multiplayer refactor

This commit is contained in:
2025-07-21 09:04:43 +02:00
parent 1054061d91
commit a0a0f6303d
29 changed files with 2186 additions and 603 deletions

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@@ -1,68 +0,0 @@
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Simulation;
using Unity.Netcode;
namespace RebootKit.Engine.Main {
public abstract class NetworkPlayerController : NetworkBehaviour {
static readonly Logger s_Logger = new Logger(nameof(NetworkPlayerController));
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;
}
if (actor == null) {
s_Logger.Error("Cannot possess a null actor.");
return;
}
PossessActorRpc(actor.ActorID, RpcTarget.Everyone);
}
[Rpc(SendTo.SpecifiedInParams)]
void PossessActorRpc(ulong actorID, RpcParams rpcParams) {
Actor actor = RR.FindSpawnedActor(actorID);
if (actor == null) {
s_Logger.Error($"Actor with ID {actorID} not found.");
return;
}
if (PossessedActor is not null) {
OnUnpossessActor(PossessedActor);
}
PossessedActor = actor;
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) {
}
protected virtual void OnUnpossessActor(Actor actor) {
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2010b0aabd68415bb4aea2846d2c59b1
timeCreated: 1751208839

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@@ -1,273 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Threading;
using Cysharp.Threading.Tasks;
using NUnit.Framework;
using RebootKit.Engine.Simulation;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Main {
enum NetworkClientSyncState {
NotReady,
LoadingWorld,
PreparingForActorsSync,
SyncingActors,
Ready
}
struct NetworkClientState : INetworkSerializable {
public ulong ClientID;
public NetworkClientSyncState SyncState;
public int ActorsSyncPacketsLeft;
public bool IsReady {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return SyncState == NetworkClientSyncState.Ready;
}
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
serializer.SerializeValue(ref ClientID);
serializer.SerializeValue(ref SyncState);
serializer.SerializeValue(ref ActorsSyncPacketsLeft);
}
}
public class NetworkSystem : NetworkBehaviour {
static readonly Logger s_Logger = new Logger(nameof(NetworkSystem));
[field: SerializeField] public ActorsManager Actors { get; private set; }
internal readonly Dictionary<ulong, NetworkClientState> Clients = new Dictionary<ulong, NetworkClientState>();
public FixedString512Bytes WorldID { get; private set; } = new FixedString512Bytes("");
bool m_IsChangingWorld = false;
public ulong LocalClientID {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return NetworkManager.Singleton.LocalClientId;
}
}
//
// @MARK: Unity callbacks
//
void Awake() {
RR.NetworkSystemInstance = this;
}
//
// @MARK: NetworkBehaviour callbacks
//
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnect;
}
void OnClientConnected(ulong clientID) {
if (!IsServer) {
return;
}
s_Logger.Info($"OnClientConnected: {clientID}");
NetworkClientState newClientState = new NetworkClientState {
ClientID = clientID,
SyncState = NetworkClientSyncState.NotReady
};
Clients.Add(clientID, newClientState);
if (clientID != NetworkManager.Singleton.LocalClientId) {
foreach (NetworkClientState state in Clients.Values) {
UpdateClientStateRpc(state, RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
if (!WorldID.IsEmpty) {
s_Logger.Info($"Synchronizing world load for client {clientID} with world ID '{WorldID}'");
ClientLoadWorldRpc(WorldID.ToString(), RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
void OnClientDisconnect(ulong clientID) {
s_Logger.Info($"OnClientDisconnect: {clientID}");
Clients.Remove(clientID);
}
//
// @MARK: Server API
//
public void KickClient(ulong clientID, string reason = "Kicked by server") {
if (!IsServer) {
s_Logger.Error("Only server can kick clients.");
return;
}
if (NetworkManager.Singleton.ConnectedClients.TryGetValue(clientID, out NetworkClient client)) {
NetworkManager.Singleton.DisconnectClient(clientID, reason);
s_Logger.Info($"Kicked client {clientID}: {reason}");
