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

@@ -21,7 +21,7 @@ namespace RebootKit.Editor.Background {
EditorUtility.InstanceIDToObject(createEvent.instanceId) as GameObject;
if (gameObjectChanged != null && gameObjectChanged.TryGetComponent(out Actor actor)) {
actor.ActorID = UniqueID.NewULongFromGuid();
actor.ActorStaticID = UniqueID.NewULongFromGuid();
EditorUtility.SetDirty(actor);
}

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@@ -1,9 +1,9 @@
using UnityEngine;
using UnityEditor;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEngine;
namespace RebootKitEditor.Build {
namespace RebootKit.Editor.Build {
class BuildVersionBumper : IPostprocessBuildWithReport {
public int callbackOrder => 0;

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@@ -1,9 +1,9 @@
using System.IO;
using RebootKitEditor.Build;
using RebootKit.Editor.Build;
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor {
namespace RebootKit.Editor {
static class CommonEditorActions {
[MenuItem(REditorConsts.k_EditorMenu + "Bump minor version", false, 0)]
static void BumpMinorVersion() {

View File

@@ -1,9 +1,9 @@
using RebootKit.Engine.Foundation;
using RebootKitEditor.Utils;
using RebootKit.Editor.Utils;
using RebootKit.Engine.Foundation;
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor.PropertyDrawers {
namespace RebootKit.Editor.PropertyDrawers {
[CustomPropertyDrawer(typeof(ConfigVar))]
public class CVarDrawer : PropertyDrawer {
bool m_Expand;

View File

@@ -2,7 +2,7 @@
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor.PropertyDrawers {
namespace RebootKit.Editor.PropertyDrawers {
[CustomPropertyDrawer(typeof(ConstsProperty<>))]
public class ConstsPropertyDrawer : PropertyDrawer {
const string k_InlineValue = "m_InlineValue";

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@@ -3,7 +3,7 @@ using RebootKit.Engine.Foundation;
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor.PropertyDrawers {
namespace RebootKit.Editor.PropertyDrawers {
[CustomPropertyDrawer(typeof(SerializableGuid))]
public class SerializableGuidDrawer : PropertyDrawer {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) {

View File

@@ -2,7 +2,7 @@
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor.PropertyDrawers {
namespace RebootKit.Editor.PropertyDrawers {
[CustomPropertyDrawer(typeof(FloatRange))]
public class ValueRangeDrawer : PropertyDrawer {
const string k_minPropertyName = "min";

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@@ -1,4 +1,4 @@
namespace RebootKitEditor {
namespace RebootKit.Editor {
static class REditorConsts {
internal const string k_EditorMenu = "Reboot Reality/";

View File

@@ -3,7 +3,7 @@ using RebootKit.Engine.UI;
using UnityEngine;
using UnityEngine.UIElements;
namespace RebootKitEditor.RebootWindow {
namespace RebootKit.Editor.RebootWindow {
public class ConfigVarsView : IView {
public void Dispose() {
}

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@@ -1,11 +1,10 @@
using RebootKit.Engine.Console;
using RebootKit.Engine.Main;
using RebootKit.Engine.UI;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
namespace RebootKitEditor.RebootWindow {
namespace RebootKit.Editor.RebootWindow {
public class HomeView : IView {
public void Dispose() {
}

View File

@@ -1,13 +1,10 @@
using RebootKit.Editor.RebootWindow;
using RebootKit.Engine;
using RebootKit.Engine.Foundation;
using RebootKit.Engine;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using Logger = RebootKit.Engine.Foundation.Logger;
using TabView = RebootKit.Editor.RebootWindow.TabView;
namespace RebootKitEditor.RebootWindow {
namespace RebootKit.Editor.RebootWindow {
static class RTheme {
public static readonly Color s_FirstColor = ColorFromHex("#B9B8B9");
public static readonly Color s_SecondColor = ColorFromHex("#6B6B6B");

View File

@@ -1,6 +1,5 @@
using System.Collections.Generic;
using RebootKit.Engine.UI;
using RebootKitEditor.RebootWindow;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.UIElements;

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@@ -1,14 +1,14 @@
using RebootKit.Engine;
using RebootKit.Editor.Utils;
using RebootKit.Engine;
using RebootKit.Engine.Simulation;
using RebootKit.Engine.UI;
using RebootKitEditor.Utils;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
namespace RebootKitEditor.RebootWindow {
namespace RebootKit.Editor.RebootWindow {
public class WorldsView : IView {
public void Dispose() {
}

View File

@@ -1,7 +1,7 @@
using UnityEditor;
using UnityEngine;
namespace RebootKitEditor.Utils {
namespace RebootKit.Editor.Utils {
public static class AssetDatabaseEx {
public static T[] LoadAllAssets<T>() where T : Object {
string[] guids = AssetDatabase.FindAssets($"t:{typeof(T).Name}");

View File

@@ -1,6 +1,6 @@
using UnityEditor;
namespace RebootKitEditor.Utils {
namespace RebootKit.Editor.Utils {
public struct CVarSerializedProperties {
public SerializedProperty flags;
public SerializedProperty name;

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@@ -0,0 +1,17 @@
using UnityEditor;
using UnityEngine;
namespace RebootKit.Editor.Utils {
public static class DomainReloader {
[MenuItem(REditorConsts.k_EditorMenu + "Reload Domain", priority = 1000)]
public static void ReloadDomain() {
if (EditorApplication.isCompiling) {
Debug.LogError("Cannot reload domain while compiling.");
EditorUtility.DisplayDialog("Reload Domain", "Cannot reload domain while compiling.", "OK");
return;
}
EditorUtility.RequestScriptReload();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 38260f05c1a7436cbe1813733e82ef56
timeCreated: 1753762882

View File

@@ -3,7 +3,7 @@ using UnityEditor.UIElements;
using UnityEngine;
using UnityEngine.UIElements;
namespace SzafaKitEditor.VisualElements {
namespace RebootKit.Editor.VisualElements {
public class CVarPropertyField : VisualElement {
readonly SerializedProperty _cvarProperty;
readonly SerializedProperty _defaultValueKindProperty;

View File

@@ -1,4 +1,5 @@
using System.Text;
using System.Globalization;
using System.Text;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using RebootKit.Engine.Simulation;
@@ -55,7 +56,7 @@ namespace RebootKit.Engine.Development {
}
void AppendNetworkStateInfo() {
NetworkSystem network = RR.NetworkSystemInstance;
NetworkSystem network = RR.Network;
if (network == null) {
m_StringBuilder.AppendLine("NetworkSystem not initialized");
@@ -74,7 +75,6 @@ namespace RebootKit.Engine.Development {
if (network.TryGetClientState(network.LocalClientID, out NetworkClientState clientState)) {
m_StringBuilder.Append($"LocalClientID: {clientState.ClientID.ToString()}");
m_StringBuilder.Append($" | SyncState: {clientState.SyncState.ToString()}");
m_StringBuilder.Append($" | ActorsSyncPacketsLeft: {clientState.ActorsSyncPacketsLeft.ToString()}");
m_StringBuilder.Append($" | IsReady: {clientState.IsReady.ToString()}");
} else {
m_StringBuilder.Append("ClientState not found for LocalClientID: ");
@@ -82,10 +82,35 @@ namespace RebootKit.Engine.Development {
}
m_StringBuilder.AppendLine();
if (network.Manager.Stats != null) {
m_StringBuilder.Append("Stats: ");
m_StringBuilder.Append($"Send Reliable: {FormatToLargestUnit(network.Manager.Stats.ReliableBytesSentPerSecond)}/s");
m_StringBuilder.Append($" | Send Unreliable: {FormatToLargestUnit(network.Manager.Stats.UnreliableBytesSentPerSecond)}/s");
m_StringBuilder.Append($" | Receive: {FormatToLargestUnit(network.Manager.Stats.BytesReceivedPerSecond)}/s");
m_StringBuilder.Append($" | Ping: {network.Manager.Stats.Ping.ToString()}ms");
m_StringBuilder.AppendLine();
}
}
string FormatToLargestUnit(double value) {
if (value < 1024) {
return $"{value:F2} B";
}
if (value < 1024 * 1024) {
return $"{(value / 1024):F2} KB";
}
if (value < 1024 * 1024 * 1024) {
return $"{(value / (1024 * 1024)):F2} MB";
}
return $"{(value / (1024 * 1024 * 1024)):F2} GB";
}
void AppendActorsStateInfo() {
NetworkSystem network = RR.NetworkSystemInstance;
NetworkSystem network = RR.Network;
if (network == null) {
return;
}

