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

@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.ComponentModel.DataAnnotations;
using System.Globalization;
using RebootKit.Engine.Foundation;
@@ -6,8 +7,9 @@ using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using TriInspector;
using Unity.Collections;
using Unity.Netcode;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Assertions;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Simulation {
@@ -24,59 +26,54 @@ namespace RebootKit.Engine.Simulation {
}
public struct ActorCommand : ISerializableEntity {
public ulong ActorID;
public ulong ClientID;
public ushort CommandID;
public ushort ActorID;
public byte CommandID;
public NativeArray<byte> Data;
public int GetMaxBytes() {
return sizeof(ulong) + // ActorID
sizeof(ulong) + // ClientID
sizeof(ushort) + // CommandID
sizeof(ushort) + // Data length
sizeof(byte) * Data.Length; // Data
return sizeof(ushort) + // ActorID
sizeof(byte) + // CommandID
sizeof(byte) + // Data length
sizeof(byte) * Data.Length; // Data
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write(ActorID);
writer.Write(ClientID);
writer.Write(CommandID);
writer.Write((ushort) Data.Length);
writer.Write((byte) Data.Length);
if (Data.IsCreated) {
writer.Write(Data);
}
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out ActorID);
reader.Read(out ClientID);
reader.Read(out CommandID);
reader.Read(out ushort dataLength);
reader.Read(out byte dataLength);
if (dataLength > 0) {
reader.Read(out Data, dataLength, Allocator.Temp);
}
}
}
// @NOTE: ActorEvent is used to send events from the server to clients and only clients.
// Server should not receive ActorEvents.
public struct ActorEvent : ISerializableEntity {
public ulong ActorID;
public ushort EventID;
public ushort ActorID;
public byte EventID;
public NativeArray<byte> Data;
public int GetMaxBytes() {
return sizeof(ulong) + // ActorID
sizeof(ushort) + // EventID
sizeof(ushort) + // Data length
return sizeof(ushort) + // ActorID
sizeof(byte) + // EventID
sizeof(byte) + // Data length
sizeof(byte) * Data.Length; // Data
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write(ActorID);
writer.Write(EventID);
Assert.IsTrue(Data.Length < byte.MaxValue, "Data of ActorEvent is too large to fit in a byte.");
writer.Write((ushort) Data.Length);
writer.Write((byte) Data.Length);
if (Data.IsCreated) {
writer.Write(Data);
}
@@ -85,7 +82,7 @@ namespace RebootKit.Engine.Simulation {
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out ActorID);
reader.Read(out EventID);
reader.Read(out ushort dataLength);
reader.Read(out byte dataLength);
if (dataLength > 0) {
reader.Read(out Data, dataLength, Allocator.Temp);
@@ -94,13 +91,14 @@ namespace RebootKit.Engine.Simulation {
}
[Flags]
enum ActorPhysicsFlags : byte {
enum ActorFlags : byte {
None = 0,
IsKinematic = 1 << 0,
Hidden = 1 << 0,
DisableColliders = 1 << 1,
}
struct ActorCoreStateSnapshot : ISerializableEntity {
public ushort ActorID;
public DateTime Timestamp;
// @NOTE: Position, Rotation, and Scale are in local space.
@@ -108,102 +106,65 @@ namespace RebootKit.Engine.Simulation {
public Quaternion Rotation;
public Vector3 Scale;
public bool IsHidden;
public ActorPhysicsFlags Flags;
public ActorFlags Flags;
public ulong MasterActorID;
public ushort MasterActorID;
public FixedString32Bytes MasterSocketName;
public void Serialize(NetworkBufferWriter writer) {
writer.Write(ActorID);
writer.Write(Timestamp.Ticks);
writer.Write(Position);
writer.Write(Rotation);
writer.Write(Scale);
writer.Write(IsHidden);
writer.Write((byte) Flags);
writer.Write(MasterActorID);
writer.Write(MasterSocketName);
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out ActorID);
reader.Read(out long ticks);
Timestamp = new DateTime(ticks, DateTimeKind.Utc);
reader.Read(out Position);
reader.Read(out Rotation);
reader.Read(out Scale);
reader.Read(out IsHidden);
reader.Read(out byte flagsByte);
Flags = (ActorPhysicsFlags) flagsByte;
Flags = (ActorFlags) flagsByte;
reader.Read(out MasterActorID);
reader.Read(out MasterSocketName);
}
public int GetMaxBytes() {
return sizeof(long) + // Timestamp
return sizeof(ushort) + // ActorID
sizeof(long) + // Timestamp
sizeof(float) * 3 + // Position
sizeof(float) * 4 + // Rotation (Quaternion)
sizeof(float) * 3 + // Scale
sizeof(bool) + // IsHidden
sizeof(byte) + // Flags
sizeof(ulong) + // MasterActorID
sizeof(ushort) + // MasterActorID
sizeof(byte) * 32; // MasterSocketName
}
}
///
/// Represents the synchronization mode for actor transforms (and rigidbody).
/// @TODO: Might be a good idea to keep client-side actors rigidbody as kinematic and simulate physics only on the server.
/// IMPORTANT:
/// - Position, Rotation, and Scale are in local space.
/// - Velocity and AngularVelocity are only used if UsingRigidbody is set.
/// - When Actor is mounted to another actor, sync won't happen.