} else {
s_Logger.Error($"Client {clientID} not found.");
}
}
public void SetCurrentWorld(string worldID) {
if (!IsServer) {
s_Logger.Error("Only server can set the current world.");
return;
}
if (m_IsChangingWorld) {
s_Logger.Error($"Already changing world to '{WorldID}'. Please wait until the current world change is complete.");
return;
}
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"Failed to set current world: World config asset for '{worldID}' not found.");
return;
}
WorldID = worldID;
foreach ((ulong _, NetworkClientState clientState) in Clients.ToList()) {
NetworkClientState state = clientState;
state.SyncState = NetworkClientSyncState.LoadingWorld;
UpdateClientState(state);
}
ServerLoadWorldAsync(worldConfigAsset, destroyCancellationToken).Forget();
}
async UniTask ServerLoadWorldAsync(WorldConfigAsset asset, CancellationToken cancellationToken) {
s_Logger.Info($"ServerLoadWorldAsync: {asset.Config.name}");
m_IsChangingWorld = true;
RR.World.Unload();
RR.CloseMainMenu();
await RR.World.LoadAsync(asset.Config, cancellationToken);
m_IsChangingWorld = false;
if (!TryGetClientState(NetworkManager.Singleton.LocalClientId, out NetworkClientState localClientState)) {
s_Logger.Error($"Local client state not found for client ID {NetworkManager.Singleton.LocalClientId}.");
RR.Disconnect();
return;
}
localClientState.SyncState = NetworkClientSyncState.Ready;
UpdateClientState(localClientState);
RR.GameInstance.PlayerBecameReady(localClientState.ClientID);
ClientLoadWorldRpc(asset.name, RpcTarget.NotMe);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void ClientLoadWorldRpc(string worldID, RpcParams rpcParams) {
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"World config asset for '{worldID}' not found.");
RR.Disconnect();
return;
}
ClientLoadWorldAsync(worldID, destroyCancellationToken).Forget();
}
async UniTask ClientLoadWorldAsync(string worldID, CancellationToken cancellationToken) {
s_Logger.Info($"ClientLoadWorldAsync: {worldID}");
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"World config asset for '{worldID}' not found.");
return;
}
RR.World.Unload();
RR.CloseMainMenu();
await RR.World.LoadAsync(worldConfigAsset.Config, cancellationToken);
WorldID = worldID;
ClientLoadedWorldRpc(worldID);
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
void ClientLoadedWorldRpc(string worldID, RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
if (!WorldID.Equals(worldID)) {
s_Logger.Error($"Client {clientID} tried to load world '{worldID}', but server is in world '{WorldID}'.");
NetworkManager.Singleton.DisconnectClient(clientID, "World mismatch!");
return;
}
if (Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
Actors.InitializeActorsForClient(clientID);
} else {
NetworkManager.Singleton.DisconnectClient(clientID, "Client is not registered!");
}
}
//
// @MARK: Internal
//
internal bool TryGetClientState(ulong clientID, out NetworkClientState clientState) {
return Clients.TryGetValue(clientID, out clientState);
}
internal void UpdateClientState(NetworkClientState clientState) {
if (!IsServer) {
s_Logger.Error("UpdateClientState can only be called on the server.");
return;
}
Clients[clientState.ClientID] = clientState;
UpdateClientStateRpc(clientState, RpcTarget.NotServer);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void UpdateClientStateRpc(NetworkClientState newState, RpcParams rpcParams) {
Clients[newState.ClientID] = newState;
}
internal void ClientSynchronizedActors(ulong clientID) {
if (TryGetClientState(clientID, out NetworkClientState state)) {
state.SyncState = NetworkClientSyncState.Ready;
UpdateClientState(state);
RR.GameInstance.PlayerBecameReady(clientID);
} else {
s_Logger.Error($"Client state for {clientID} not found.");
}
}
internal int GetReadyClientsCount() {
int count = 0;
foreach (NetworkClientState clientState in Clients.Values) {
if (clientState.IsReady) {
count++;
}
}
return count;
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1f967d37c17e4704b80849c305a53be9
timeCreated: 1751411566

