在实时PVP(Player vs Player)游戏中,客户端预表现(Client-side Prediction)是一种常用的技术,用于在网络延迟较高的情况下提供更流畅的用户体验。通过在客户端进行预测和插值,可以减少由于网络延迟导致的卡顿和不一致。
以下是一个简单的C#示例,展示了如何在PVP游戏中实现客户端预表现。假设我们有一个简单的2D游戏,玩家可以移动。
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class Client
{
private static readonly IPEndPoint ServerEndPoint = new IPEndPoint(IPAddress.Loopback, 12345);
private static UdpClient udpClient = new UdpClient();
private static int playerX = 0;
private static int playerY = 0;
private static int predictedX = 0;
private static int predictedY = 0;
private static int serverX = 0;
private static int serverY = 0;
private static object lockObj = new object();
private static void SendInput(string input)
{
byte[] data = Encoding.UTF8.GetBytes(input);
udpClient.Send(data, data.Length, ServerEndPoint);
}
private static void ReceiveServerUpdates()
{
while (true)
{
IPEndPoint remoteEP = null;
byte[] data = udpClient.Receive(ref remoteEP);
string message = Encoding.UTF8.GetString(data);
string[] parts = message.Split(':');
int serverSeqNum = int.Parse(parts[0]);
int x = int.Parse(parts[1]);
int y = int.Parse(parts[2]);
lock (lockObj)
{
serverX = x;
serverY = y;
// 校正预测位置
if (Math.Abs(predictedX - serverX) > 1 || Math.Abs(predictedY - serverY) > 1)
{
predictedX = serverX;
predictedY = serverY;
}
}
}
}
private static void Update()
{
while (true)
{
lock (lockObj)
{
// 预测下一帧位置
predictedX = playerX;
predictedY = playerY;
}
// 模拟帧率
Thread.Sleep(16);
}
}
public static void Main()
{
Thread receiveThread = new Thread(ReceiveServerUpdates);
receiveThread.IsBackground = true;
receiveThread.Start();
Thread updateThread = new Thread(Update);
updateThread.IsBackground = true;
updateThread.Start();
while (true)
{
string input = Console.ReadLine();
lock (lockObj)
{
switch (input)
{
case "w":
playerY -= 1;
break;
case "s":
playerY += 1;
break;
case "a":
playerX -= 1;
break;
case "d":
playerX += 1;
break;
}
SendInput(input);
}
}
}
}
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class Server
{
private static readonly IPEndPoint ServerEndPoint = new IPEndPoint(IPAddress.Loopback, 12345);
private static UdpClient udpClient = new UdpClient(ServerEndPoint);
private static int playerX = 0;
private static int playerY = 0;
private static int seqNum = 0;
private static object lockObj = new object();
private static void HandleClientInput(byte[] data, IPEndPoint clientEndPoint)
{
string input = Encoding.UTF8.GetString(data);
lock (lockObj)
{
switch (input)
{
case "w":
playerY -= 1;
break;
case "s":
playerY += 1;
break;
case "a":
playerX -= 1;
break;
case "d":
playerX += 1;
break;
}
}
// 发送更新给客户端
string message = $"{seqNum}:{playerX}:{playerY}";
byte[] responseData = Encoding.UTF8.GetBytes(message);
udpClient.Send(responseData, responseData.Length, clientEndPoint);
seqNum++;
}
public static void ListenForClients()
{
while (true)
{
IPEndPoint clientEndPoint = null;
byte[] data = udpClient.Receive(ref clientEndPoint);
ThreadPool.QueueUserWorkItem(_ => HandleClientInput(data, clientEndPoint));
}
}
public static void Main()
{
ListenForClients();
}
}
客户端代码:
SendInput
方法:将玩家的输入发送到服务器。ReceiveServerUpdates
方法:接收服务器的状态更新,并校正客户端的预测位置。Update
方法:根据玩家的输入预测下一帧的位置。服务器代码:
HandleClientInput
方法:处理客户端的输入,更新玩家的位置,并将更新后的状态发送回客户端。ListenForClients