///
[Flags]
public enum ActorTransformSyncMode : byte {
None = 0,
Position = 1 << 0,
Rotation = 1 << 1,
Scale = 1 << 2,
// @NOTE: If this is set, Position and Rotation will be synced using Rigidbody's position and rotation.
UsingRigidbody = 1 << 3,
Velocity = 1 << 4, // @NOTE: Velocity is only used if UsingRigidbody is set.
AngularVelocity = 1 << 5 // @NOTE: AngularVelocity is only used if UsingRigidbody is set.
Scale = 1 << 2
}
public struct ActorTransformSyncData : ISerializableEntity {
public ushort ActorID;
public ActorTransformSyncMode SyncMode;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Rotation;
public Vector3 Scale;
public Vector3 Velocity;
public Vector3 AngularVelocity;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
serializer.SerializeValue(ref SyncMode);
if ((SyncMode & ActorTransformSyncMode.Position) != 0) {
serializer.SerializeValue(ref Position);
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
serializer.SerializeValue(ref Rotation);
}
if ((SyncMode & ActorTransformSyncMode.Scale) != 0) {
serializer.SerializeValue(ref Scale);
}
if ((SyncMode & ActorTransformSyncMode.Velocity) != 0) {
serializer.SerializeValue(ref Velocity);
}
if ((SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
serializer.SerializeValue(ref AngularVelocity);
}
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write(ActorID);
writer.Write((byte) SyncMode);
if ((SyncMode & ActorTransformSyncMode.Position) != 0) {
@@ -211,23 +172,26 @@ namespace RebootKit.Engine.Simulation {
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
writer.Write(Rotation);
Rotation.x = Mathf.Repeat(Rotation.x, 360.0f);
Rotation.y = Mathf.Repeat(Rotation.y, 360.0f);
Rotation.z = Mathf.Repeat(Rotation.z, 360.0f);
ushort rotX = QuantizationUtility.FloatToUShort(Rotation.x, 0.0f, 360.0f);
ushort rotY = QuantizationUtility.FloatToUShort(Rotation.y, 0.0f, 360.0f);
ushort rotZ = QuantizationUtility.FloatToUShort(Rotation.z, 0.0f, 360.0f);
writer.Write(rotX);
writer.Write(rotY);
writer.Write(rotZ);
}
if ((SyncMode & ActorTransformSyncMode.Scale) != 0) {
writer.Write(Scale);
}
if ((SyncMode & ActorTransformSyncMode.Velocity) != 0) {
writer.Write(Velocity);
}
if ((SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
writer.Write(AngularVelocity);
}
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out ActorID);
reader.Read(out byte syncModeByte);
SyncMode = (ActorTransformSyncMode) syncModeByte;
@@ -236,19 +200,17 @@ namespace RebootKit.Engine.Simulation {
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
reader.Read(out Rotation);
reader.Read(out ushort rotX);
reader.Read(out ushort rotY);
reader.Read(out ushort rotZ);
Rotation.x = QuantizationUtility.UShortToFloat(rotX, 0.0f, 360.0f);
Rotation.y = QuantizationUtility.UShortToFloat(rotY, 0.0f, 360.0f);
Rotation.z = QuantizationUtility.UShortToFloat(rotZ, 0.0f, 360.0f);
}
if ((SyncMode & ActorTransformSyncMode.Scale) != 0) {
reader.Read(out Scale);
}
if ((SyncMode & ActorTransformSyncMode.Velocity) != 0) {
reader.Read(out Velocity);
}
if ((SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
reader.Read(out AngularVelocity);
reader.Read(out Vector3 scale);
}
}
@@ -260,21 +222,13 @@ namespace RebootKit.Engine.Simulation {
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
size += sizeof(float) * 4; // Quaternion
size += sizeof(ushort) * 3; // Vector3 - Euler angles
}
if ((SyncMode & ActorTransformSyncMode.Scale) != 0) {
size += sizeof(float) * 3; // Vector3
}
if ((SyncMode & ActorTransformSyncMode.Velocity) != 0) {
size += sizeof(float) * 3; // Vector3
}
if ((SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
size += sizeof(float) * 3; // Vector3
}
return size;
}
}
@@ -283,7 +237,8 @@ namespace RebootKit.Engine.Simulation {
static readonly Logger s_ActorLogger = new Logger(nameof(Actor));
[field: SerializeField, TriInspector.ReadOnly] public string SourceActorPath { get; internal set; } = "";
[field: SerializeField, Unity.Collections.ReadOnly] public ulong ActorID { get; internal set; }
[field: SerializeField, TriInspector.ReadOnly] public ulong ActorStaticID { get; internal set; }
[field: SerializeField, TriInspector.ReadOnly] public ushort ActorID { get; internal set; }
[NonSerialized] internal IActorData Data;
@@ -302,11 +257,22 @@ namespace RebootKit.Engine.Simulation {
[SerializeField] bool m_SetKinematicOnMount = true;
[SerializeField] bool m_DisableCollidersOnMount = true;
internal ActorPhysicsFlags PhysicsFlagsBeforeMount = ActorPhysicsFlags.None;
internal ActorPhysicsFlags PhysicsFlags = ActorPhysicsFlags.None;
internal ActorFlags Flags = ActorFlags.None;
// @NOTE: Sync won't happen if actor is mounted to another actor.