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

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

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@@ -7,6 +7,7 @@ using R3;
using RebootKit.Engine.Console;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Input;
using RebootKit.Engine.Network;
using RebootKit.Engine.Simulation;
using RebootKit.Engine.Steam;
using Unity.Netcode;
@@ -26,19 +27,16 @@ namespace RebootKit.Engine.Main {
static readonly Logger s_Logger = new Logger("RR");
[ConfigVar("con.write_log", 1, "Enables writing game log to console output")]
static ConfigVar s_writeLogToConsole;
[ConfigVar("sv.tick_rate", 24, "Server tick rate in Hz")]
public static ConfigVar TickRate;
static ConfigVar s_WriteLogToConsole;
internal static EngineConfigAsset EngineConfig;
static DisposableBag s_disposableBag;
static DisposableBag s_servicesBag;
static DisposableBag s_DisposableBag;
static DisposableBag s_ServicesBag;
static AsyncOperationHandle<SceneInstance> s_mainMenuSceneHandle;
static AsyncOperationHandle<SceneInstance> s_MainMenuSceneHandle;
static NetworkSystem s_networkSystemPrefab;
static NetworkSystem s_NetworkSystemPrefab;
internal static NetworkSystem NetworkSystemInstance;
internal static ConsoleService Console { get; private set; }
@@ -49,10 +47,6 @@ namespace RebootKit.Engine.Main {
public static Game GameInstance { get; internal set; }
public static ulong TickCount { get; private set; }
public static event Action<ulong> ServerTick = delegate { };
public static event Action ClientTick = delegate { };
// Lifecycle API
// @NOTE: This method is called at the very start of the game, when boot scene loaded.
@@ -62,13 +56,13 @@ namespace RebootKit.Engine.Main {
EngineConfig = configAsset;
s_Logger.Info("Initializing");
s_servicesBag = new DisposableBag();
s_disposableBag = new DisposableBag();
s_ServicesBag = new DisposableBag();
s_DisposableBag = new DisposableBag();
s_Logger.Info("Registering core services");
Console = CreateService<ConsoleService>();
Input = new InputService(EngineConfig.inputConfig);
s_servicesBag.Add(Input);
s_ServicesBag.Add(Input);
World = CreateService<WorldService>();
await InitializeAssetsAsync(cancellationToken);
@@ -80,7 +74,7 @@ namespace RebootKit.Engine.Main {
// @NOTE: This method is called after the main scene is loaded.
internal static async UniTask RunAsync(CancellationToken cancellationToken) {
s_networkSystemPrefab =
s_NetworkSystemPrefab =
Resources.Load<NetworkSystem>(RConsts.k_CoreNetworkGameSystemsResourcesPath);
NetworkManager.Singleton.OnConnectionEvent += OnConnectionEvent;
@@ -97,7 +91,7 @@ namespace RebootKit.Engine.Main {
Observable.EveryUpdate()
.Subscribe(_ => Tick())
.AddTo(ref s_disposableBag);
.AddTo(ref s_DisposableBag);
await OpenMainMenuAsync(cancellationToken);
@@ -133,8 +127,8 @@ namespace RebootKit.Engine.Main {
SteamManager.Shutdown();
#endif
s_servicesBag.Dispose();
s_disposableBag.Dispose();
s_ServicesBag.Dispose();
s_DisposableBag.Dispose();
}
// Assets API
@@ -176,16 +170,16 @@ namespace RebootKit.Engine.Main {
return;
}
s_mainMenuSceneHandle = Addressables.LoadSceneAsync(EngineConfig.mainMenuScene, LoadSceneMode.Additive);
await s_mainMenuSceneHandle;
s_MainMenuSceneHandle = Addressables.LoadSceneAsync(EngineConfig.mainMenuScene, LoadSceneMode.Additive);
await s_MainMenuSceneHandle;
}
internal static void CloseMainMenu() {
if (!s_mainMenuSceneHandle.IsValid()) {
if (!s_MainMenuSceneHandle.IsValid()) {
return;
}
Addressables.UnloadSceneAsync(s_mainMenuSceneHandle);
Addressables.UnloadSceneAsync(s_MainMenuSceneHandle);
}
public static void SetServerWorld(string worldID) {
@@ -253,13 +247,13 @@ namespace RebootKit.Engine.Main {
}
TService service = asset.Create();
s_servicesBag.Add(service);
s_ServicesBag.Add(service);
return service;
}
public static TService CreateService<TService>() where TService : class, IService {
TService service = Activator.CreateInstance<TService>();
s_servicesBag.Add(service);
s_ServicesBag.Add(service);
return service;
}
@@ -382,28 +376,8 @@ namespace RebootKit.Engine.Main {
GameInstance.SendChatMessageRpc(message);
}
static float s_tickTimer;
static void Tick() {
float deltaTime = Time.deltaTime;
float minTickTime = 1.0f / TickRate.IndexValue;
s_tickTimer += deltaTime;
while (s_tickTimer >= minTickTime) {
s_tickTimer -= minTickTime;
if (IsServer()) {
ServerTick?.Invoke(TickCount);
}
if (IsClient()) {
ClientTick?.Invoke();
}
TickCount++;
}
}
static void OnConnectionEvent(NetworkManager network, ConnectionEventData data) {
@@ -416,7 +390,7 @@ namespace RebootKit.Engine.Main {
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
GameInstance.NetworkObject.Spawn();
NetworkSystemInstance = Object.Instantiate(s_networkSystemPrefab);
NetworkSystemInstance = Object.Instantiate(s_NetworkSystemPrefab);
NetworkSystemInstance.NetworkObject.Spawn();
}