方法:监听客户端的连接和输入。为了提高客户端预表现的效果,我们可以引入更多的优化技术,如插值、外推和滞后补偿。
插值是一种平滑动画和移动的方法,通过在两个已知状态之间计算中间状态来减少跳变。插值通常用于在客户端接收到服务器的状态更新后,在两次更新之间平滑过渡。
外推是一种预测未来状态的方法,通过使用当前状态和速度来预测未来的位置。外推可以用于在客户端等待服务器更新时,继续预测玩家的位置。
滞后补偿是一种处理网络延迟的方法,通过在服务器上回溯时间来处理玩家的输入。滞后补偿可以减少由于网络延迟导致的命中检测错误。
以下是一个优化后的客户端和服务器代码示例,展示了如何实现插值和外推。
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class Client
{
private static readonly IPEndPoint ServerEndPoint = new IPEndPoint(IPAddress.Loopback, 12345);
private static UdpClient udpClient = new UdpClient();
private static int playerX = 0;
private static int playerY = 0;
private static int predictedX = 0;
private static int predictedY = 0;
private static int serverX = 0;
private static int serverY = 0;
private static int lastServerX = 0;
private static int lastServerY = 0;
private static long lastUpdateTime = 0;
private static object lockObj = new object();
private static void SendInput(string input)
{
byte[] data = Encoding.UTF8.GetBytes(input);
udpClient.Send(data, data.Length, ServerEndPoint);
}
private static void ReceiveServerUpdates()
{
while (true)
{
IPEndPoint remoteEP = null;
byte[] data = udpClient.Receive(ref remoteEP);
string message = Encoding.UTF8.GetString(data);
string[] parts = message.Split(':');
int serverSeqNum = int.Parse(parts[0]);
int x = int.Parse(parts[1]);
int y = int.Parse(parts[2]);
lock (lockObj)
{
lastServerX = serverX;
lastServerY = serverY;
serverX = x;
serverY = y;
lastUpdateTime = DateTime.UtcNow.Ticks;
// 校正预测位置
if (Math.Abs(predictedX - serverX) > 1 || Math.Abs(predictedY - serverY) > 1)
{
predictedX = serverX;
predictedY = serverY;
}
}
}
}
private static void Update()
{
while (true)
{
lock (lockObj)
{
// 计算插值
long currentTime = DateTime.UtcNow.Ticks;
float t = (currentTime - lastUpdateTime) / (float)TimeSpan.TicksPerSecond;
predictedX = (int)(lastServerX + (serverX - lastServerX) * t);
predictedY = (int)(lastServerY + (serverY - lastServerY) * t);
}
// 模拟帧率
Thread.Sleep(16);
}
}
public static void Main()
{
Thread receiveThread = new Thread(ReceiveServerUpdates);
receiveThread.IsBackground = true;
receiveThread.Start();
Thread updateThread = new Thread(Update);
updateThread.IsBackground = true;
updateThread.Start();
while (true)
{
string input = Console.ReadLine();
lock (lockObj)
{
switch (input)
{
case "w":
playerY -= 1;
break;
case "s":
playerY += 1;
break;
case "a":
playerX -= 1;
break;
case "d":
playerX += 1;
break;
}
SendInput(input);
}
}
}
}
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class Server
{
private static readonly IPEndPoint ServerEndPoint = new IPEndPoint(IPAddress.Loopback,12345);
private static UdpClient udpClient = new UdpClient(ServerEndPoint);
private static int playerX = 0;
private static int playerY = 0;
private static int seqNum = 0;
private static object lockObj = new object();
private static void HandleClientInput(byte[] data, IPEndPoint clientEndPoint)
{
string input = Encoding.UTF8.GetString(data);
lock (lockObj)
{
switch (input)
{
case "w":
playerY -= 1;
break;
case "s":
playerY += 1;
break;
case "a":
playerX -= 1;
break;
case "d":
playerX += 1;
break;
}
}
// 发送更新给客户端
string message = $"{seqNum}:{playerX}:{playerY}";
byte[] responseData = Encoding.UTF8.GetBytes(message);
