0 / 30.0)
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assert(avatar.global_position.x > 1.5)
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func _validate_transit_estimation() -> void:
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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10,
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16,
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1.0 / 30.0,
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0.075,
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),
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0.075,
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))
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# Six outstanding 30 Hz inputs span about 200 ms round trip. The fallback
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# must use only the approximately 100 ms one-way half of that gap.
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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10,
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16,
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1.0 / 30.0,
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-1.0,
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),
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0.1,
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))
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assert(is_equal_approx(
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Player.resolve_local_prediction_transit_seconds(
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1,
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100,
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1.0 / 30.0,
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-1.0,
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),
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Player.LOCAL_PREDICTION_EXTRAPOLATION_LIMIT_SECONDS,
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))
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func _validate_remote_snapshot_smoothing(avatar: Player) -> void:
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avatar.configure_network_remote(false)
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avatar.global_position = Vector3(1.35, 0.0, 0.0)
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var moving_snapshot: Dictionary = _network_snapshot(
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Vector3.ZERO,
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Vector3(4.5, 0.0, 0.0),
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1,
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)
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avatar.push_network_snapshot(moving_snapshot, 0.1)
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assert(is_equal_approx(avatar.global_position.x, 0.45))
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assert(is_equal_approx(
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float(avatar.get("_network_target_position").x),
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0.45,
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))
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avatar.call("_update_network_interpolation", 0.12)
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var before_delayed_snapshot: Vector3 = avatar.global_position
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var delayed_snapshot: Dictionary = _network_snapshot(
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Vector3(0.54, 0.0, 0.0),
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Vector3(4.5, 0.0, 0.0),
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2,
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)
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avatar.push_network_snapshot(delayed_snapshot, 0.1)
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# Snapshot receipt updates the target without teleporting a presented
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# remote avatar, even after a jittered packet interval.
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assert(avatar.global_position == before_delayed_snapshot)
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assert(float(avatar.get("_network_snapshot_jitter")) > 0.0)
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avatar.call("_update_network_interpolation", 1.0 / 60.0)
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assert(
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avatar.global_position.distance_to(before_delayed_snapshot) < 0.12
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)
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# Simulate a burst of dropped snapshots. Extrapolation must stop at the
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# tight limit instead of allowing the remote avatar to run indefinitely.
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for _step: int in 20:
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avatar.call("_update_network_interpolation", 1.0 / 30.0)
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assert(is_equal_approx(
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float(avatar.get("_network_snapshot_age")),
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Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS,
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))
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var maximum_extrapolated_x: float = (
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0.54
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+ 4.5 * (0.1 + Player.NETWORK_EXTRAPOLATION_LIMIT_SECONDS)
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)
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assert(avatar.global_position.x <= maximum_extrapolated_x + 0.1)
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avatar.set_local_control(true)
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avatar.global_position = Vector3(0.8, 0.0, 0.0)
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avatar.apply_local_prediction_correction(
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moving_snapshot,
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10,
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1.0 / 30.0,
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0.1,
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)
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assert(avatar.global_position.x > 1.25)
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avatar.queue_free()
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await process_frame
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assert(avatar.global_position.x < 0.8)
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assert(avatar.global_position.x > 0.7)
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func _validate_reliable_jump_intent(avatar: Player) -> void:
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avatar.set_local_control(true)
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avatar.call("_queue_local_network_jump_intent")
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var first: Dictionary = avatar.capture_network_input(20)
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var repeated: Dictionary = avatar.capture_network_input(21)
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assert(bool(first["jump"]))
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assert(bool(repeated["jump"]))
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assert(int(avatar.get("_local_network_jump_intent_sequence")) == 20)
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avatar.apply_local_prediction_correction(
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_network_snapshot(avatar.global_position, Vector3.ZERO, 20),
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21,
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1.0 / 30.0,
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0.0,
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)
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assert(not bool(avatar.capture_network_input(22)["jump"]))
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avatar.configure_network_remote(true)
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var first_host_jump: Dictionary = _movement_input(30, false, false)
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first_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(first_host_jump)
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assert(bool(avatar.get("_network_jump_pending")))
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avatar.set("_network_jump_pending", false)
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var repeated_host_jump: Dictionary = _movement_input(31, false, false)
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repeated_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(repeated_host_jump)
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assert(not bool(avatar.get("_network_jump_pending")))
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avatar.apply_authoritative_network_input(
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_movement_input(32, false, false)
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)
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var next_host_jump: Dictionary = _movement_input(33, false, false)
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next_host_jump["jump"] = true
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avatar.apply_authoritative_network_input(next_host_jump)
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assert(bool(avatar.get("_network_jump_pending")))
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avatar.reset_network_movement_state()
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assert(not bool(avatar.get("_network_jump_pending")))
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assert(not bool(avatar.get("_local_network_jump_intent_pending")))
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assert(int(avatar.get("_last_network_input_sequence")) == 0)
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func _validate_stale_input_expiry(avatar: Player) -> void:
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avatar.configure_network_remote(true)
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avatar.apply_authoritative_network_input(_movement_input(40, true))
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assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
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avatar.call(
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"_update_network_input_freshness",
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Player.NETWORK_INPUT_STALE_TIMEOUT_SECONDS + 0.01,
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)
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assert((avatar.get("_network_axis") as Vector2) == Vector2.ZERO)
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assert(not bool(avatar.get("_network_sprint")))
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assert(bool(avatar.get("_network_input_stale")))
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avatar.apply_authoritative_network_input(_movement_input(41, false))
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assert(not bool(avatar.get("_network_input_stale")))
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assert((avatar.get("_network_axis") as Vector2).length_squared() > 0.0)
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func _network_snapshot(
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