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@@ -1,6 +1,5 @@
using System;
using RebootKit.Engine.Foundation;
using Unity.Multiplayer.Tools.NetStatsMonitor;
using UnityEngine;
using UnityEngine.InputSystem;
@@ -11,15 +10,11 @@ namespace RebootKit.Engine.Development {
[ConfigVar("debug.game_version", 1, "Controls game version overlay visibility. 0 - hidden, 1 - visible")]
public static ConfigVar ShowGameVersion;
[ConfigVar("debug.network_stats", 1, "Controls network stats overlay visibility. 0 - hidden, 1 - visible")]
public static ConfigVar ShowNetworkStats;
}
public class DevToolsService : ServiceMonoBehaviour {
[SerializeField] DebugOverlayView m_DebugOverlayView;
[SerializeField] GameVersionOverlay m_GameVersionOverlay;
[SerializeField] RuntimeNetStatsMonitor m_NetworkStatsOverlay;
IDisposable m_CVarChangedListener;
@@ -27,7 +22,6 @@ namespace RebootKit.Engine.Development {
ConfigVar.StateChanged += OnCVarChanged;
OnCVarChanged(DebugCVars.OverlayMode);
OnCVarChanged(DebugCVars.ShowGameVersion);
OnCVarChanged(DebugCVars.ShowNetworkStats);
}
void OnDisable() {
@@ -42,10 +36,6 @@ namespace RebootKit.Engine.Development {
if (InputSystem.GetDevice<Keyboard>().f3Key.wasReleasedThisFrame) {
DebugCVars.OverlayMode.Set(DebugCVars.OverlayMode.IndexValue == 1 ? 0 : 1);
}
if (InputSystem.GetDevice<Keyboard>().f4Key.wasReleasedThisFrame) {
DebugCVars.ShowNetworkStats.Set(DebugCVars.ShowNetworkStats.IndexValue == 1 ? 0 : 1);
}
}
void OnOverlayModeChanged(int mode) {
@@ -61,8 +51,6 @@ namespace RebootKit.Engine.Development {
OnOverlayModeChanged(cvar.IndexValue);
} else if (cvar == DebugCVars.ShowGameVersion) {
m_GameVersionOverlay.gameObject.SetActive(cvar.IndexValue > 0);
} else if (cvar == DebugCVars.ShowNetworkStats) {
m_NetworkStatsOverlay.Visible = cvar.IndexValue > 0;
}
}
}

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@@ -17,5 +17,8 @@ namespace RebootKit.Engine {
// @NOTE: Spacewar, change as needed
[Header("Steam")]
public uint steamAppID = 480;
[Header("Network")]
public byte protocolVersion = 1;
}
}

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@@ -14,6 +14,14 @@ namespace RebootKit.Engine.Extensions {
}
return string.Empty;
}
public static string ToHexString(this NativeSlice<byte> slice) {
StringBuilder sb = new StringBuilder(slice.Length * 3);
for (int i = 0; i < slice.Length; i++) {
sb.AppendFormat("{0:X2} ", slice[i]);
}
return sb.ToString();
}
}
}

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@@ -0,0 +1,25 @@
using System.Runtime.CompilerServices;
namespace RebootKit.Engine.Foundation {
public static class QuantizationUtility {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ushort FloatToUShort(float value, float min, float max) {
return (ushort)((value - min) / (max - min) * ushort.MaxValue);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float UShortToFloat(ushort value, float min, float max) {
return min + (value / (float)ushort.MaxValue) * (max - min);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static byte FloatToByte(float value, float min, float max) {
return (byte)((value - min) / (max - min) * byte.MaxValue);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static float ByteToFloat(byte value, float min, float max) {
return min + (value / (float)byte.MaxValue) * (max - min);
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a1c1f40f52a64f4ab55436cc00e2ef20
timeCreated: 1753473209

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@@ -1,47 +1,46 @@
using System;
using Cysharp.Threading.Tasks;
using Unity.Collections;
using Unity.Netcode;
using RebootKit.Engine.Network;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Main {
public abstract class Game : NetworkBehaviour {
public abstract class Game : MonoBehaviour {
static readonly Logger s_GameLogger = new Logger(nameof(Game));
[SerializeField] NetworkPlayerController m_PlayerControllerPrefab;
public NetworkPlayerController LocalPlayerController { get; internal set; }
protected virtual void Awake() {
LocalPlayerController = Instantiate(m_PlayerControllerPrefab, transform);
}
// Server only callbacks
//
// @MARK: Server
//
protected virtual void OnPlayerBecameReady(ulong clientID) {
}
// Event callbacks
public virtual void OnClientConnected(ulong clientID) {
s_GameLogger.Info($"Client {clientID} connected");
}
public virtual void OnClientDisconnected(ulong clientID) {
s_GameLogger.Info($"Client {clientID} disconnected");
}
//
// @MARK: Chat
//
protected virtual void OnChatMessage(string message) {
s_GameLogger.Info($"Chat: {message}");
}
// NGO callbacks
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
RR.GameInstance = this;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
RR.GameInstance = null;
}
// Chat
[Rpc(SendTo.Server)]
public void SendChatMessageRpc(string message) {
PrintChatMessageClientRpc(message);
}
[ClientRpc(Delivery = RpcDelivery.Reliable)]
void PrintChatMessageClientRpc(string message) {
OnChatMessage(message);
}
//
// @MARK: Player Ready State
//
internal void PlayerBecameReady(ulong clientID) {
if (!IsServer) {
if (!RR.IsServer()) {
s_GameLogger.Error("PlayerBecameReady called on client, but this should only be called on the server.");
return;
}

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@@ -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;
}
}

View File

@@ -1,7 +1,4 @@
using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Netcode;
using Unity.Collections;
using UnityEngine.Assertions;
namespace RebootKit.Engine.Network {
@@ -29,7 +26,7 @@ namespace RebootKit.Engine.Network {
return default;
}
public static void Deserialize<TEntity>(NativeArray<byte> data, ref TEntity entity)
public static void Deserialize<TEntity>(NativeSlice<byte> data, ref TEntity entity)
where TEntity : ISerializableEntity {
using NetworkBufferReader reader = new NetworkBufferReader(data);
if (reader.HasNext(data.Length)) {