[SerializeField] internal ActorTransformSyncMode transformSyncMode = ActorTransformSyncMode.None;
[SerializeField] internal bool syncTransform = true;
[SerializeField] internal bool syncPosition = true;
[SerializeField] internal bool syncRotation = true;
[SerializeField] internal bool syncScale = false;
class ActorClientState {
public ulong LastSyncTick;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Scale;
}
readonly Dictionary<ulong, ActorClientState> m_ClientsStates = new Dictionary<ulong, ActorClientState>();
[Serializable]
public struct AttachmentSocket {
@@ -334,8 +300,8 @@ namespace RebootKit.Engine.Simulation {
// @MARK: Unity callbacks
//
void OnValidate() {
if (ActorID == 0) {
ActorID = UniqueID.NewULongFromGuid();
if (ActorStaticID == 0) {
ActorStaticID = UniqueID.NewULongFromGuid();
}
}
@@ -347,7 +313,7 @@ namespace RebootKit.Engine.Simulation {
// @MARK: Server side
public virtual void OnServerTick(float deltaTime) { }
protected virtual void OnActorCommandServer(ActorCommand actorCommand) { }
protected virtual void OnActorCommandServer(ulong senderID, ActorCommand actorCommand) { }
// Override this method to implement client-side logic
public virtual void OnClientTick(float deltaTime) { }
@@ -364,12 +330,18 @@ namespace RebootKit.Engine.Simulation {
bool shouldBeActive = !hidden;
if (gameObject.activeSelf == shouldBeActive) {
s_ActorLogger
.Warning($"Actor {name} (ID: {ActorID}) is already in the desired visibility state: {shouldBeActive.ToString()}");
s_ActorLogger.Warning($"Actor {name} (ID: {ActorID}) is already in the desired visibility state: {shouldBeActive.ToString()}");
return;
}
gameObject.SetActive(shouldBeActive);
if (hidden) {
Flags |= ActorFlags.Hidden;
} else {
Flags &= ~ActorFlags.Hidden;
}
IsCoreStateDirty = true;
}
@@ -383,16 +355,15 @@ namespace RebootKit.Engine.Simulation {
MasterActor = actor;
MasterSocketName = new FixedString32Bytes(slotName);
PhysicsFlagsBeforeMount = PhysicsFlags;
if (m_SetKinematicOnMount) {
PhysicsFlags |= ActorPhysicsFlags.IsKinematic;
}
if (m_DisableCollidersOnMount) {
PhysicsFlags |= ActorPhysicsFlags.DisableColliders;
Flags |= ActorFlags.DisableColliders;
UpdateLocalCollidersState(false);
}
if (m_SetKinematicOnMount) {
actorRigidbody.isKinematic = true;
}
UpdateLocalPhysicsState(PhysicsFlags);
UpdateMountedTransform();
IsCoreStateDirty = true;
}
@@ -413,51 +384,15 @@ namespace RebootKit.Engine.Simulation {
MasterSocketName = default;
UpdateMountedTransform();
PhysicsFlags = PhysicsFlagsBeforeMount;
UpdateLocalPhysicsState(PhysicsFlags);
IsCoreStateDirty = true;
}
public void SetCollidersEnabled(bool enableColliders) {
if (!RR.IsServer()) {
s_ActorLogger.Error($"Only the server can enable/disable colliders. Actor: {name} (ID: {ActorID})");
return;
if (m_DisableCollidersOnMount) {
UpdateLocalCollidersState(true);
Flags &= ~ActorFlags.DisableColliders;
}
if (m_SetKinematicOnMount) {
actorRigidbody.isKinematic = false;
}
if (actorRigidbody is null) {
s_ActorLogger.Error($"Actor {name} (ID: {ActorID}) has no Rigidbody to set colliders on.");
return;
}
if (enableColliders) {
PhysicsFlags &= ~ActorPhysicsFlags.DisableColliders;
} else {
PhysicsFlags |= ActorPhysicsFlags.DisableColliders;
}
UpdateLocalCollidersState(enableColliders);
IsCoreStateDirty = true;
}
public void SetKinematic(bool isKinematic) {
if (!RR.IsServer()) {
s_ActorLogger.Error($"Only the server can set kinematic state. Actor: {name} (ID: {ActorID})");
return;
}
if (actorRigidbody is null) {
s_ActorLogger.Error($"Actor {name} (ID: {ActorID}) has no Rigidbody to set kinematic state on.");
return;
}
if (isKinematic) {
PhysicsFlags |= ActorPhysicsFlags.IsKinematic;
} else {
PhysicsFlags &= ~ActorPhysicsFlags.IsKinematic;
}
actorRigidbody.isKinematic = isKinematic;
IsCoreStateDirty = true;
}
@@ -468,14 +403,14 @@ namespace RebootKit.Engine.Simulation {
return !gameObject.activeSelf;
}
protected void SendActorCommand<TCmdData>(ushort commandID, ref TCmdData commandData)
protected void SendActorCommand<TCmdData>(byte commandID, ref TCmdData commandData)
where TCmdData : struct, ISerializableEntity {
NativeArray<byte> data = DataSerializationUtils.Serialize(commandData);
SendActorCommand(commandID, data);
}
