optimizing network stuff

This commit is contained in:
2025-07-30 05:51:39 +02:00
parent ea99249fe2
commit 159e9adcd7
56 changed files with 2272 additions and 1781 deletions

View File

@@ -9,8 +9,9 @@ using RebootKit.Engine.Foundation;
using RebootKit.Engine.Input;
using RebootKit.Engine.Network;
using RebootKit.Engine.Simulation;
#if RR_STEAM
using RebootKit.Engine.Steam;
using Unity.Netcode;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
@@ -28,7 +29,7 @@ namespace RebootKit.Engine.Main {
[ConfigVar("con.write_log", 1, "Enables writing game log to console output")]
static ConfigVar s_WriteLogToConsole;
internal static EngineConfigAsset EngineConfig;
static DisposableBag s_DisposableBag;
@@ -36,8 +37,13 @@ namespace RebootKit.Engine.Main {
static AsyncOperationHandle<SceneInstance> s_MainMenuSceneHandle;
static NetworkSystem s_NetworkSystemPrefab;
internal static NetworkSystem NetworkSystemInstance;
internal static NetworkSystem Network;
internal static byte NetworkProtocolVersion {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return EngineConfig.protocolVersion;
}
}
internal static ConsoleService Console { get; private set; }
public static InputService Input { get; private set; }
@@ -65,30 +71,18 @@ namespace RebootKit.Engine.Main {
s_ServicesBag.Add(Input);
World = CreateService<WorldService>();
await InitializeAssetsAsync(cancellationToken);
#if RR_STEAM
await SteamManager.InitializeAsync(cancellationToken);
Network = new NetworkSystem(new SteamNetworkManager());
#else
Network = new NetworkSystem(new UnityNetworkManager());
#endif
await InitializeAssetsAsync(cancellationToken);
}
// @NOTE: This method is called after the main scene is loaded.
internal static async UniTask RunAsync(CancellationToken cancellationToken) {
s_NetworkSystemPrefab =
Resources.Load<NetworkSystem>(RConsts.k_CoreNetworkGameSystemsResourcesPath);
NetworkManager.Singleton.OnConnectionEvent += OnConnectionEvent;
NetworkManager.Singleton.OnServerStarted += OnServerStarted;
NetworkManager.Singleton.OnServerStopped += OnServerStopped;
#if RR_STEAM
if (NetworkManager.Singleton.TryGetComponent(out FacepunchTransport facepunchTransport)) {
NetworkManager.Singleton.NetworkConfig.NetworkTransport = facepunchTransport;
} else {
s_Logger.Error("Steam integration is enabled but FacepunchTransport is not found in NetworkManager.");
}
#endif
Observable.EveryUpdate()
.Subscribe(_ => Tick())
.AddTo(ref s_DisposableBag);
@@ -112,16 +106,12 @@ namespace RebootKit.Engine.Main {
s_Logger.Info("Shutting down");
if (GameInstance is not null) {
GameInstance.NetworkObject.Despawn();
Object.Destroy(GameInstance);
GameInstance = null;
}
if (NetworkManager.Singleton is not null) {
NetworkManager.Singleton.OnConnectionEvent -= OnConnectionEvent;
NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
NetworkManager.Singleton.OnServerStopped -= OnServerStopped;
}
Network.Dispose();
Network = null;
#if RR_STEAM
SteamManager.Shutdown();
@@ -159,8 +149,10 @@ namespace RebootKit.Engine.Main {
return worldConfig;
}
// Game API
public static async UniTask OpenMainMenuAsync(CancellationToken cancellationToken) {
//
// @MARK: Game
//
internal static async UniTask OpenMainMenuAsync(CancellationToken cancellationToken) {
s_Logger.Info("Opening main menu");
World.Unload();
@@ -201,7 +193,7 @@ namespace RebootKit.Engine.Main {
return;
}
NetworkSystemInstance.SetCurrentWorld(worldID);
Network.SetCurrentWorld(worldID);
}
public static Actor SpawnActor(AssetReferenceGameObject assetReference,
@@ -212,7 +204,7 @@ namespace RebootKit.Engine.Main {
return null;
}
if (NetworkSystemInstance is null) {
if (Network is null) {
s_Logger.Error("NetworkSystemInstance is not initialized. Cannot spawn actor.");
return null;
}
@@ -223,16 +215,16 @@ namespace RebootKit.Engine.Main {
}
s_Logger.Info($"Spawning actor from asset reference: {assetReference.RuntimeKey}");
return NetworkSystemInstance.Actors.SpawnActor(assetReference, position, rotation);
return Network.Actors.SpawnActor(assetReference, position, rotation);
}
public static Actor FindSpawnedActor(ulong actorID) {
if (NetworkSystemInstance is null) {
public static Actor FindSpawnedActor(ushort actorID) {
if (Network is null) {
s_Logger.Error("NetworkSystemInstance is not initialized. Cannot find actor.");
return null;
}
Actor actor = NetworkSystemInstance.Actors.FindActorByID(actorID);
Actor actor = Network.Actors.FindActorByID(actorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {actorID} not found");
}
@@ -240,7 +232,24 @@ namespace RebootKit.Engine.Main {
return actor;
}
// Service API
public static void PossessActor(ulong clientID, ushort actorID) {
if (!IsServer()) {
s_Logger.Error("Only server can possess actors for clients.");