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@@ -0,0 +1,62 @@
using System;
using Unity.Collections;
namespace RebootKit.Engine.Network {
public enum SendMode {
Reliable,
Unreliable
}
public interface INetworkManagerDelegate {
void OnServerStarted();
void OnServerStopped();
void OnClientStarted();
void OnClientStopped();
void OnClientConnected(ulong clientID);
void OnClientDisconnected(ulong clientID);
void OnMessageReceived(ulong senderID, NativeArray<byte> data);
}
public class NetworkManagerStats {
public ulong ReliableBytesSent { get; set; }
public ulong UnreliableBytesSent { get; set; }
public ulong BytesReceived { get; set; }
public double ReliableBytesSentPerSecond { get; set; }
public double UnreliableBytesSentPerSecond { get; set; }
public double BytesReceivedPerSecond { get; set; }
public int Ping { get; set; }
public void Reset() {
ReliableBytesSent = 0;
UnreliableBytesSent = 0;
BytesReceived = 0;
ReliableBytesSentPerSecond = 0.0;
UnreliableBytesSentPerSecond = 0.0;
BytesReceivedPerSecond = 0.0;
Ping = 0;
}
}
public interface INetworkManager : IDisposable {
INetworkManagerDelegate Delegate { get; set; }
ulong LocalClientID { get; }
NetworkManagerStats Stats { get; }
bool IsServer();
bool StartHost();
void StopHost();
bool IsClient();
bool StartClient();
void Disconnect();
void Send(ulong clientID, NativeSlice<byte> data, SendMode mode);
unsafe void Send(ulong clientID, byte* data, int length, SendMode mode);
void Tick();
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 26612cc58cd249cf8d567501e253eab1
timeCreated: 1753138601

View File

@@ -7,7 +7,7 @@ using UnityEngine.Pool;
namespace RebootKit.Engine.Network {
public struct NetworkBufferReader : IDisposable {
class ReaderHandle {
public NativeArray<byte> Data;
public NativeSlice<byte> Data;
public int Position;
public bool IsBigEndian;
}
@@ -27,8 +27,7 @@ namespace RebootKit.Engine.Network {
ReaderHandle m_Handle;
public NetworkBufferReader(NativeArray<byte> data, int position = 0) {
Assert.IsTrue(data.IsCreated, "Trying to create a NetworkBufferReader with uncreated data.");
public NetworkBufferReader(NativeSlice<byte> data, int position = 0) {
Assert.IsTrue(position >= 0 && position <= data.Length,
"Position must be within the bounds of the data array.");
@@ -53,6 +52,11 @@ namespace RebootKit.Engine.Network {
Assert.IsTrue(HasNext(size),
$"Not enough data to read the requested size. Requested: {size}, Available: {m_Handle.Data.Length - m_Handle.Position}");
if (size <= 0) {
value = default;
return false;
}
value = new NativeArray<byte>(size, allocator);
for (int i = 0; i < size; i++) {
value[i] = m_Handle.Data[m_Handle.Position++];
@@ -61,6 +65,17 @@ namespace RebootKit.Engine.Network {
return true;
}
public bool Read(out NativeSlice<byte> value, int size) {
if (!HasNext(size)) {
value = default;
return false;
}
value = m_Handle.Data.Slice(m_Handle.Position, size);
m_Handle.Position += size;
return true;
}
public bool Read(out byte value) {
if (!HasNext(1)) {
value = 0;

View File

@@ -1,4 +1,5 @@
using System;
using System.Text;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Assertions;
@@ -179,7 +180,7 @@ namespace RebootKit.Engine.Network {
public void Write(ulong value) {
Assert.IsTrue(sizeof(ulong) == 8, "Size of ulong must be 8 bytes.");
Assert.IsTrue(WillFit(sizeof(ulong)), "Buffer overflow: Cannot write beyond capacity.");
Assert.IsTrue(WillFit(sizeof(ulong)), $"Buffer overflow: Cannot write beyond capacity. Current position: {m_Handle.Position}, Capacity: {m_Handle.Capacity}");
if (BitConverter.IsLittleEndian) {
Write((byte) (value & 0xFF));
@@ -312,5 +313,43 @@ namespace RebootKit.Engine.Network {
}
}
}
// @NOTE: Writes ascii characters as bytes, and prepends the length as a ushort.
public static int GetStringWriteLength(string value) {
if (value.Length > ushort.MaxValue) {
return sizeof(ushort);
}
if (string.IsNullOrEmpty(value)) {
return sizeof(ushort);
}
// Length prefix
int length = sizeof(ushort);
for (int i = 0; i < value.Length; i++) {
length += sizeof(char);
}
return length;
}
public void Write(string value) {
if (value.Length > ushort.MaxValue) {
Write((ushort) 0);
return;
}
if (string.IsNullOrEmpty(value)) {
Write((ushort) 0);
return;
}
Write((ushort)value.Length);
for (int i = 0; i < value.Length; i++) {
Write((byte)value[i]);
}
}
}
}

View File

@@ -0,0 +1,109 @@
using System;
using RebootKit.Engine;
using RebootKit.Engine.Network;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Assertions;
namespace RebootKit.Engine.Network {
enum NetworkMessageType : byte {
None = 0x00,
// @MARK: Server to client messages
SpawnActor = 0x01,
PossessActor = 0x02,
ActorsEventsList = 0x03,
ActorsCoreStatesUpdateList = 0x04,
ActorsStatesUpdateList = 0x05,
ActorsTransformUpdateList = 0x06,
SynchronizeGameState = 0x07,
// @MARK: Client to server messages
ClientSynchronizedGameState = 0x80,
ActorsCommandsList = 0x81,
}
struct NetworkMessageHeader : ISerializableEntity {
public ushort MagicNumber;
public byte Version;
public NetworkMessageType MessageType;
public const int k_HeaderSize = sizeof(ushort) + sizeof(byte) + sizeof(byte);
public int GetMaxBytes() {
return k_HeaderSize;
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write(MagicNumber);
writer.Write(Version);
writer.Write((byte) MessageType);
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out MagicNumber);
reader.Read(out Version);
reader.Read(out byte type);
MessageType = (NetworkMessageType) type;
}
}
class NetworkMessageBuffer : IDisposable {
NativeArray<byte> m_Data;
public NetworkBufferWriter Writer;
public NetworkMessageBuffer(Allocator allocator) {
m_Data = new NativeArray<byte>(RConsts.k_NetworkMessageMaxSize, allocator);
Writer = new NetworkBufferWriter(m_Data, 0);
}
public void Dispose() {
Writer.Dispose();
m_Data.Dispose();
}
public void Reset() {
Writer.Position = 0;
if (m_Data.IsCreated) {
unsafe {
UnsafeUtility.MemClear(m_Data.GetUnsafePtr(), m_Data.Length);
}
}
}
public NativeSlice<byte> GetDataSlice() {
return m_Data.Slice(0, Writer.Position);
}
public void WriteHeader(NetworkMessageType type, byte version) {
NetworkMessageBufferUtility.WriteHeader(Writer, type, version);
}
public NativeArray<byte> GetDataCopy(Allocator allocator) {
NativeSlice<byte> dataSlice = GetDataSlice();
NativeArray<byte> dataCopy = new NativeArray<byte>(dataSlice.Length, allocator);
dataSlice.CopyTo(dataCopy);
return dataCopy;
}
public int GetMessageContentSize() {
Assert.IsTrue(Writer.Position >= NetworkMessageHeader.k_HeaderSize,
"Writer position must be greater than or equal to header size.");
return Writer.Position - NetworkMessageHeader.k_HeaderSize;
}
}
}
static class NetworkMessageBufferUtility {
public static void WriteHeader(NetworkBufferWriter writer,
NetworkMessageType type,
byte version) {
NetworkMessageHeader header = new NetworkMessageHeader {
MagicNumber = RConsts.k_NetworkMessageMagic,
Version = version,
MessageType = type,
};
header.Serialize(writer);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e9d2fa991d31446db7fe1a4fef441a1d
timeCreated: 1753152667