protected void SendActorCommand(ushort commandID, NativeArray<byte> data = default) {
protected void SendActorCommand(byte commandID, NativeArray<byte> data = default) {
if (Manager is null) {
s_ActorLogger.Error($"Cannot send command because Manager is null for actor {name} (ID: {ActorID})");
return;
@@ -483,7 +418,6 @@ namespace RebootKit.Engine.Simulation {
ActorCommand command = new ActorCommand {
ActorID = ActorID,
ClientID = NetworkManager.Singleton.LocalClientId,
CommandID = commandID,
Data = data
};
@@ -491,19 +425,19 @@ namespace RebootKit.Engine.Simulation {
Manager.SendActorCommand(command);
}
protected void SendActorEvent<TEventData>(ushort eventID, ref TEventData eventData)
protected void SendActorEvent<TEventData>(byte eventID, ref TEventData eventData)
where TEventData : struct, ISerializableEntity {
NativeArray<byte> data = DataSerializationUtils.Serialize(eventData);
SendActorEvent(eventID, data);
}
protected void SendActorEvent(ushort eventID, NativeArray<byte> data = default) {
protected void SendActorEvent(byte eventID, NativeArray<byte> data = default) {
if (!RR.IsServer()) {
s_ActorLogger.Error($"Only the server can send actor events. Actor: {name} (ID: {ActorID})");
return;
}
if (Manager is null) {
if (Manager == null) {
s_ActorLogger.Error($"Cannot send event because Manager is null for actor {name} (ID: {ActorID})");
return;
}
@@ -540,17 +474,22 @@ namespace RebootKit.Engine.Simulation {
//
// @MARK: Internal
//
internal void InitializeOnClient() {
if (actorRigidbody != null) {
actorRigidbody.isKinematic = true;
}
}
internal ActorCoreStateSnapshot GetCoreStateSnapshot() {
ActorCoreStateSnapshot snapshot = new ActorCoreStateSnapshot();
snapshot.ActorID = ActorID;
snapshot.Timestamp = DateTime.UtcNow;
snapshot.Position = transform.localPosition;
snapshot.Rotation = transform.localRotation;
snapshot.Scale = transform.localScale;
snapshot.Flags = Flags;
snapshot.IsHidden = !gameObject.activeSelf;
snapshot.Flags = PhysicsFlags;
snapshot.MasterActorID = MasterActor != null ? MasterActor.ActorID : 0;
snapshot.MasterActorID = MasterActor != null ? MasterActor.ActorID : (ushort)0;
if (snapshot.MasterActorID != 0) {
snapshot.MasterSocketName = MasterSocketName;
} else {
@@ -567,7 +506,7 @@ namespace RebootKit.Engine.Simulation {
return;
}
LastCoreStateSyncTime = snapshot.Timestamp;
PhysicsFlags = snapshot.Flags;
Flags = snapshot.Flags;
if (snapshot.MasterActorID != 0) {
MasterActor = RR.FindSpawnedActor(snapshot.MasterActorID);
@@ -583,69 +522,78 @@ namespace RebootKit.Engine.Simulation {
transform.localScale = snapshot.Scale;
}
if (snapshot.IsHidden) {
if ((snapshot.Flags & ActorFlags.Hidden) != 0) {
gameObject.SetActive(false);
} else {
gameObject.SetActive(true);
}
UpdateLocalPhysicsState(PhysicsFlags);
bool enableColliders = (Flags & ActorFlags.DisableColliders) == 0;
UpdateLocalCollidersState(enableColliders);
}
internal ActorTransformSyncData GetTransformSyncData() {
ActorTransformSyncData data = new ActorTransformSyncData {
SyncMode = transformSyncMode
ActorClientState GetActorClientState(ulong clientID) {
if (m_ClientsStates.TryGetValue(clientID, out ActorClientState clientState)) {
return clientState;
}
clientState = new ActorClientState {
LastSyncTick = 0,
Position = transform.localPosition,
Rotation = transform.localRotation,
Scale = transform.localScale
};
m_ClientsStates[clientID] = clientState;
bool useRigidbody = (data.SyncMode & ActorTransformSyncMode.UsingRigidbody) != 0;
return clientState;
}
internal ulong GetLastSyncTick(ulong clientID) {
ActorClientState actorClientState = GetActorClientState(clientID);
return actorClientState.LastSyncTick;
}
if (useRigidbody && actorRigidbody == null) {
s_ActorLogger
.Error($"Actor {name} (ID: {ActorID.ToString()}) has no Rigidbody to sync transform. Ignoring transform sync.");
data.SyncMode = ActorTransformSyncMode.None;
internal void UpdateClientState(ulong clientID, ulong serverTick) {
ActorClientState actorClientState = GetActorClientState(clientID);
actorClientState.LastSyncTick = serverTick;
actorClientState.Position = transform.localPosition;
actorClientState.Rotation = transform.localRotation;
actorClientState.Scale = transform.localScale;
}
internal ActorTransformSyncData GetTransformSyncDataForClient(ulong clientID) {
