Fixing lag compensation and make more smooth

This commit is contained in:
Vladislav Khorev 2026-02-05 09:00:54 +03:00
parent 82ca994fac
commit 7b1d9363a0
6 changed files with 159 additions and 54 deletions

View File

@ -81,7 +81,7 @@ target_compile_definitions(space-game001 PRIVATE
PNG_ENABLED
SDL_MAIN_HANDLED
NETWORK
SIMPLIFIED
# SIMPLIFIED
)
# Линкуем с SDL2main, если он вообще установлен

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@ -146,6 +146,7 @@ class Session : public std::enable_shared_from_this<Session> {
}
}
void sendBoxesToClient() {
std::lock_guard<std::mutex> lock(g_boxes_mutex);
@ -168,30 +169,6 @@ class Session : public std::enable_shared_from_this<Session> {
send_message(boxMsg);
}
void send_message(std::string msg) {
auto ss = std::make_shared<std::string>(std::move(msg));
if (is_writing_) {
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
else {
is_writing_ = true;
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
self->is_writing_ = false;
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
}
public:
explicit Session(tcp::socket&& socket, int id)
@ -237,6 +214,46 @@ public:
return id_;
}
ClientState get_latest_state(std::chrono::system_clock::time_point now) {
if (timedClientStates.timedStates.empty()) {
return {};
}
// 1. Берем самое последнее известное состояние
ClientState latest = timedClientStates.timedStates.back();
// 3. Применяем компенсацию лага (экстраполяцию).
// Функция внутри использует simulate_physics, чтобы переместить объект
// из точки lastUpdateServerTime в точку now.
latest.apply_lag_compensation(now);
return latest;
}
void send_message(std::string msg) {
auto ss = std::make_shared<std::string>(std::move(msg));
if (is_writing_) {
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
else {
is_writing_ = true;
ws_.async_write(net::buffer(*ss),
[self = shared_from_this(), ss](beast::error_code ec, std::size_t) {
self->is_writing_ = false;
if (ec) {
std::cerr << "Write error: " << ec.message() << std::endl;
}
});
}
}
private:
void do_read() {
ws_.async_read(buffer_, [self = shared_from_this()](beast::error_code ec, std::size_t) {
@ -260,8 +277,33 @@ private:
};
void update_world(net::steady_timer& timer, net::io_context& ioc) {
static auto last_snapshot_time = std::chrono::steady_clock::now();
auto now = std::chrono::steady_clock::now();
// TODO: Renew game state
// Рассылка Snapshot раз в 1000мс
/*
if (std::chrono::duration_cast<std::chrono::milliseconds>(now - last_snapshot_time).count() >= 1000) {
last_snapshot_time = now;
auto system_now = std::chrono::system_clock::now();
std::string snapshot_msg = "SNAPSHOT:" + std::to_string(
std::chrono::duration_cast<std::chrono::milliseconds>(
system_now.time_since_epoch()).count()
);
std::lock_guard<std::mutex> lock(g_sessions_mutex);
// Формируем общую строку состояний всех игроков
for (auto& session : g_sessions) {
ClientState st = session->get_latest_state(system_now);
snapshot_msg += "|" + std::to_string(session->get_id()) + ":" + st.formPingMessageContent();
}
for (auto& session : g_sessions) {
session->send_message(snapshot_msg);
}
}*/
timer.expires_after(std::chrono::milliseconds(50));
timer.async_wait([&](const boost::system::error_code& ec) {