View File

@@ -1,303 +0,0 @@
using System;
using System.Collections.Generic;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Simulation;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Assertions;
using UnityEngine.Pool;
namespace RebootKit.Engine.Network {
struct NetworkPacketHeader : ISerializableEntity {
public int MagicNumber;
public ushort Version;
public ushort EntityCount;
public static int GetEntityCountOffset() {
return sizeof(int) + sizeof(ushort);
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write(MagicNumber);
writer.Write(Version);
writer.Write(EntityCount);
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out MagicNumber);
reader.Read(out Version);
reader.Read(out EntityCount);
}
public int GetMaxBytes() {
return sizeof(int) + sizeof(ushort) * 2; // MagicNumber, Version, EntityCount
}
}
class NetworkPacket : IDisposable {
public static readonly IObjectPool<NetworkPacket> Pool = new ObjectPool<NetworkPacket>(
() => {
NetworkPacket packet = new NetworkPacket();
packet.Data = default;
packet.Writer = default;
return packet;
},
packet => {
// Packet is initialized after being retrieved from the pool
},
packet => {
packet.Dispose();
},
packet => {
packet.Dispose();
},
true,
16
);
public NativeArray<byte> Data;
public NetworkBufferWriter Writer;
public ushort EntityCount { get; private set; }
public void IncrementEntityCount() {
int originalPosition = Writer.Position;
EntityCount += 1;
Writer.Position = NetworkPacketHeader.GetEntityCountOffset(); // Reset position to write the entity count
Writer.Write(EntityCount);
Writer.Position = originalPosition;
}
public void Dispose() {
Data.Dispose();
Writer.Dispose();
EntityCount = 0;
}
}
enum NetworkDataType : byte {
None = 0x00,
ActorCoreState = 0x01,
ActorTransformSync = 0x02,
ActorState = 0x03,
ActorEvent = 0x04,
ActorCommand = 0x05,
SynchronizeActor = 0x07,
SpawnActor = 0x08,
}
struct NetworkDataHeader : ISerializableEntity {
public NetworkDataType Type;
public ulong ActorID;
public int DataSize;
public int GetMaxBytes() {
return sizeof(ulong) + sizeof(byte) + sizeof(int);
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write((byte) Type);
writer.Write(ActorID);
writer.Write(DataSize);
}
public void Deserialize(NetworkBufferReader reader) {
reader.Read(out byte typeByte);
Type = (NetworkDataType) typeByte;
reader.Read(out ActorID);
reader.Read(out DataSize);
}
}
class NetworkPacketQueue : IDisposable {
static readonly Logger s_Logger = new Logger(nameof(NetworkPacketQueue));
readonly int m_PacketMaxSize;
readonly ushort m_Version;
internal readonly List<NetworkPacket> NetworkPackets = new List<NetworkPacket>();
public NetworkPacketQueue(int packetMaxSize, ushort version = 1) {
m_PacketMaxSize = packetMaxSize;
m_Version = version;
Assert.IsTrue(m_PacketMaxSize > 0, "Packet maximum size must be greater than zero.");
}
public void Dispose() {
foreach (NetworkPacket packet in NetworkPackets) {
packet.Data.Dispose();
}
NetworkPackets.Clear();
}
public void Clear() {
foreach (NetworkPacket packet in NetworkPackets) {
packet.Dispose();
}
NetworkPackets.Clear();
}
public void WriteActorState(ulong actorID, IActorData entity) {
Assert.IsTrue(entity.GetMaxBytes() <= m_PacketMaxSize,
$"Entity size {entity.GetMaxBytes()} exceeds packet max size {m_PacketMaxSize}.");
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.ActorState,
ActorID = actorID,
DataSize = entity.GetMaxBytes()
};
int bytesToWrite = header.GetMaxBytes() + entity.GetMaxBytes();
NetworkPacket packet = GetPacketToWriteTo(bytesToWrite);
header.Serialize(packet.Writer);
entity.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteActorTransformState(ulong actorID, ActorTransformSyncData transformData) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.ActorTransformSync,
ActorID = actorID,
DataSize = transformData.GetMaxBytes()
};
int bytesToWrite = header.GetMaxBytes() + transformData.GetMaxBytes();
NetworkPacket packet = GetPacketToWriteTo(bytesToWrite);
header.Serialize(packet.Writer);
transformData.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteActorCoreState(ulong actorID, ActorCoreStateSnapshot coreState) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.ActorCoreState,
ActorID = actorID,
DataSize = coreState.GetMaxBytes()
};
int bytesToWrite = header.GetMaxBytes() + coreState.GetMaxBytes();
NetworkPacket packet = GetPacketToWriteTo(bytesToWrite);
header.Serialize(packet.Writer);
coreState.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteSpawnActor(FixedString64Bytes assetGUID,
ulong actorID,
ActorCoreStateSnapshot coreState,
IActorData actorData) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.SpawnActor,
ActorID = actorID,
DataSize = 0
};
header.DataSize += sizeof(byte) * 64; // assetGUID
header.DataSize += coreState.GetMaxBytes();
header.DataSize += sizeof(ushort);
header.DataSize += actorData.GetMaxBytes();
NetworkPacket packet = GetPacketToWriteTo(header.GetMaxBytes() + header.DataSize);
header.Serialize(packet.Writer);
packet.Writer.Write(assetGUID);
coreState.Serialize(packet.Writer);
packet.Writer.Write((ushort) actorData.GetMaxBytes());
actorData.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteActorSynchronize(ulong actorID,
ActorCoreStateSnapshot coreState,
IActorData actorData) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.SynchronizeActor,
ActorID = actorID,
DataSize = 0
};
header.DataSize += coreState.GetMaxBytes();
header.DataSize += sizeof(ushort);
header.DataSize += actorData.GetMaxBytes();
NetworkPacket packet = GetPacketToWriteTo(header.GetMaxBytes() + header.DataSize);
header.Serialize(packet.Writer);
coreState.Serialize(packet.Writer);
packet.Writer.Write((ushort) actorData.GetMaxBytes());
actorData.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteActorEvent(ActorEvent actorEvent) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.ActorEvent,
ActorID = actorEvent.ActorID,
DataSize = actorEvent.GetMaxBytes()
};
NetworkPacket packet = GetPacketToWriteTo(header.GetMaxBytes() + header.DataSize);
header.Serialize(packet.Writer);
actorEvent.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
public void WriteActorCommand(ActorCommand actorCommand) {
NetworkDataHeader header = new NetworkDataHeader {
Type = NetworkDataType.ActorCommand,
ActorID = actorCommand.ActorID,
DataSize = actorCommand.GetMaxBytes()
};
NetworkPacket packet = GetPacketToWriteTo(header.GetMaxBytes() + header.DataSize);
header.Serialize(packet.Writer);
actorCommand.Serialize(packet.Writer);
packet.IncrementEntityCount();
}
NetworkPacket GetPacketToWriteTo(int bytesToWrite) {
foreach (NetworkPacket networkPacket in NetworkPackets) {
if (networkPacket.Writer.WillFit(bytesToWrite)) {
return networkPacket;
}
}
Assert.IsTrue(bytesToWrite < m_PacketMaxSize,
$"Packet size {bytesToWrite} exceeds maximum allowed size {m_PacketMaxSize}.");
NetworkPacket packet = NetworkPacket.Pool.Get();
packet.Data = new NativeArray<byte>(m_PacketMaxSize, Allocator.Persistent);
unsafe {
void* ptr = packet.Data.GetUnsafePtr();
UnsafeUtility.MemClear(ptr, sizeof(byte) * packet.Data.Length);
}
packet.Writer = new NetworkBufferWriter(packet.Data, 0);
NetworkPacketHeader header = new NetworkPacketHeader {
MagicNumber = RConsts.k_NetworkPacketMagicNumber,
Version = m_Version,
EntityCount = 0 // Will be updated later
};
header.Serialize(packet.Writer);
NetworkPackets.Add(packet);
return packet;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8a122573c79c4b3e9ef3bc2da3b09faa
timeCreated: 1752855419

