Use lookup table instead of strings

Whenever a model is changed, we prepare a bi-directional
name <-> id (byte) lookup table using which we can further
cut down the number of bytes used.

I also decided to avoid sending any bones which are in their
rest position. We're down to ~200 bytes, plus an additional
~200 for each hand tracked.

This commit breaks blendshape synchronization. I would like
to grab the data directly from the model / animation system,
rather than relying on "blend_shape_last_values".
main
copygirl 2 weeks ago
parent b471d3043c
commit f8163caee1
  1. 49
      copyMultiplayer.gd
  2. 105
      sync_controller.gd

@ -11,6 +11,12 @@ var main_controller: ModelController
## Hardcoded list of bone names that will get syncronized.
var tracked_bones: Array[String]
var version: int = -1
var bone_lookup: Array[String] = []
var bone_to_lookup: Dictionary = {}
var blendshape_lookup: Array[String] = []
var blendshape_to_lookup: Dictionary = {}
# Temporary positioning system.
# TODO: Add a setting that allows syncing model positions, as an alternative
# to letting the local player choose where each model is going to appear.
@ -43,6 +49,7 @@ func _ready() -> void:
# FIXME: Hardcoded way to get the main model controller.
main_controller = $"/root/SnekStudio_Main/ModelController"
main_controller.child_entered_tree.connect(on_model_controller_child_added)
on_model_controller_child_added(main_controller.get_node_or_null("Model"))
setup_setting_widget("cache" , "Cache/LineEdit", true )
setup_setting_widget("nickname", "Name/LineEdit" , false)
@ -137,7 +144,7 @@ func on_peer_connected(id: int) -> void:
# (Technically this doesn't need to be relayed through the server, but oh well.)
if nickname: change_nickname.rpc_id(id, nickname)
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc_id(id, filename)
if filename.is_valid_filename(): change_model.rpc_id(id, version, bone_lookup, blendshape_lookup, filename)
update_status()
print_log("%s connected" % sync_controller.get_display_name())
@ -216,11 +223,30 @@ func _process(_delta: float) -> void:
SyncController.send_model_animation(self)
func on_model_controller_child_added(child: Node) -> void:
if child.name != "Model": return
if (child == null) or (child.name != "Model"): return
var skeleton: Skeleton3D = main_controller._get_model_skeleton()
if not skeleton: return # Do nothing, I guess? Unsure if potential bug.
version = (version + 1) % 256
bone_lookup.clear()
bone_to_lookup.clear()
for bone_name in tracked_bones:
bone_lookup.append(bone_name)
var bone_idx := skeleton.find_bone(bone_name)
if bone_idx == -1: continue # Need bone in bone_lookup, but not in bone_to_lookup!
bone_to_lookup[bone_name] = bone_lookup.size() - 1
blendshape_lookup.clear()
blendshape_to_lookup.clear()
# TODO: Redo the blendshapes. Consider grabbing data from animations directly?
# Wait for one frame, then "_last_loaded_vrm" is updated.
await get_tree().process_frame
var filename = main_controller._last_loaded_vrm.get_file()
if filename.is_valid_filename(): change_model.rpc(filename)
change_model.rpc(version, bone_lookup, blendshape_lookup, filename)
## Gets the SyncController for the player with the specified peer id.
@ -236,13 +262,22 @@ func change_nickname(new_nickname: String) -> void:
if controller: controller.change_nickname(new_nickname)
@rpc("any_peer", "reliable")
func change_model(filename: String) -> void:
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[String],
filename: String,
) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.change_model(filename)
if controller: controller.change_model(new_version, new_bone_lookup, new_blendshape_lookup, filename)
@rpc("any_peer", "unreliable_ordered")
func sync_model_animation(uncompressed_length: int, buffer: PackedByteArray) -> void:
func sync_model_animation(
current_version: int,
uncompressed_length: int,
buffer: PackedByteArray,
) -> void:
var peer_id := multiplayer.get_remote_sender_id()
var controller := get_sync_controller(peer_id)
if controller: controller.sync_model_animation(uncompressed_length, buffer)
if controller: controller.sync_model_animation(current_version, uncompressed_length, buffer)