ActorTransformSyncData data = new ActorTransformSyncData {
ActorID = ActorID,
SyncMode = ActorTransformSyncMode.None
};
if (!syncTransform || MasterActor != null) {
return data;
}
data.Position = transform.localPosition;
data.Rotation = transform.localRotation.eulerAngles;
data.Scale = transform.localScale;
if ((data.SyncMode & ActorTransformSyncMode.Position) != 0) {
if (useRigidbody) {
data.Position = actorRigidbody.position;
} else {
data.Position = transform.localPosition;
}
ActorClientState actorClientState = GetActorClientState(clientID);
if (syncPosition && math.distancesq(actorClientState.Position, transform.localPosition) > 0.01f) {
data.SyncMode |= ActorTransformSyncMode.Position;
}
if (syncRotation && Quaternion.Angle(actorClientState.Rotation, transform.localRotation) > 0.01f) {
data.SyncMode |= ActorTransformSyncMode.Rotation;
}
if ((data.SyncMode & ActorTransformSyncMode.Rotation) != 0) {
if (useRigidbody) {
data.Rotation = actorRigidbody.rotation;
} else {
data.Rotation = transform.localRotation;
}
}
if ((data.SyncMode & ActorTransformSyncMode.Scale) != 0) {
data.Scale = transform.localScale;
}
if (useRigidbody && actorRigidbody != null) {
if ((data.SyncMode & ActorTransformSyncMode.Velocity) != 0) {
data.Velocity = actorRigidbody.linearVelocity;
}
if ((data.SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
data.AngularVelocity = actorRigidbody.angularVelocity;
}
if (syncScale && math.distancesq(actorClientState.Scale, transform.localScale) > 0.01f) {
data.SyncMode |= ActorTransformSyncMode.Scale;
}
return data;
}
internal void RestoreTransformState(ActorTransformSyncData data) {
bool useRigidbody = (data.SyncMode & ActorTransformSyncMode.UsingRigidbody) != 0;
if (useRigidbody && actorRigidbody == null) {
s_ActorLogger
.Error($"Actor {name} (ID: {ActorID.ToString()}) has no Rigidbody to restore transform state. Ignoring transform sync.");
return;
}
bool useRigidbody = actorRigidbody != null;
if ((data.SyncMode & ActorTransformSyncMode.Position) != 0) {
if (useRigidbody) {
@@ -657,38 +605,15 @@ namespace RebootKit.Engine.Simulation {
if ((data.SyncMode & ActorTransformSyncMode.Rotation) != 0) {
if (useRigidbody) {
actorRigidbody.rotation = data.Rotation;
actorRigidbody.rotation = Quaternion.Euler(data.Rotation);
} else {
transform.localRotation = data.Rotation;
transform.localRotation = Quaternion.Euler(data.Rotation);
}
}
if ((data.SyncMode & ActorTransformSyncMode.Scale) != 0) {
transform.localScale = data.Scale;
}
if (useRigidbody && (data.SyncMode & ActorTransformSyncMode.Velocity) != 0) {
actorRigidbody.linearVelocity = data.Velocity;
}
if (useRigidbody && (data.SyncMode & ActorTransformSyncMode.AngularVelocity) != 0) {
actorRigidbody.angularVelocity = data.AngularVelocity;
}
}
void UpdateLocalPhysicsState(ActorPhysicsFlags flags) {
if (actorRigidbody == null) {
return;
}
if ((flags & ActorPhysicsFlags.IsKinematic) != 0) {
actorRigidbody.isKinematic = true;
} else {
actorRigidbody.isKinematic = false;
}
bool enableColliders = (flags & ActorPhysicsFlags.DisableColliders) == 0;
UpdateLocalCollidersState(enableColliders);
}
void UpdateLocalCollidersState(bool enable) {
@@ -720,7 +645,7 @@ namespace RebootKit.Engine.Simulation {
return CreateActorData();
}
internal void HandleActorCommand(ActorCommand actorCommand) {
internal void HandleActorCommand(ulong senderID, ActorCommand actorCommand) {
if (!RR.IsServer()) {
s_ActorLogger.Error($"Only the server can handle actor commands. Actor: {name} (ID: {ActorID})");
return;
@@ -737,7 +662,7 @@ namespace RebootKit.Engine.Simulation {
return;
}
OnActorCommandServer(actorCommand);
OnActorCommandServer(senderID, actorCommand);
}
internal void HandleActorEvent(ActorEvent actorEvent) {

View File

@@ -1,52 +1,51 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using NUnit.Framework;
using System.Linq;
using RebootKit.Engine.Extensions;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Assertions;
using Logger = RebootKit.Engine.Foundation.Logger;
using Object = UnityEngine.Object;
namespace RebootKit.Engine.Simulation {
// @TODO:
// - Actors States might be packed into chunks to reduce the number of RPCs sent.
// - Release addressables when they are no longer needed.