udpClient.Send(responseData, responseData.Length, clientEndPoint);
seqNum++;
}
public static void ListenForClients()
{
while (true)
{
IPEndPoint clientEndPoint = null;
byte[] data = udpClient.Receive(ref clientEndPoint);
ThreadPool.QueueUserWorkItem(_ => HandleClientInput(data, clientEndPoint));
}
}
public static void Main()
{
ListenForClients();
}
}
在客户端代码中,我们已经实现了基本的插值。为了进一步优化,可以使用更高级的插值方法,如样条插值(Spline Interpolation)来获得更平滑的过渡。
在等待服务器更新时,可以使用外推来预测玩家的位置。外推可以基于玩家的速度和方向来预测未来的位置。
滞后补偿可以在服务器上实现,通过回溯时间来处理玩家的输入。例如,在射击游戏中,服务器可以根据玩家的延迟回溯到玩家开火时的位置来判断是否命中。
为了确保客户端预表现的效果,需要进行大量的测试和调试。可以使用以下方法:
以下是一个简单的外推实现示例:
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
class Client
{
private static readonly IPEndPoint ServerEndPoint = new IPEndPoint(IPAddress.Loopback, 12345);
private static UdpClient udpClient = new UdpClient();
private static int playerX = 0;
private static int playerY = 0;
private static int predictedX = 0;
private static int predictedY = 0;
private static int serverX = 0;
private static int serverY = 0;
private static int lastServerX = 0;
private static int lastServerY = 0;
private static long lastUpdateTime = 0;
private static object lockObj = new object();
private static void SendInput(string input)
{
byte[] data = Encoding.UTF8.GetBytes(input);
udpClient.Send(data, data.Length, ServerEndPoint);
}
private static void ReceiveServerUpdates()
{
while (true)
{
IPEndPoint remoteEP = null;
byte[] data = udpClient.Receive(ref remoteEP);
string message = Encoding.UTF8.GetString(data);
string[] parts = message.Split(':');
int serverSeqNum = int.Parse(parts[0]);
int x = int.Parse(parts[1]);
int y = int.Parse(parts[2]);
lock (lockObj)
{
lastServerX = serverX;
lastServerY = serverY;
serverX = x;
serverY = y;
lastUpdateTime = DateTime.UtcNow.Ticks;
// 校正预测位置
if (Math.Abs(predictedX - serverX) > 1 || Math.Abs(predictedX - serverX) > 1 || Math.Abs(predictedY - serverY) > 1)
{
predictedX = serverX;
predictedY = serverY;
}
}
}
}
private static void Update()
{
while (true)
{
lock (lockObj)
{
// 计算插值
long currentTime = DateTime.UtcNow.Ticks;
float t = (currentTime - lastUpdateTime) / (float)TimeSpan.TicksPerSecond;
predictedX = (int)(lastServerX + (serverX - lastServerX) * t);
predictedY = (int)(lastServerY + (serverY - lastServerY) * t);
// 外推预测
int deltaX = serverX - lastServerX;
int deltaY = serverY - lastServerY;
predictedX += deltaX;
predictedY += deltaY;
}
// 模拟帧率
Thread.Sleep(16);
}
}
public static void Main()
{
Thread receiveThread = new Thread(ReceiveServerUpdates);
receiveThread.IsBackground = true;
receiveThread.Start();
Thread updateThread = new Thread(Update);
updateThread.IsBackground = true;
updateThread.Start();
while (true)
{
string input = Console.ReadLine();
lock (lockObj)
{
switch (input)
{
case "w":
playerY -= 1;
break;
case "s":
playerY += 1;
break;
case "a":
playerX -= 1;
break;
case "d":
playerX += 1;
break;
}
SendInput(input);
}
}
}
}
插值和外推:
Update
方法中,我们首先计算插值,以平滑地过渡到服务器的最新位置。deltaX
和 deltaY
)。校正预测位置:
ReceiveServerUpdates
方法中,如果预测位置与服务器位置差异较大(超过1个单位),我们立即校正预测位置,以避免明显的跳变。为了确保客户端预表现的效果,我们需要进行以下测试和调试:
模拟网络延迟:
clumsy
或 NetEm
)来模拟不同的网络延迟条件,观察客户端预表现的效果。日志记录:
用户反馈:
通过合理的设计和实现,客户端预表现可以显著提高实时PVP游戏的用户体验,特别是在网络条件不佳的情况下。我们通过插值和外推技术,实现了平滑的动画和移动预测,减少了由于网络延迟导致的输入滞后感。进一步的优化和测试可以帮助我们不断改进客户端预表现的效果。