View File

@@ -1,42 +1,39 @@
using System;
using System.Threading;
using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Simulation;
using Unity.Netcode;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Network {
public abstract class NetworkPlayerController : NetworkBehaviour {
public abstract class NetworkPlayerController : MonoBehaviour {
static readonly Logger s_Logger = new Logger(nameof(NetworkPlayerController));
ulong m_ActorIDToPossess;
ushort m_ActorIDToPossess;
CancellationTokenSource m_PossessionCancellationTokenSource = new CancellationTokenSource();
public Actor PossessedActor { get; private set; }
public void PossessActor(Actor actor) {
if (!IsServer) {
s_Logger.Error("PossessActor can only be called on the server.");
return;
}
internal void SetPossessedActor(ushort actorID) {
s_Logger.Info("Setting possessed actor to " + actorID);
if (actorID == 0) {
m_ActorIDToPossess = 0;
if (actor == null) {
s_Logger.Error("Cannot possess a null actor.");
return;
}
if (PossessedActor != null) {
PossessedActor = null;
OnUnpossessActor(PossessedActor);
}
} else {
m_PossessionCancellationTokenSource.Cancel();
m_PossessionCancellationTokenSource.Dispose();
m_PossessionCancellationTokenSource = new CancellationTokenSource();
PossessActorRpc(actor.ActorID, RpcTarget.Everyone);
WaitForActorToSpawnThenPossessAsync(actorID, m_PossessionCancellationTokenSource.Token).Forget();
}
}
[Rpc(SendTo.SpecifiedInParams)]
void PossessActorRpc(ulong actorID, RpcParams rpcParams) {
if (PossessedActor is not null) {
OnUnpossessActor(PossessedActor);
}
WaitForActorToSpawnThenPossessAsync(actorID, destroyCancellationToken).Forget();
}
async UniTask WaitForActorToSpawnThenPossessAsync(ulong actorID, CancellationToken cancellationToken) {
async UniTask WaitForActorToSpawnThenPossessAsync(ushort actorID, CancellationToken cancellationToken) {
Actor actor = null;
while (actor == null) {
actor = RR.FindSpawnedActor(actorID);
@@ -51,27 +48,6 @@ namespace RebootKit.Engine.Network {
OnPossessActor(actor);
}
public void UnPossessActor() {
if (!IsServer) {
s_Logger.Error("UnPossessActor can only be called on the server.");
return;
}
if (PossessedActor == null) {
return;
}
UnPossessActorRpc(RpcTarget.Everyone);
}
[Rpc(SendTo.SpecifiedInParams)]
void UnPossessActorRpc(RpcParams rpcParams) {
if (PossessedActor is not null) {
OnUnpossessActor(PossessedActor);
PossessedActor = null;
}
}
protected virtual void OnPossessActor(Actor actor) {
}

File diff suppressed because it is too large Load Diff

View File

@@ -1,6 +0,0 @@
using Unity.Netcode;
namespace RebootKit.Engine.Network {
public abstract class NetworkWorldController : NetworkBehaviour {
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: edd521a69a6f4e43b97ec258adf499a6
timeCreated: 1751377120

