Fixing lag compensation and make more smooth
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+49
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@@ -732,13 +732,13 @@ namespace ZL
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// Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга)
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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auto now = std::chrono::system_clock::now();
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/*auto now = std::chrono::system_clock::now();
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//Apply server delay:
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now -= std::chrono::milliseconds(CLIENT_DELAY);
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latestRemotePlayers = networkClient->getRemotePlayers();
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*/
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// Если сервер прислал коробки, применяем их однократно вместо локальной генерации
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if (!serverBoxesApplied && networkClient) {
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auto sboxes = networkClient->getServerBoxes();
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@@ -761,15 +761,9 @@ namespace ZL
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}
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// Итерируемся по актуальным данным из extrapolateRemotePlayers
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for (auto const& [id, remotePlayer] : latestRemotePlayers) {
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if (!remotePlayer.canFetchClientStateAtTime(now))
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{
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continue;
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}
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ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
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for (auto const& [id, remotePlayer] : remotePlayerStates) {
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const ClientState& playerState = remotePlayer;
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renderer.PushMatrix();
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renderer.LoadIdentity();
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@@ -809,18 +803,15 @@ namespace ZL
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Берем удаленных игроков
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latestRemotePlayers = networkClient->getRemotePlayers();
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//latestRemotePlayers = networkClient->getRemotePlayers();
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auto now = std::chrono::system_clock::now();
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now -= std::chrono::milliseconds(CLIENT_DELAY);
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for (auto const& [id, remotePlayer] : latestRemotePlayers)
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for (auto const& [id, remotePlayer] : remotePlayerStates)
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{
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if (!remotePlayer.canFetchClientStateAtTime(now))
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continue;
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ClientState st = remotePlayer.fetchClientStateAtTime(now);
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const ClientState& st = remotePlayer;
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// Позиция корабля в мире
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Vector3f shipWorld = st.position;
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@@ -861,6 +852,9 @@ namespace ZL
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lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()
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).count();
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lastTickCount = (lastTickCount / 50)*50;
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return;
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}
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@@ -869,6 +863,8 @@ namespace ZL
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std::chrono::system_clock::now().time_since_epoch()
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).count();
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newTickCount = (newTickCount / 50) * 50;
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if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
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size_t delta = newTickCount - lastTickCount;
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@@ -882,15 +878,7 @@ namespace ZL
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sparkEmitter.update(static_cast<float>(delta));
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planetObject.update(static_cast<float>(delta));
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static float pingTimer = 0.0f;
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pingTimer += delta;
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if (pingTimer >= 1000.0f) {
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std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
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networkClient->Send(pingMsg);
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std::cout << "Sending: " << pingMsg << std::endl;
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pingTimer = 0.0f;
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}
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//Handle input:
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@@ -946,9 +934,44 @@ namespace ZL
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std::cout << "Sending: " << msg << std::endl;
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}
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Environment::shipState.simulate_physics(delta);
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long long leftoverDelta = delta;
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while (leftoverDelta > 0)
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{
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long long miniDelta = 50;
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Environment::shipState.simulate_physics(miniDelta);
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leftoverDelta -= miniDelta;
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}
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Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
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static float pingTimer = 0.0f;
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pingTimer += delta;
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if (pingTimer >= 1000.0f) {
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std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
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networkClient->Send(pingMsg);
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std::cout << "Sending: " << pingMsg << std::endl;
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pingTimer = 0.0f;
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}
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auto latestRemotePlayers = networkClient->getRemotePlayers();
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std::chrono::system_clock::time_point nowRounded{ std::chrono::milliseconds(newTickCount) };
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for (auto const& [id, remotePlayer] : latestRemotePlayers) {
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if (!remotePlayer.canFetchClientStateAtTime(nowRounded))
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{
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continue;
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}
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ClientState playerState = remotePlayer.fetchClientStateAtTime(nowRounded);
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remotePlayerStates[id] = playerState;
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}
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for (auto& p : projectiles) {
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if (p && p->isActive()) {
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p->update(static_cast<float>(delta), renderer);
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+2
-1
@@ -73,7 +73,8 @@ namespace ZL {
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std::vector<std::string> boxLabels;
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std::unique_ptr<TextRenderer> textRenderer;
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std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
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//std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
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std::unordered_map<int, ClientState> remotePlayerStates;
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float newShipVelocity = 0;
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@@ -157,6 +157,16 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
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deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count();
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}
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long long deltaMsLeftover = deltaMs;
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while (deltaMsLeftover > 0)
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{
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long long miniDelta = 50;
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simulate_physics(miniDelta);
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deltaMsLeftover -= miniDelta;
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}
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/*
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// 3. Защита от слишком больших скачков (Clamp)
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// Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков
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long long final_lag_ms = deltaMs;//min(deltaMs, 500ll);
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@@ -165,7 +175,7 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
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// Доматываем симуляцию на величину задержки
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// Мы предполагаем, что за это время параметры управления не менялись
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simulate_physics(final_lag_ms);
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}
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}*/
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}
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void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) {
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@@ -202,6 +202,35 @@ namespace ZL {
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}
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}
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if (msg.rfind("SNAPSHOT:", 0) == 0) {
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auto mainParts = split(msg.substr(9), '|'); // Отсекаем "SNAPSHOT:" и делим по игрокам
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if (mainParts.empty()) continue;
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uint64_t serverTimestamp = std::stoull(mainParts[0]);
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std::chrono::system_clock::time_point serverTime{ std::chrono::milliseconds(serverTimestamp) };
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for (size_t i = 1; i < mainParts.size(); ++i) {
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auto playerParts = split(mainParts[i], ':');
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if (playerParts.size() < 15) continue; // ID + 14 полей ClientState
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int rId = std::stoi(playerParts[0]);
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if (rId == clientId) continue; // Свое состояние игрок знает лучше всех (Client Side Prediction)
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ClientState remoteState;
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remoteState.id = rId;
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remoteState.lastUpdateServerTime = serverTime;
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// Используем твой handle_full_sync, начиная со 2-го индекса (пропускаем ID в playerParts)
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remoteState.handle_full_sync(playerParts, 1);
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{
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std::lock_guard<std::mutex> pLock(playersMutex);
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remotePlayers[rId].add_state(remoteState);
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}
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}
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continue;
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}
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}
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}
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void WebSocketClient::Send(const std::string& message) {
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