public class ActorsManager : NetworkBehaviour {
public class ActorsManager : IDisposable {
static readonly Logger s_Logger = new Logger(nameof(ActorsManager));
readonly NetworkSystem m_Network;
readonly List<Actor> m_InSceneActors = new List<Actor>();
readonly List<Actor> m_SpawnedActors = new List<Actor>();
public int InSceneActorsCount { get { return m_InSceneActors.Count; } }
public int SpawnedActorsCount { get { return m_SpawnedActors.Count; } }
public int TotalActorsCount { get { return m_InSceneActors.Count + m_SpawnedActors.Count; } }
ushort m_ActorIDCounter = 0;
//
// @MARK: NetworkBehaviour callbacks
//
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
public ushort InSceneActorsCount { get { return (ushort) m_InSceneActors.Count; } }
public ushort SpawnedActorsCount { get { return (ushort) m_SpawnedActors.Count; } }
public int TotalActorsCount { get { return InSceneActorsCount + SpawnedActorsCount; } }
public ActorsManager(NetworkSystem networkSystem) {
m_Network = networkSystem;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
}
public void Dispose() { }
//
// @MARK: Unity callbacks
// @MARK: Update
//
void Update() {
public void Tick(float deltaTime) {
foreach (Actor actor in m_InSceneActors) {
actor.OnClientTick(Time.deltaTime);
actor.OnClientTick(deltaTime);
}
foreach (Actor actor in m_SpawnedActors) {
actor.OnClientTick(Time.deltaTime);
actor.OnClientTick(deltaTime);
}
}
@@ -54,7 +53,7 @@ namespace RebootKit.Engine.Simulation {
// @MARK: Server-side logic
//
public void ServerTick(float dt) {
if (!IsServer) {
if (!RR.IsServer()) {
return;
}
@@ -70,23 +69,50 @@ namespace RebootKit.Engine.Simulation {
actor.IsDataDirty = false;
if (actor.Data.GetMaxBytes() > 0) {
RR.NetworkSystemInstance.WriteActorState(NetworkPacketTarget.AllClients(), actor.ActorID, actor.Data);
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.WriteActorState(client.ClientID, actor.ActorID, actor.Data);
}
}
}
if (actor.IsCoreStateDirty) {
actor.IsCoreStateDirty = false;
RR.NetworkSystemInstance.WriteActorCoreState(NetworkPacketTarget.AllClients(),
actor.ActorID,
actor.GetCoreStateSnapshot());
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.WriteActorCoreState(client.ClientID, actor.GetCoreStateSnapshot());
}
}
}
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
if (actor.transformSyncMode != ActorTransformSyncMode.None && actor.MasterActor == null) {
ActorTransformSyncData syncData = actor.GetTransformSyncData();
RR.NetworkSystemInstance.WriteActorTransformState(NetworkPacketTarget.AllClients(),
actor.ActorID,
syncData);
foreach (Actor actor in actors.OrderBy(t => t.GetLastSyncTick(client.ClientID))) {
if (!actor.syncTransform || actor.MasterActor != null) {
continue;
}
ActorTransformSyncData syncData = actor.GetTransformSyncDataForClient(client.ClientID);
if (syncData.SyncMode == ActorTransformSyncMode.None) {
continue;
}
if (m_Network.WriteActorTransformState(client.ClientID, syncData)) {
actor.UpdateClientState(client.ClientID, RR.Network.TickCount);
} else {
// @NOTE: We ran out of space in the packet
break;
}
}
}
}
@@ -95,7 +121,7 @@ namespace RebootKit.Engine.Simulation {
// @MARK: Server API
//
public Actor SpawnActor(AssetReferenceGameObject assetReference, Vector3 position, Quaternion rotation) {
if (!IsServer) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can spawn actors.");
return null;
}
@@ -105,13 +131,16 @@ namespace RebootKit.Engine.Simulation {
return null;
}
ulong actorID = UniqueID.NewULongFromGuid();
if (!TryGenerateNextActorID(out ushort actorID)) {
s_Logger.Error("Cannot spawn actor: Failed to generate next actor ID.");
return null;
}
GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
Object.Destroy(actorObject);
return null;
}
@@ -119,36 +148,44 @@ namespace RebootKit.Engine.Simulation {
actor.SourceActorPath = assetReference.AssetGUID;
actor.ActorID = actorID;
actor.Data = actor.InternalCreateActorData();
m_SpawnedActors.Add(actor);
RR.NetworkSystemInstance.WriteSpawnActor(NetworkPacketTarget.AllClients(),
assetReference.AssetGUID,
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.SendSpawnActor(client.ClientID,
assetReference.AssetGUID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
return actor;
}
public void CleanUp() {
if (IsServer) {
CleanUpRpc();
}
m_InSceneActors.Clear();
foreach (Actor actor in m_SpawnedActors) {
if (actor.OrNull() != null) {
Destroy(actor.gameObject);
}
}
m_SpawnedActors.Clear();
bool TryGenerateNextActorID(out ushort actorID) {
m_ActorIDCounter += 1;
actorID = m_ActorIDCounter;
return true;
}
[Rpc(SendTo.NotMe)]
void CleanUpRpc() {
CleanUp();
internal void AssignActorsIDs() {
if (!RR.IsServer()) {
s_Logger.Info("Only the server can assign actors IDs.");
return;
}
m_ActorIDCounter = 0;
foreach (Actor actor in m_InSceneActors) {
if (!TryGenerateNextActorID(out ushort actorID)) {
s_Logger.Error("Failed to generate actor ID. Probably reached the limit of 65535 actors.");
return;
}
actor.ActorID = actorID;
}
}
//
@@ -164,7 +201,17 @@ namespace RebootKit.Engine.Simulation {
m_InSceneActors.Add(actor);
}
public Actor FindActorByID(ulong actorID) {
Actor FindInSceneActorWithStaticID(ulong staticID) {
foreach (Actor actor in m_InSceneActors) {
if (actor.ActorStaticID == staticID) {
return actor;
}
}
return null;
}
public Actor FindActorByID(ushort actorID) {
foreach (Actor actor in m_InSceneActors) {
if (actor.ActorID == actorID) {
return actor;
@@ -180,186 +227,112 @@ namespace RebootKit.Engine.Simulation {
return null;
}
//
// @MARK: Initial synchronization
//
internal void InitializeActorsForClient(ulong clientID) {
if (RR.NetworkSystemInstance.TryGetClientState(clientID, out NetworkClientState clientState)) {
clientState.SyncState = NetworkClientSyncState.PreparingForActorsSync;