View File

@@ -0,0 +1,291 @@
using System;
using System.Collections.Generic;
using R3;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Networking.Transport;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Network {
// @NOTE: This won't probably be suited for production use.
public class UnityNetworkManager : INetworkManager {
static readonly Logger s_Logger = new Logger(nameof(UnityNetworkManager));
const ulong k_ServerClientID = 0;
NetworkDriver m_Driver;
// @MARK: Server specific stuff
bool m_IsServer;
readonly Dictionary<ulong, NetworkConnection> m_ServerConnections = new Dictionary<ulong, NetworkConnection>();
ulong m_ClientIDCounter = 1;
bool m_IsClient;
NetworkConnection m_ClientConnection;
public INetworkManagerDelegate Delegate { get; set; }
public ulong LocalClientID { get; private set; }
public NetworkManagerStats Stats { get; } = new NetworkManagerStats();
public ushort Port = 7777;
public UnityNetworkManager() {
m_Driver = NetworkDriver.Create();
if (!m_Driver.IsCreated) {
s_Logger.Error("Failed to create network driver");
return;
}
m_IsServer = false;
m_IsClient = false;
LocalClientID = 0; // This should be set to a unique ID for the local client
}
public void Dispose() {
if (m_Driver.IsCreated) {
m_Driver.Dispose();
}
m_ServerConnections.Clear();
m_ClientConnection = default;
}
float m_StatsTimer = 0.0f;
public void Tick() {
m_Driver.ScheduleUpdate().Complete();
if (IsServer()) {
ServerTick();
}
if (IsClient()) {
ClientTick();
}
if (IsServer() || IsClient()) {
m_StatsTimer -= Time.deltaTime;
if (m_StatsTimer <= 0.0f) {
m_StatsTimer = 1.0f;
Stats.ReliableBytesSentPerSecond = Stats.ReliableBytesSent;
Stats.UnreliableBytesSentPerSecond = Stats.UnreliableBytesSent;
Stats.BytesReceivedPerSecond = Stats.BytesReceived;
Stats.ReliableBytesSent = 0;
Stats.UnreliableBytesSent = 0;
Stats.BytesReceived = 0;
}
}
}
void ServerTick() {
using NativeList<ulong> clientIDsToRemove = new NativeList<ulong>(Allocator.Temp);
foreach ((ulong clientID, NetworkConnection connection) in m_ServerConnections) {
if (!connection.IsCreated) {
clientIDsToRemove.Add(clientID);
}
}
foreach (ulong clientID in clientIDsToRemove) {
m_ServerConnections.Remove(clientID);
Delegate?.OnClientDisconnected(clientID);
s_Logger.Info($"Client {clientID} disconnected");
}
NetworkConnection incomingConnection;
while ((incomingConnection = m_Driver.Accept()) != default) {
ulong newClientID = m_ClientIDCounter++;
m_ServerConnections.Add(newClientID, incomingConnection);
s_Logger.Info("Connection accepted: " + newClientID);
Delegate?.OnClientConnected(newClientID);
}
// @NOTE: Handle incoming messages from clients
clientIDsToRemove.Clear();
foreach ((ulong clientID, NetworkConnection connection) in m_ServerConnections) {
DataStreamReader stream;
NetworkEvent.Type cmd;
while ((cmd = m_Driver.PopEventForConnection(connection, out stream)) !=
NetworkEvent.Type.Empty) {
if (cmd == NetworkEvent.Type.Data) {
NativeArray<byte> data = new NativeArray<byte>(stream.Length, Allocator.Temp);
stream.ReadBytes(data);
Stats.BytesReceived += (ulong) stream.Length;
Delegate?.OnMessageReceived(clientID, data);
} else if (cmd == NetworkEvent.Type.Disconnect) {
clientIDsToRemove.Add(clientID);
}
}
}
// @TODO: Code duplication
foreach (ulong clientID in clientIDsToRemove) {
m_ServerConnections.Remove(clientID);
Delegate?.OnClientDisconnected(clientID);
s_Logger.Info($"Client {clientID} disconnected");
}
}
void ClientTick() {
DataStreamReader stream;
NetworkEvent.Type cmd;
while ((cmd = m_ClientConnection.PopEvent(m_Driver, out stream)) != NetworkEvent.Type.Empty) {
if (cmd == NetworkEvent.Type.Data) {
NativeArray<byte> data = new NativeArray<byte>(stream.Length, Allocator.Temp);
stream.ReadBytes(data);
Stats.BytesReceived += (ulong) stream.Length;
Delegate?.OnMessageReceived(k_ServerClientID, data);
} else if (cmd == NetworkEvent.Type.Disconnect) {
m_IsClient = false;
m_ClientConnection = default;
Delegate?.OnClientDisconnected(LocalClientID);
s_Logger.Info("Disconnected from server");
} else if (cmd == NetworkEvent.Type.Connect) {
s_Logger.Info("Client connected");
Delegate?.OnClientConnected(LocalClientID);
}
}
}
//
// @MARK: INetworkManager
//
public bool IsServer() {
return m_IsServer;
}
public bool StartHost() {
if (IsServer()) {
s_Logger.Error("Server already started");
return false;
}
Stats.Reset();
NetworkEndpoint endpoint = NetworkEndpoint.AnyIpv4.WithPort(7777);
if (m_Driver.Bind(endpoint) != 0) {
s_Logger.Error($"Failed to bind to port {Port}");
return false;
}
m_Driver.Listen();
m_ClientConnection = m_Driver.Connect(NetworkEndpoint.LoopbackIpv4.WithPort(Port));
if (!m_ClientConnection.IsCreated) {
s_Logger.Error($"Failed to create client connection on port {Port}");
return false;
}
LocalClientID = k_ServerClientID;
m_ServerConnections.Add(LocalClientID, m_ClientConnection);
m_IsServer = true;
m_IsClient = true;
Delegate?.OnServerStarted();
Delegate?.OnClientConnected(LocalClientID);
return true;
}
public void StopHost() { throw new NotImplementedException(); }
public bool IsClient() {
return m_IsClient;
}
public bool StartClient() {
if (IsClient()) {
s_Logger.Error("Client already started");
return false;
}
Stats.Reset();
NetworkEndpoint endpoint = NetworkEndpoint.LoopbackIpv4.WithPort(Port);
m_ClientConnection = m_Driver.Connect(endpoint);
if (!m_ClientConnection.IsCreated) {
s_Logger.Error($"Failed to connect to server on port {Port}");
return false;
}
m_IsClient = true;
Delegate?.OnClientStarted();
return true;
}
public void Disconnect() { throw new NotImplementedException(); }
public void Send(ulong clientID, NativeSlice<byte> data, SendMode mode) {
unsafe {
void* ptr = data.GetUnsafePtr();
Send(clientID, (byte*)ptr, data.Length, mode);
}
}
public unsafe void Send(ulong clientID, byte* data, int length, SendMode mode) {
if (IsServer()) {
if (clientID == LocalClientID) {
NativeArray<byte> messageData = new NativeArray<byte>(length, Allocator.Temp);
UnsafeUtility.MemCpy(messageData.GetUnsafePtr(), data, length);
Delegate?.OnMessageReceived(clientID, messageData);
return;
}
if (m_ServerConnections.TryGetValue(clientID, out NetworkConnection value)) {
if (!value.IsCreated) {
s_Logger.Error($"Client {clientID} connection is not created. Cannot send message.");
return;
}
m_Driver.BeginSend(value, out DataStreamWriter writer);
writer.WriteBytesUnsafe(data, length);
m_Driver.EndSend(writer);
if (mode == SendMode.Reliable) {
Stats.ReliableBytesSent += (ulong) length;
} else if (mode == SendMode.Unreliable){
Stats.UnreliableBytesSent += (ulong) length;
}
} else {
s_Logger.Error($"Client {clientID} not found. Cannot send message.");
}
} else if (IsClient()) {
if (clientID != k_ServerClientID) {
s_Logger.Error("Client ID mismatch. Cannot send message to another client from client context.");
return;
}
if (!m_ClientConnection.IsCreated) {
s_Logger.Error("Client connection is not created. Cannot send message.");
return;
}
if (m_Driver.BeginSend(m_ClientConnection, out DataStreamWriter writer, length) == 0) {
writer.WriteBytesUnsafe(data, length);
if (m_Driver.EndSend(writer) < 0) {
s_Logger.Error("Failed to send message to server.");
}
if (mode == SendMode.Reliable) {
Stats.ReliableBytesSent += (ulong) length;
} else if (mode == SendMode.Unreliable){
Stats.UnreliableBytesSent += (ulong) length;
}
} else {
s_Logger.Error($"Failed to begin sending message to server with length {length}.");
}
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f2b23e503c2946ef9b2d631cef89facb
timeCreated: 1753326254

View File

@@ -21,6 +21,7 @@
internal const string k_BuildFlagDebug = "RR_DEBUG";
internal const string k_BuildFlagSteam = "RR_STEAM";
internal const int k_NetworkPacketMagicNumber = 0x52455245; // "RERE" in ASCII
internal const ushort k_NetworkMessageMagic = 0xBEBE;
internal const int k_NetworkMessageMaxSize = 1024;
}
}