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@ -732,13 +732,13 @@ namespace ZL
// Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга)
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
auto now = std::chrono::system_clock::now();
/*auto now = std::chrono::system_clock::now();
//Apply server delay:
now -= std::chrono::milliseconds(CLIENT_DELAY);
latestRemotePlayers = networkClient->getRemotePlayers();
*/
// Если сервер прислал коробки, применяем их однократно вместо локальной генерации
if (!serverBoxesApplied && networkClient) {
auto sboxes = networkClient->getServerBoxes();
@ -761,15 +761,9 @@ namespace ZL
}
// Итерируемся по актуальным данным из extrapolateRemotePlayers
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(now))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
for (auto const& [id, remotePlayer] : remotePlayerStates) {
const ClientState& playerState = remotePlayer;
renderer.PushMatrix();
renderer.LoadIdentity();
@ -809,18 +803,15 @@ namespace ZL
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Берем удаленных игроков
latestRemotePlayers = networkClient->getRemotePlayers();
//latestRemotePlayers = networkClient->getRemotePlayers();
auto now = std::chrono::system_clock::now();
now -= std::chrono::milliseconds(CLIENT_DELAY);
for (auto const& [id, remotePlayer] : latestRemotePlayers)
for (auto const& [id, remotePlayer] : remotePlayerStates)
{
if (!remotePlayer.canFetchClientStateAtTime(now))
continue;
ClientState st = remotePlayer.fetchClientStateAtTime(now);
const ClientState& st = remotePlayer;
// Позиция корабля в мире
Vector3f shipWorld = st.position;
@ -861,6 +852,9 @@ namespace ZL
lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
lastTickCount = (lastTickCount / 50)*50;
return;
}
@ -869,6 +863,8 @@ namespace ZL
std::chrono::system_clock::now().time_since_epoch()
).count();
newTickCount = (newTickCount / 50) * 50;
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
size_t delta = newTickCount - lastTickCount;
@ -882,15 +878,7 @@ namespace ZL
sparkEmitter.update(static_cast<float>(delta));
planetObject.update(static_cast<float>(delta));
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
//Handle input:
@ -946,9 +934,44 @@ namespace ZL
std::cout << "Sending: " << msg << std::endl;
}
Environment::shipState.simulate_physics(delta);
long long leftoverDelta = delta;
while (leftoverDelta > 0)
{
long long miniDelta = 50;
Environment::shipState.simulate_physics(miniDelta);
leftoverDelta -= miniDelta;
}
Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
static float pingTimer = 0.0f;
pingTimer += delta;
if (pingTimer >= 1000.0f) {
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(pingMsg);
std::cout << "Sending: " << pingMsg << std::endl;
pingTimer = 0.0f;
}
auto latestRemotePlayers = networkClient->getRemotePlayers();
std::chrono::system_clock::time_point nowRounded{ std::chrono::milliseconds(newTickCount) };
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(nowRounded))
{
continue;
}
ClientState playerState = remotePlayer.fetchClientStateAtTime(nowRounded);
remotePlayerStates[id] = playerState;
}
for (auto& p : projectiles) {
if (p && p->isActive()) {
p->update(static_cast<float>(delta), renderer);

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@ -73,7 +73,8 @@ namespace ZL {
std::vector<std::string> boxLabels;
std::unique_ptr<TextRenderer> textRenderer;
std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
//std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
std::unordered_map<int, ClientState> remotePlayerStates;
float newShipVelocity = 0;

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@ -157,6 +157,16 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count();
}
long long deltaMsLeftover = deltaMs;
while (deltaMsLeftover > 0)
{
long long miniDelta = 50;
simulate_physics(miniDelta);
deltaMsLeftover -= miniDelta;
}
/*
// 3. Защита от слишком больших скачков (Clamp)
// Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков
long long final_lag_ms = deltaMs;//min(deltaMs, 500ll);
@ -165,7 +175,7 @@ void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point n
// Доматываем симуляцию на величину задержки
// Мы предполагаем, что за это время параметры управления не менялись
simulate_physics(final_lag_ms);
}
}*/
}
void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) {

View File

@ -202,6 +202,35 @@ namespace ZL {
}
}
if (msg.rfind("SNAPSHOT:", 0) == 0) {
auto mainParts = split(msg.substr(9), '|'); // Отсекаем "SNAPSHOT:" и делим по игрокам
if (mainParts.empty()) continue;
uint64_t serverTimestamp = std::stoull(mainParts[0]);
std::chrono::system_clock::time_point serverTime{ std::chrono::milliseconds(serverTimestamp) };
for (size_t i = 1; i < mainParts.size(); ++i) {
auto playerParts = split(mainParts[i], ':');
if (playerParts.size() < 15) continue; // ID + 14 полей ClientState
int rId = std::stoi(playerParts[0]);
if (rId == clientId) continue; // Свое состояние игрок знает лучше всех (Client Side Prediction)
ClientState remoteState;
remoteState.id = rId;
remoteState.lastUpdateServerTime = serverTime;
// Используем твой handle_full_sync, начиная со 2-го индекса (пропускаем ID в playerParts)
remoteState.handle_full_sync(playerParts, 1);
{
std::lock_guard<std::mutex> pLock(playersMutex);
remotePlayers[rId].add_state(remoteState);
}
}
continue;
}
}
}
void WebSocketClient::Send(const std::string& message) {