RR.NetworkSystemInstance.UpdateClientState(clientState);
PrepareClientForActorsSyncRpc(RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
} else {
s_Logger.Error($"Client state for {clientID} not found. Cannot synchronize actors.");
}
}
public void CleanUp() {
m_InSceneActors.Clear();
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void PrepareClientForActorsSyncRpc(RpcParams rpcParams) {
foreach (Actor spawnedActor in m_SpawnedActors) {
Destroy(spawnedActor.gameObject);
foreach (Actor actor in m_SpawnedActors) {
if (actor.OrNull() != null) {
Object.Destroy(actor.gameObject);
}
}
m_SpawnedActors.Clear();
ClientIsReadyForActorsSyncRpc();
}
[Rpc(SendTo.Server)]
void ClientIsReadyForActorsSyncRpc(RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
if (!RR.NetworkSystemInstance.TryGetClientState(clientID, out NetworkClientState clientState)) {
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as ready for actors sync.");
return;
}
clientState.SyncState = NetworkClientSyncState.SyncingActors;
clientState.ActorsSyncPacketsLeft = m_InSceneActors.Count;
RR.NetworkSystemInstance.UpdateClientState(clientState);
s_Logger.Info($"Starting actor synchronization for client {clientID}.\n" +
$"InScene Actors to sync: {m_InSceneActors.Count}\n" +
$"Actors to spawn: {m_SpawnedActors.Count}");
foreach (Actor actor in m_InSceneActors) {
RR.NetworkSystemInstance.WriteActorSynchronize(NetworkPacketTarget.Single(clientID),
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
foreach (Actor actor in m_SpawnedActors) {
s_Logger.Info("Spawning actor for client synchronization: " + actor.SourceActorPath);
RR.NetworkSystemInstance.WriteSpawnActor(NetworkPacketTarget.Single(clientID),
actor.SourceActorPath,
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
void ClientSynchronizedActorRpc(RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
if (!RR.NetworkSystemInstance.TryGetClientState(clientID, out NetworkClientState clientState)) {
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as synchronized.");
return;
}
clientState.ActorsSyncPacketsLeft--;
s_Logger.Info($"Synchronized actor for client {clientID}. Packets left: {clientState.ActorsSyncPacketsLeft}");
RR.NetworkSystemInstance.UpdateClientState(clientState);
if (clientState.ActorsSyncPacketsLeft == 0) {
RR.NetworkSystemInstance.ClientSynchronizedActors(clientID);
}
}
///
/// @MARK: Network Data Handling
///
internal void OnReceivedEntity(NetworkDataHeader header, NativeArray<byte> data) {
if (header.Type == NetworkDataType.ActorCoreState) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for core state update.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
actor.RestoreCoreState(coreState);
} else if (header.Type == NetworkDataType.ActorTransformSync) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for transform state update.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorTransformSyncData transformSyncData = new ActorTransformSyncData();
transformSyncData.Deserialize(reader);
actor.RestoreTransformState(transformSyncData);
} else if (header.Type == NetworkDataType.ActorState) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for state update.");
return;
}
DataSerializationUtils.Deserialize(data, ref actor.Data);
} else if (header.Type == NetworkDataType.ActorEvent) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for event handling.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorEvent actorEvent = new ActorEvent();
actorEvent.Deserialize(reader);
actor.HandleActorEvent(actorEvent);
} else if (header.Type == NetworkDataType.ActorCommand) {
if (!RR.IsServer()) {
s_Logger.Error($"Received ActorCommand on client, but this should only be handled on the server.");
return;
}
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for command handling.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorCommand actorCommand = new ActorCommand();
actorCommand.Deserialize(reader);
actor.HandleActorCommand(actorCommand);
} else if (header.Type == NetworkDataType.SynchronizeActor) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for synchronization.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out ushort actorDataSize);
reader.Read(out NativeArray<byte> stateData, actorDataSize);
actor.RestoreCoreState(coreState);
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
ClientSynchronizedActorRpc();
} else if (header.Type == NetworkDataType.SpawnActor) {
using NetworkBufferReader reader = new NetworkBufferReader(data);
reader.Read(out FixedString64Bytes value);
string guid = value.ToString();
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out ushort actorDataSize);
reader.Read(out NativeArray<byte> stateData, actorDataSize);
SpawnLocalActor(guid,
header.ActorID,
coreState,
stateData);
///
internal void ProcessActorEvent(in ActorEvent actorEvent) {
Actor actor = FindActorByID(actorEvent.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorEvent.ActorID} for event handling.");
return;
}
actor.HandleActorEvent(actorEvent);
}
internal void ProcessActorCommand(ulong senderID, in ActorCommand actorCommand) {
if (!RR.IsServer()) {
s_Logger.Error("Received ActorCommand on client, but this should only be handled on the server.");
return;
}
Actor actor = FindActorByID(actorCommand.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorCommand.ActorID} for command handling.");
return;
}
actor.HandleActorCommand(senderID, actorCommand);
}
internal void ProcessActorCoreState(in ActorCoreStateSnapshot coreState) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorCoreState on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(coreState.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {coreState.ActorID} for core state update.");
return;
}
actor.RestoreCoreState(coreState);
}