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()) {

View File

@@ -1,277 +0,0 @@
// Source: https://github.com/Unity-Technologies/multiplayer-community-contributions/blob/main/Transports/com.community.netcode.transport.facepunch/Runtime/FacepunchTransport.cs
using System;
using System.Collections;
using System.Collections.Generic;
using Steamworks;
using Steamworks.Data;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Netcode;
using UnityEngine;
namespace RebootKit.Engine.Steam {
using SocketConnection = Connection;
public class FacepunchTransport : NetworkTransport, IConnectionManager, ISocketManager {
private ConnectionManager connectionManager;
private SocketManager socketManager;
private Dictionary<ulong, Client> connectedClients;
[Space]
[Tooltip("The Steam App ID of your game. Technically you're not allowed to use 480, but Valve doesn't do anything about it so it's fine for testing purposes.")]
[SerializeField] private uint steamAppId = 480;
[Tooltip("The Steam ID of the user targeted when joining as a client.")]
[SerializeField] public ulong targetSteamId;
[Header("Info")]
[ReadOnly]
[Tooltip("When in play mode, this will display your Steam ID.")]
[SerializeField] private ulong userSteamId;
private LogLevel LogLevel => NetworkManager.Singleton.LogLevel;
private class Client {
public SteamId steamId;
public SocketConnection connection;
}
// #region MonoBehaviour Messages
//
// private void Awake() {
// try {
// SteamClient.Init(steamAppId, false);
// } catch (Exception e) {
// if (LogLevel <= LogLevel.Error)
// Debug.LogError($"[{nameof(FacepunchTransport)}] - Caught an exeption during initialization of Steam client: {e}");
// } finally {
// StartCoroutine(InitSteamworks());
// }
// }
//
// private void Update() {
// SteamClient.RunCallbacks();
// }
//
// private void OnDestroy() {
// SteamClient.Shutdown();
// }
//
// #endregion
#region NetworkTransport Overrides
public override ulong ServerClientId => 0;
public override void DisconnectLocalClient() {
connectionManager?.Connection.Close();
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnecting local client.");
}
public override void DisconnectRemoteClient(ulong clientId) {
if (connectedClients.TryGetValue(clientId, out Client user)) {
// Flush any pending messages before closing the connection
user.connection.Flush();
user.connection.Close();
connectedClients.Remove(clientId);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnecting remote client with ID {clientId}.");
} else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to disconnect remote client with ID {clientId}, client not connected.");
}
public override unsafe ulong GetCurrentRtt(ulong clientId) {
return 0;
}
public override void Initialize(NetworkManager networkManager = null) {
connectedClients = new Dictionary<ulong, Client>();
}
private SendType NetworkDeliveryToSendType(NetworkDelivery delivery) {
return delivery switch {
NetworkDelivery.Reliable => SendType.Reliable,
NetworkDelivery.ReliableFragmentedSequenced => SendType.Reliable,
NetworkDelivery.ReliableSequenced => SendType.Reliable,
NetworkDelivery.Unreliable => SendType.Unreliable,
NetworkDelivery.UnreliableSequenced => SendType.Unreliable,
_ => SendType.Reliable
};
}
public override void Shutdown() {
try {
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Shutting down.");
connectionManager?.Close();
socketManager?.Close();
} catch (Exception e) {
if (LogLevel <= LogLevel.Error)
Debug.LogError($"[{nameof(FacepunchTransport)}] - Caught an exception while shutting down: {e}");
}
}
public override void Send(ulong clientId, ArraySegment<byte> data, NetworkDelivery delivery) {
var sendType = NetworkDeliveryToSendType(delivery);
if (clientId == ServerClientId)
connectionManager.Connection.SendMessage(data.Array, data.Offset, data.Count, sendType);
else if (connectedClients.TryGetValue(clientId, out Client user))
user.connection.SendMessage(data.Array, data.Offset, data.Count, sendType);
else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to send packet to remote client with ID {clientId}, client not connected.");
}
public override NetworkEvent PollEvent(out ulong clientId,
out ArraySegment<byte> payload,
out float receiveTime) {
connectionManager?.Receive();
socketManager?.Receive();
clientId = 0;
receiveTime = Time.realtimeSinceStartup;
payload = default;
return NetworkEvent.Nothing;
}
public override bool StartClient() {
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Starting as client.");
connectionManager = SteamNetworkingSockets.ConnectRelay<ConnectionManager>(targetSteamId);
connectionManager.Interface = this;
return true;
}
public override bool StartServer() {
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Starting as server.");
socketManager = SteamNetworkingSockets.CreateRelaySocket<SocketManager>();
socketManager.Interface = this;
return true;
}
#endregion
#region ConnectionManager Implementation
private byte[] payloadCache = new byte[4096];
private void EnsurePayloadCapacity(int size) {
if (payloadCache.Length >= size)
return;
payloadCache = new byte[Math.Max(payloadCache.Length * 2, size)];
}
void IConnectionManager.OnConnecting(ConnectionInfo info) {
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connecting with Steam user {info.Identity.SteamId}.");
}
void IConnectionManager.OnConnected(ConnectionInfo info) {
InvokeOnTransportEvent(NetworkEvent.Connect, ServerClientId, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connected with Steam user {info.Identity.SteamId}.");
}
void IConnectionManager.OnDisconnected(ConnectionInfo info) {
InvokeOnTransportEvent(NetworkEvent.Disconnect, ServerClientId, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnected Steam user {info.Identity.SteamId}.");
}
unsafe void IConnectionManager.OnMessage(IntPtr data, int size, long messageNum, long recvTime, int channel) {
EnsurePayloadCapacity(size);
fixed (byte* payload = payloadCache) {
UnsafeUtility.MemCpy(payload, (byte*) data, size);
}
InvokeOnTransportEvent(NetworkEvent.Data, ServerClientId, new ArraySegment<byte>(payloadCache, 0, size),
Time.realtimeSinceStartup);
}
#endregion
#region SocketManager Implementation
void ISocketManager.OnConnecting(SocketConnection connection, ConnectionInfo info) {
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Accepting connection from Steam user {info.Identity.SteamId}.");
connection.Accept();
}
void ISocketManager.OnConnected(SocketConnection connection, ConnectionInfo info) {
if (!connectedClients.ContainsKey(connection.Id)) {
connectedClients.Add(connection.Id, new Client() {
connection = connection,
steamId = info.Identity.SteamId
});
InvokeOnTransportEvent(NetworkEvent.Connect, connection.Id, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connected with Steam user {info.Identity.SteamId}.");
} else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to connect client with ID {connection.Id}, client already connected.");
}
void ISocketManager.OnDisconnected(SocketConnection connection, ConnectionInfo info) {
if (connectedClients.Remove(connection.Id)) {
InvokeOnTransportEvent(NetworkEvent.Disconnect, connection.Id, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnected Steam user {info.Identity.SteamId}");
} else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to diconnect client with ID {connection.Id}, client not connected.");
}
unsafe void ISocketManager.OnMessage(SocketConnection connection,
NetIdentity identity,
IntPtr data,
int size,
long messageNum,
long recvTime,
int channel) {
EnsurePayloadCapacity(size);
fixed (byte* payload = payloadCache) {
UnsafeUtility.MemCpy(payload, (byte*) data, size);
}
InvokeOnTransportEvent(NetworkEvent.Data, connection.Id, new ArraySegment<byte>(payloadCache, 0, size),
Time.realtimeSinceStartup);
}
#endregion
#region Utility Methods
private IEnumerator InitSteamworks() {
yield return new WaitUntil(() => SteamClient.IsValid);
SteamNetworkingUtils.InitRelayNetworkAccess();
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Initialized access to Steam Relay Network.");
userSteamId = SteamClient.SteamId;
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Fetched user Steam ID.");
}
#endregion
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 516179f3a4a7476ea24875d52fae3042
timeCreated: 1751378412

View File

@@ -51,6 +51,10 @@ namespace RebootKit.Engine.Steam {
s_Logger.Warning("Join request key is empty. Cannot process join request.");
return;
}
if (ulong.TryParse(key, out ulong steamID)) {
RR.ConnectWithSteamID(steamID);
}
}
}
}

