From 6839497d99e0d9a3b762b42bf16d19d2e018ceb9 Mon Sep 17 00:00:00 2001 From: kberg-amzn Date: Wed, 28 Jul 2021 12:31:19 -0700 Subject: [PATCH] Corrects math computing blend factors to interpolate state between received network updates Signed-off-by: kberg-amzn --- .../Source/MultiplayerSystemComponent.cpp | 37 +++++++++++++------ .../Code/Source/MultiplayerSystemComponent.h | 2 +- 2 files changed, 26 insertions(+), 13 deletions(-) diff --git a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp index 9a46bb10de..21c7ce80d6 100644 --- a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp +++ b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.cpp @@ -69,19 +69,24 @@ namespace Multiplayer { using namespace AzNetworking; - AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port"); - AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The address of the remote server or host to connect to"); - AZ_CVAR(AZ::CVarFixedString, cl_serverpassword, "", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Optional server password"); + AZ_CVAR(uint16_t, cl_clientport, 0, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, + "The port to bind to for game traffic when connecting to a remote host, a value of 0 will select any available port"); + AZ_CVAR(AZ::CVarFixedString, cl_serveraddr, AZ::CVarFixedString(LocalHost), nullptr, AZ::ConsoleFunctorFlags::DontReplicate, + "The address of the remote server or host to connect to"); AZ_CVAR(uint16_t, cl_serverport, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port of the remote host to connect to for game traffic"); AZ_CVAR(uint16_t, sv_port, DefaultServerPort, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The port that this multiplayer gem will bind to for game traffic"); AZ_CVAR(AZ::CVarFixedString, sv_map, "nolevel", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The map the server should load"); - AZ_CVAR(AZ::CVarFixedString, sv_gamerules, "norules", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "GameRules server works with"); AZ_CVAR(ProtocolType, sv_protocol, ProtocolType::Udp, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "This flag controls whether we use TCP or UDP for game networking"); AZ_CVAR(bool, sv_isDedicated, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether the host command creates an independent or client hosted server"); AZ_CVAR(bool, sv_isTransient, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Whether a dedicated server shuts down if all existing connections disconnect."); - AZ_CVAR(AZ::TimeMs, cl_defaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Max Ms to use to activate entities coming from the network, 0 means instantiate everything"); + AZ_CVAR(AZ::TimeMs, cl_defaultNetworkEntityActivationTimeSliceMs, AZ::TimeMs{ 0 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, + "Max Ms to use to activate entities coming from the network, 0 means instantiate everything"); AZ_CVAR(AZ::TimeMs, sv_serverSendRateMs, AZ::TimeMs{ 50 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Minimum number of milliseconds between each network update"); - AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The default spawnable to use when a new player connects"); + AZ_CVAR(AZ::CVarFixedString, sv_defaultPlayerSpawnAsset, "prefabs/player.network.spawnable", nullptr, AZ::ConsoleFunctorFlags::DontReplicate, + "The default spawnable to use when a new player connects"); + AZ_CVAR(float, cl_renderTickBlendBase, 0.15f, nullptr, AZ::ConsoleFunctorFlags::Null, + "The base used for blending between network updates, 0.1 will be quite linear, 0.2 or 0.3 will " + "slow down quicker and may be better suited to connections with highly variable latency"); void MultiplayerSystemComponent::Reflect(AZ::ReflectContext* context) { @@ -546,7 +551,7 @@ namespace Multiplayer if ((GetAgentType() == MultiplayerAgentType::Client) && (packet.GetHostFrameId() > m_lastReplicatedHostFrameId)) { // Update client to latest server time - m_renderBlendFactor = 0.0f; + m_tickFactor = 0.0f; m_lastReplicatedHostTimeMs = packet.GetHostTimeMs(); m_lastReplicatedHostFrameId = packet.GetHostFrameId(); m_networkTime.AlterTime(m_lastReplicatedHostFrameId, m_lastReplicatedHostTimeMs, AzNetworking::InvalidConnectionId); @@ -849,10 +854,18 @@ namespace Multiplayer void MultiplayerSystemComponent::TickVisibleNetworkEntities(float deltaTime, float serverRateSeconds) { + m_tickFactor += deltaTime / serverRateSeconds; // Linear close to the origin, but asymptote at y = 1 - const float targetAdjustBlend = AZStd::clamp(deltaTime / serverRateSeconds, 0.0f, 1.0f); - m_renderBlendFactor = 1.0f - (std::pow(0.2f, m_renderBlendFactor + targetAdjustBlend)); - AZLOG(NET_Blending, "Computed blend factor of %0.2f using a frametime of %0.2f and a serverTickRate of %0.2f", m_renderBlendFactor, deltaTime, serverRateSeconds); + const float renderBlendFactor = AZStd::clamp(1.0f - (std::pow(cl_renderTickBlendBase, m_tickFactor)), 0.0f, 1.0f); + AZLOG + ( + NET_Blending, + "Computed blend factor of %0.3f using a tick factor of %0.3f, a frametime of %0.3f and a serverTickRate of %0.3f", + renderBlendFactor, + m_tickFactor, + deltaTime, + serverRateSeconds + ); if (Camera::ActiveCameraRequestBus::HasHandlers()) { @@ -895,7 +908,7 @@ namespace Multiplayer for (NetBindComponent* netBindComponent : gatheredEntities) { - netBindComponent->NotifyPreRender(deltaTime, m_renderBlendFactor); + netBindComponent->NotifyPreRender(deltaTime, renderBlendFactor); } } else @@ -907,7 +920,7 @@ namespace Multiplayer NetBindComponent* netBindComponent = entity->FindComponent(); if (netBindComponent != nullptr) { - netBindComponent->NotifyPreRender(deltaTime, m_renderBlendFactor); + netBindComponent->NotifyPreRender(deltaTime, renderBlendFactor); } } } diff --git a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h index 37e8138a71..ab37958962 100644 --- a/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h +++ b/Gems/Multiplayer/Code/Source/MultiplayerSystemComponent.h @@ -155,7 +155,7 @@ namespace Multiplayer HostFrameId m_lastReplicatedHostFrameId = HostFrameId(0); double m_serverSendAccumulator = 0.0; - float m_renderBlendFactor = 0.0f; + float m_tickFactor = 0.0f; #if !defined(AZ_RELEASE_BUILD) MultiplayerEditorConnection m_editorConnectionListener;