@ -6,6 +6,11 @@ var model_controller: ModelController
var peer_id: int
var nickname: String
var version: int = -1
var bone_lookup: Array[String]
var blendshape_lookup: Array[String]
var model_name: String
var model: Node
var skeleton: Skeleton3D
@ -32,7 +37,18 @@ func change_nickname(new_nickname: String) -> void:
nickname = new_nickname
## Attempts to change the model of this player.
func change_model(filename: String) -> void:
func change_model(
new_version: int,
new_bone_lookup: Array[String],
new_blendshape_lookup: Array[String],
filename: String,
) -> void:
# These should be safe to update even if the model doesn't load.
# We just need to stay in sync with the lookup tables.
version = new_version
bone_lookup = new_bone_lookup
blendshape_lookup = new_blendshape_lookup
if not filename.is_valid_filename():
module.print_log("ERROR: '%s' is not a valid file name!" % filename)
return
@ -43,34 +59,51 @@ func change_model(filename: String) -> void:
if not model_controller.load_vrm(full_path):
module.print_log("ERROR: Model '%s' could not be loaded!" % filename)
return
module.print_log("%s switched to '%s'" % [ get_display_name(), filename ])
model_name = filename
model = model_controller.get_node_or_null("Model")
skeleton = model_controller._get_model_skeleton()
func sync_model_animation(uncompressed_length: int, buffer: PackedByteArray) -> void:
module.print_log("%s switched to '%s'" % [ get_display_name(), filename ])
func sync_model_animation(
current_version: int,
uncompressed_length: int,
buffer: PackedByteArray,
) -> void:
if version != current_version: return
if (not model) or (not skeleton): return
var uncompressed_buffer := buffer.decompress(uncompressed_length, FileAccess.COMPRESSION_ZSTD);
var stream := StreamBuffer.from_buffer(uncompressed_buffer)
model.transform = stream.read_transform32()
# We skipped some bones, so reset the skipped ones to the rest pose.
var all_bones := {}
for bone_name in module.bone_to_lookup:
var bone_idx := skeleton.find_bone(bone_name)
var bone_rest := skeleton.get_bone_rest(bone_idx)
all_bones[bone_name] = { idx = bone_idx, pose = bone_rest }
# Override rest poses with ones from the packet.
var num_bones := stream.read_uint8()
for i in num_bones:
var bone_name := bone_lookup[stream.read_uint8()]
all_bones[bone_name].pose = stream.read_bone_pose()
# Apply bone poses to skeleton.
for bone_name in all_bones:
var bone: Dictionary = all_bones[bone_name]
skeleton.set_bone_pose(bone.idx, bone.pose)
var shape_dict := {}
# 256 blendshapes (and bones) should be enough, right?
var num_shapes := stream.read_uint8()
var num_shapes := stream.read_uint8() # 256 blendshapes (and bones) should be enough, right?
for i in num_shapes:
var shape_name := stream.read_string()
var shape_alpha := stream.read_float16()
var shape_name := blendshape_lookup[stream.read_uint8()]
var shape_alpha := stream.read_float16()
shape_dict[shape_name] = shape_alpha
BlendShapes.apply_animations(model, shape_dict)
var num_bones := stream.read_uint8()
for i in num_bones:
var bone_name := stream.read_string()
var bone_pose := stream.read_bone_pose()
var bone_idx := skeleton.find_bone(bone_name)
if bone_idx != -1: skeleton.set_bone_pose(bone_idx, bone_pose)
@warning_ignore("shadowed_variable")
static func send_model_animation(module: copyMultiplayer) -> void:
# Check if there's other players we're connected to.
@ -83,32 +116,32 @@ static func send_model_animation(module: copyMultiplayer) -> void:
write_stream.write_transform32(model.transform)
# TODO: Do not write full strings. Use a lookup table!
# TODO: Only write non-default blendshapes. Anything missing = default.
# Pre-filter any bones that are in rest pose.
var restless_bones := {}
for bone_name in module.bone_to_lookup:
var bone_idx := skeleton.find_bone(bone_name)
var bone_pose := skeleton.get_bone_pose(bone_idx)
var bone_rest := skeleton.get_bone_rest(bone_idx)
if not bone_pose.is_equal_approx(bone_rest):
restless_bones[bone_name] = bone_pose
write_stream.write_uint8(restless_bones.size())
for bone_name in restless_bones:
var bone_pose: Transform3D = restless_bones[bone_name]
write_stream.write_uint8(module.bone_to_lookup[bone_name])
write_stream.write_bone_pose(bone_pose)
# TODO: Only write non-default blendshapes. Anything missing = default.
var shape_dict: Dictionary = media_pipe.blend_shape_last_values
write_stream.write_uint8(shape_dict.size())
for shape_name in shape_dict:
write_stream.write_uint8(module.blendshape_to_lookup.size())
for shape_name in module.blendshape_to_lookup:
var shape_alpha: float = shape_dict[shape_name]
write_stream.write_string(shape_name)
write_stream.write_uint8(module.blendshape_to_lookup[shape_name])
write_stream.write_float16(shape_alpha)
var bone_poses = {}
for bone_name in module.tracked_bones:
var bone_idx = skeleton.find_bone(bone_name)
if bone_idx == -1: continue
var bone_pose = skeleton.get_bone_pose(bone_idx)
bone_poses[bone_name] = bone_pose
write_stream.write_uint8(bone_poses.size())
for bone_name in bone_poses:
var bone_pose: Transform3D = bone_poses[bone_name]
write_stream.write_string(bone_name)
write_stream.write_bone_pose(bone_pose)
# TODO: Ideally, compression won't be needed once we remove strings.
# The compression still helps, so we'll keep it for now.
var compressed_buffer := write_stream.slice().compress(FileAccess.COMPRESSION_ZSTD);
# DEBUG: Uncomment this to see packet size (ideally < 1024).
# module.set_status("Packet size: %d (%d uncompressed)" % [compressed_buffer.size(), write_stream.size])
module.sync_model_animation.rpc(write_stream.size, compressed_buffer)
# Uncomment this to see packet size. Can we hit < 256 bytes?
# module.set_status("Packet size: %d bytes (%d uncompressed)" % [ compressed_buffer.size(), write_stream.size ])
module.sync_model_animation.rpc(module.version, write_stream.size, compressed_buffer)
write_stream.clear()

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