View File

@@ -1,14 +1,332 @@
#define RR_LOCALHOST_ONLY
using System;
using R3;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using RebootKit.Engine.Network;
using Steamworks;
using Steamworks.Data;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Steam {
public class SteamNetworkManager : INetworkManager, ISocketManager, IConnectionManager {
static readonly Logger s_Logger = new Logger(nameof(SteamNetworkManager));
public const ulong k_ServerClientID = 0;
const int k_DefaultPort = 419;
class Client {
public ulong ClientID;
public Connection Connection;
}
readonly Dictionary<ulong, Client> m_Clients = new Dictionary<ulong, Client>();
SocketManager m_SocketManager;
ConnectionManager m_ConnectionManager;
float m_StatsRefreshTimer;
public INetworkManagerDelegate Delegate { get; set; }
public ulong LocalClientID {
get {
return SteamClient.SteamId;
}
}
public NetworkManagerStats Stats { get; } = new NetworkManagerStats();
// @NOTE: Set this before starting the client to specify which server to connect to.
public ulong TargetSteamID;
public SteamNetworkManager() {
SteamNetworkingUtils.InitRelayNetworkAccess();
SteamNetworkingUtils.OnDebugOutput += SteamDebugOutput;
SteamNetworkingUtils.DebugLevel = NetDebugOutput.None;
}
public void Dispose() {
SteamNetworkingUtils.OnDebugOutput -= SteamDebugOutput;
StopHost();
Disconnect();
}
void SteamDebugOutput(NetDebugOutput output, string msg) {
s_Logger.Info($"Output: {output} - {msg}");
}
//
// @MARK: Server
//
public bool IsServer() {
return m_SocketManager != null;
}
public bool StartHost() {
try {
TargetSteamID = SteamClient.SteamId;
m_SocketManager = SteamNetworkingSockets.CreateRelaySocket<SocketManager>(k_DefaultPort);
m_SocketManager.Interface = this;
m_ConnectionManager =
SteamNetworkingSockets.ConnectRelay<ConnectionManager>(TargetSteamID, k_DefaultPort);
m_ConnectionManager.Interface = this;
SteamFriends.SetRichPresence("connect", LocalClientID.ToString());
Stats.Reset();
Delegate?.OnServerStarted();
Delegate?.OnClientStarted();
} catch (Exception e) {
s_Logger.Error($"Failed to create server: {e.Message}");
m_SocketManager = null;
return false;
}
return true;
}
public void StopHost() {
if (!IsServer()) {
return;
}
s_Logger.Info("Stopping server...");
SteamFriends.SetRichPresence("connect", null);
foreach (Client client in m_Clients.Values) {
client.Connection.Close();
}
m_Clients.Clear();
m_SocketManager.Close();
m_SocketManager = null;
Delegate?.OnClientStopped();
Delegate?.OnServerStopped();
}
//
// @MARK: Client
//
public bool IsClient() {
return m_ConnectionManager != null;
}
public bool StartClient() {
if (IsClient()) {
s_Logger.Error("Cannot start client while already connected.");
return false;
}
s_Logger.Info("Connecting to server with steam ID: " + TargetSteamID);
try {
m_ConnectionManager =
SteamNetworkingSockets.ConnectRelay<ConnectionManager>(TargetSteamID, k_DefaultPort);
m_ConnectionManager.Interface = this;
Stats.Reset();
Delegate?.OnClientStarted();
} catch (Exception e) {
s_Logger.Error($"Failed to connect to server with ID {TargetSteamID}: {e.Message}");
m_ConnectionManager = null;
return false;
}
return true;
}
public void Disconnect() {
if (!IsClient()) {
return;
}
s_Logger.Info("Disconnecting from server...");
m_ConnectionManager.Close();
m_ConnectionManager = null;
Delegate?.OnClientStopped();
}
//
// @MARK: Data Sending/Receiving
//
public void Send(ulong clientID, NativeSlice<byte> data, SendMode mode) {
if (data.Length == 0) {
s_Logger.Error("Cannot send empty data.");
return;
}
unsafe {
Send(clientID, (byte*) data.GetUnsafePtr(), data.Length, mode);
}
}
public unsafe void Send(ulong clientID, byte* data, int length, SendMode mode) {
if (IsServer()) {
if (clientID == k_ServerClientID || clientID == LocalClientID) {
NativeArray<byte> dataArray = new NativeArray<byte>(length, Allocator.Temp);
UnsafeUtility.MemCpy(dataArray.GetUnsafePtr(), data, length);
MessageReceived(LocalClientID, dataArray);
return;
}
if (!m_Clients.TryGetValue(clientID, out Client client)) {
s_Logger.Error($"Client with ID {clientID} not found.");
return;
}
Result sendResult = client.Connection.SendMessage((IntPtr) data, length, GetSteamSendType(mode));
if (sendResult == Result.OK) {
if (mode == SendMode.Reliable) {
Stats.ReliableBytesSent += (ulong) length;
} else if (mode == SendMode.Unreliable) {
Stats.UnreliableBytesSent += (ulong) length;
}
} else {
s_Logger.Error($"Failed to send message to clientID, {clientID}. Result: {sendResult}.");
}
} else if (IsClient()) {
if (clientID != k_ServerClientID) {
s_Logger.Error($"Client can only send messages to the server (clientID must be {k_ServerClientID.ToString()}).");
return;
}
Result sendResult = m_ConnectionManager.Connection.SendMessage((IntPtr) data,
length,
GetSteamSendType(mode));
if (sendResult == Result.OK) {
if (mode == SendMode.Reliable) {
Stats.ReliableBytesSent += (ulong) length;
} else if (mode == SendMode.Unreliable) {
Stats.UnreliableBytesSent += (ulong) length;
}
} else {
s_Logger.Error($"Failed to send message to server. Result: {sendResult}. Flushing and retrying...");
}
} else {
s_Logger.Error("Cannot send data, server or client is not started.");
}
}
void MessageReceived(ulong senderID, NativeArray<byte> data) {
Delegate?.OnMessageReceived(senderID, data);
}
public void Tick() {
m_SocketManager?.Receive();
m_ConnectionManager?.Receive();
m_StatsRefreshTimer -= UnityEngine.Time.deltaTime;
if (m_StatsRefreshTimer <= 0f) {
m_StatsRefreshTimer = 1.0f;
Stats.ReliableBytesSentPerSecond = Stats.ReliableBytesSent;
Stats.UnreliableBytesSentPerSecond = Stats.UnreliableBytesSent;
Stats.BytesReceivedPerSecond = Stats.BytesReceived;
Stats.ReliableBytesSent = 0;
Stats.UnreliableBytesSent = 0;
Stats.BytesReceived = 0;
}
}
//
// @MARK: IConnectionManager
//
void ISocketManager.OnConnecting(Connection connection, ConnectionInfo info) {
s_Logger.Info($"OnConnecting: {connection.Id} - {info.Identity}");
connection.Accept();
}
void ISocketManager.OnConnected(Connection connection, ConnectionInfo info) {
if (!m_Clients.ContainsKey(info.Identity.SteamId)) {
s_Logger.Info($"OnConnected: {connection.Id} - {info.Identity}");
Client client = new Client {
ClientID = info.Identity.SteamId,
Connection = connection
};
m_Clients.Add(info.Identity.SteamId, client);
Delegate?.OnClientConnected(client.ClientID);
} else {
s_Logger.Error("Failed to add client, already exists: " + info.Identity.SteamId);
connection.Close();
}
}
void ISocketManager.OnDisconnected(Connection connection, ConnectionInfo info) {
s_Logger.Info($"OnDisconnected: {connection.Id} - {info.Identity}");
if (m_Clients.Remove(info.Identity.SteamId)) {
Delegate?.OnClientDisconnected(info.Identity.SteamId);
} else {
s_Logger.Error("Failed to remove client, not found: " + info.Identity.SteamId);
}
}
void ISocketManager.OnMessage(Connection connection,
NetIdentity identity,
IntPtr data,
int size,
long messageNum,
long recvTime,
int channel) {
NativeArray<byte> dataArray = new NativeArray<byte>(size, Allocator.Temp);
unsafe {
UnsafeUtility.MemCpy(dataArray.GetUnsafePtr(), (void*) data, size);
}
Stats.BytesReceived += (ulong) size;
MessageReceived(identity.SteamId, dataArray);
}
//
// @MARK: ISocketManager
//
void IConnectionManager.OnConnecting(ConnectionInfo info) { }
void IConnectionManager.OnConnected(ConnectionInfo info) {
Delegate?.OnClientConnected(info.Identity.SteamId);
}
void IConnectionManager.OnDisconnected(ConnectionInfo info) {
Delegate?.OnClientDisconnected(info.Identity.SteamId);
}
void IConnectionManager.OnMessage(IntPtr data, int size, long messageNum, long recvTime, int channel) {
NativeArray<byte> dataArray = new NativeArray<byte>(size, Allocator.Temp);
unsafe {
UnsafeUtility.MemCpy(dataArray.GetUnsafePtr(), (void*) data, size);
}
Stats.BytesReceived += (ulong) size;
MessageReceived(k_ServerClientID, dataArray);
}
//
// @MARK: Utilities
//
[MethodImpl(MethodImplOptions.AggressiveInlining)]
static SendType GetSteamSendType(SendMode mode) {
return mode switch {
SendMode.Reliable => SendType.Reliable,
SendMode.Unreliable => SendType.Unreliable,
_ => throw new ArgumentOutOfRangeException(nameof(mode), mode, null)
};
}
}
// class SteamNetworkManager : INetworkManager {
// static readonly Logger s_Logger = new Logger(nameof(SteamNetworkManager));
//

View File

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