return;
}
if (Network == null) {
s_Logger.Error("Network is not initialized. Cannot possess actor.");
return;
}
Network.SendPossessedActor(clientID, actorID);
}
//
// @MARK: Service API
// Services seems to be useless in the current architecture. Consider removing this API in the future.
//
public static TService CreateService<TService>(ServiceAsset<TService> asset) where TService : class, IService {
if (asset is null) {
throw new ArgumentNullException($"Null asset of type {typeof(TService)}");
@@ -257,7 +266,9 @@ namespace RebootKit.Engine.Main {
return service;
}
// Logging API
//
// @MARK: Logging API
//
public static void Log(string message) {
Debug.Log(message);
Console?.WriteToOutput(message);
@@ -277,7 +288,9 @@ namespace RebootKit.Engine.Main {
Console?.WriteToOutput(message);
}
// CVar API
//
// @MARK: Config Variables
//
public static ConfigVar CVarIndex(string name, int defaultValue = -1) {
ConfigVar cvar = ConfigVarsContainer.Get(name);
if (cvar != null) {
@@ -311,49 +324,57 @@ namespace RebootKit.Engine.Main {
return cvar;
}
// Network API
//
// @MARK: Network API
//
public static bool IsServer() {
return NetworkManager.Singleton.IsServer;
return Network != null && Network.Manager.IsServer();
}
public static bool IsClient() {
return NetworkManager.Singleton.IsClient;
return Network != null && Network.Manager.IsClient();
}
public static void StartHost() {
if (NetworkManager.Singleton.IsHost) {
s_Logger.Error("Already hosting a server");
if (IsServer() || IsClient()) {
s_Logger.Error("Already hosting a server or connected as a client");
return;
}
// @TODO: Handle failures
s_Logger.Info("Starting host");
NetworkManager.Singleton.StartHost();
if (!Network.Manager.StartHost()) {
s_Logger.Error("Failed to start host.");
return;
}
}
public static void StopServer() { }
public static void StopHost() {
Network.Manager.StopHost();
}
public static void Connect() {
if (NetworkManager.Singleton.IsClient) {
if (IsClient()) {
s_Logger.Error("Already connected to a server");
return;
}
s_Logger.Info($"Connecting to server.");
NetworkManager.Singleton.StartClient();
s_Logger.Info("Connecting to server.");
Network.Manager.StartClient();
}
public static void ConnectWithSteamID(ulong steamId) {
#if RR_STEAM
if (NetworkManager.Singleton.IsClient) {
if (IsClient()) {
s_Logger.Error("Already connected to a server");
return;
}
s_Logger.Info($"Connecting to server with Steam ID: {steamId}");
if (NetworkManager.Singleton.NetworkConfig.NetworkTransport is FacepunchTransport facepunchTransport) {
facepunchTransport.targetSteamId = steamId;
NetworkManager.Singleton.StartClient();
if (Network.Manager is SteamNetworkManager steamNetworkManager) {
steamNetworkManager.TargetSteamID = steamId;
Network.Manager.StartClient();
} else {
s_Logger.Error("Network transport is not FacepunchTransport. Cannot connect with Steam ID.");
}
@@ -362,7 +383,9 @@ namespace RebootKit.Engine.Main {
#endif
}
public static void Disconnect() { }
public static void Disconnect() {
Network.Manager.Disconnect();
}
public static void SendChatMessage(string message) {
if (!IsClient()) {
@@ -374,40 +397,48 @@ namespace RebootKit.Engine.Main {
return;
}
GameInstance.SendChatMessageRpc(message);
throw new NotSupportedException("Cannot send chat message. Not connected to a server.");
}
static void Tick() {
float deltaTime = Time.deltaTime;
Network.Tick(deltaTime);
}
static void OnConnectionEvent(NetworkManager network, ConnectionEventData data) {
s_Logger.Info("Connection event: " + data.EventType);
}
static void OnServerStarted() {
internal static void OnServerStarted() {
s_Logger.Info("Server started");
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
GameInstance.NetworkObject.Spawn();
NetworkSystemInstance = Object.Instantiate(s_NetworkSystemPrefab);
NetworkSystemInstance.NetworkObject.Spawn();
}
static void OnServerStopped(bool obj) {
internal static void OnServerStopped() {
s_Logger.Info("Server stopped");
if (GameInstance is not null) {
GameInstance.NetworkObject.Despawn();
Object.Destroy(GameInstance.gameObject);
GameInstance = null;
}
}
if (NetworkSystemInstance is not null) {
if (NetworkSystemInstance.NetworkObject is not null && NetworkSystemInstance.NetworkObject.IsSpawned) {
NetworkSystemInstance.NetworkObject.Despawn();
}
internal static void OnClientStarted() {
if (IsServer()) {
return;
}
NetworkSystemInstance = null;
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
}
internal static void OnClientStopped() {
if (IsServer()) {
return;
}
World.Unload();
OpenMainMenuAsync(CancellationToken.None).Forget();
if (GameInstance is not null) {
Object.Destroy(GameInstance.gameObject);
GameInstance = null;
}
}