internal void ProcessActorState(ushort actorID, NativeSlice<byte> stateData) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorState on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(actorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorID} for state update.");
return;
}
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
internal void ProcessActorTransformState(in ActorTransformSyncData transformData) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorTransformSync on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(transformData.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {transformData.ActorID} for transform state update.");
return;
}
actor.RestoreTransformState(transformData);
}
internal void ProcessSpawnActor(in FixedString64Bytes assetGUID,
in ActorCoreStateSnapshot coreState,
in NativeSlice<byte> stateData) {
if (RR.IsServer()) {
s_Logger.Error("Received SpawnActor on server, but this should only be handled on the client.");
return;
}
if (assetGUID.IsEmpty) {
s_Logger.Error("Received SpawnActor with empty asset GUID, this should not happen.");
return;
}
SpawnLocalActor(assetGUID.ToString(),
coreState,
stateData);
}
void SpawnLocalActor(string guid,
ulong actorID,
ActorCoreStateSnapshot coreStateSnapshot,
NativeArray<byte> stateData) {
NativeSlice<byte> stateData) {
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
@@ -377,17 +350,24 @@ namespace RebootKit.Engine.Simulation {
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
Object.Destroy(actorObject);
return;
}
actor.Manager = this;
actor.SourceActorPath = guid;
actor.ActorID = actorID;
actor.ActorID = coreStateSnapshot.ActorID;
actor.Data = actor.InternalCreateActorData();
if (!RR.IsServer()) {
actor.InitializeOnClient();
}
actor.RestoreCoreState(coreStateSnapshot);
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
if (stateData.Length > 0) {
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
m_SpawnedActors.Add(actor);
}
@@ -399,12 +379,91 @@ namespace RebootKit.Engine.Simulation {
s_Logger.Error("Only the server can send actor events.");
return;
}
RR.NetworkSystemInstance.WriteActorEvent(NetworkPacketTarget.AllClients(), actorEvent);
foreach (ulong clientID in m_Network.Clients.Keys) {
m_Network.WriteActorEvent(clientID, actorEvent);
}
}
internal void SendActorCommand(ActorCommand actorCommand) {
RR.NetworkSystemInstance.WriteActorCommand(actorCommand);
m_Network.WriteActorCommand(actorCommand);
}
///
/// @MARK: Synchronization Helpers
///
// @TODO: We might want to sending this in chunks because it probably wont fit into a single packet in real game.
internal void WriteInSceneActorsStates(NetworkBufferWriter writer) {
writer.Write((ushort) InSceneActorsCount);
foreach (Actor actor in m_InSceneActors) {
writer.Write(actor.ActorStaticID);
writer.Write(actor.ActorID);
actor.GetCoreStateSnapshot().Serialize(writer);
writer.Write((byte) actor.Data.GetMaxBytes());
actor.Data.Serialize(writer);
}
}
internal bool ReadInSceneActorsStates(NetworkBufferReader reader) {
reader.Read(out ushort count);
for (int i = 0; i < count; ++i) {
reader.Read(out ulong actorStaticID);
reader.Read(out ushort actorID);
s_Logger.Info($"Reading actor with StaticID {actorStaticID} and ID {actorID} during synchronization.");
Actor actor = FindInSceneActorWithStaticID(actorStaticID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorID} during synchronization.");
return false;
}
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out byte actorDataSize);
reader.Read(out NativeSlice<byte> stateData, actorDataSize);
actor.RestoreCoreState(coreState);
if (stateData.Length > 0) {
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
s_Logger.Info($"Assigning StaticID {actorStaticID} and ID {actorID}");
actor.ActorID = actorID;
s_Logger.Info("Actor id set to " + actor.ActorID);
}
foreach (Actor inSceneActor in m_InSceneActors) {
s_Logger.Info($"InSceneActor: StaticID={inSceneActor.ActorStaticID}, ID={inSceneActor.ActorID}, Path={inSceneActor.SourceActorPath}");
}
return true;
}
internal void SpawnDynamicActorsForClient(ulong clientID) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can spawn dynamic actors for clients.");
return;
}
foreach (Actor actor in m_SpawnedActors) {
if (actor.OrNull() == null) {
continue;
}
ActorCoreStateSnapshot coreState = actor.GetCoreStateSnapshot();
m_Network.SendSpawnActor(clientID,
actor.SourceActorPath,
coreState,
actor.Data);
}
}
}
}

View File

@@ -3,9 +3,7 @@ using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Assertions;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
@@ -59,7 +57,7 @@ namespace RebootKit.Engine.Simulation {
public void Dispose() {
Unload();
}
public async UniTask LoadAsync(WorldConfig worldConfig, CancellationToken cancellationToken) {
await UniTask.WaitWhile(() => m_WorldState == WorldState.Loading, cancellationToken: cancellationToken);
@@ -73,9 +71,7 @@ namespace RebootKit.Engine.Simulation {
await m_SceneInstance.Result.ActivateAsync();
SceneManager.SetActiveScene(m_SceneInstance.Result.Scene);
// await UniTask.WaitWhile(() => RR.CoreNetworkGameSystemsInstance is null, cancellationToken: cancellationToken);
foreach (GameObject root in m_SceneInstance.Result.Scene.GetRootGameObjects()) {
if (root.TryGetComponent(out IWorldContext worldContext)) {
Assert.IsNull(Context,
@@ -84,7 +80,7 @@ namespace RebootKit.Engine.Simulation {
}
foreach (Actor actor in root.GetComponentsInChildren<Actor>()) {
RR.NetworkSystemInstance.Actors.RegisterInSceneActor(actor);
RR.Network.Actors.RegisterInSceneActor(actor);
}
}
@@ -96,8 +92,8 @@ namespace RebootKit.Engine.Simulation {
return;
}
if (RR.NetworkSystemInstance != null) {
RR.NetworkSystemInstance.Actors.CleanUp();
if (RR.Network != null) {
RR.Network.Actors.CleanUp();
}
if (m_SceneInstance.IsValid()) {