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

View File

@@ -3,66 +3,23 @@ using System.ComponentModel.DataAnnotations;
using System.Globalization;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using TriInspector;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Netcode;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Simulation {
public interface ISerializableEntity {
void Serialize(FastBufferWriter writer);
void Deserialize(FastBufferReader reader);
// @NOTE: -1 means use the default size and have hope it will fit.
int MinimumSizeInBytes() { return -1; }
}
public interface IActorData : ISerializableEntity { }
public class NoActorData : IActorData {
public void Serialize(FastBufferWriter writer) { }
public void Serialize(NetworkBufferWriter writer) { }
public void Deserialize(FastBufferReader reader) { }
}
public void Deserialize(NetworkBufferReader reader) { }
public static class DataSerializationUtils {
public const int k_DefaultMessageSize = 256;
public static NativeArray<byte> Serialize<TEntity>(TEntity entity,
Allocator allocator = Allocator.Temp)
where TEntity : ISerializableEntity {
int size = entity.MinimumSizeInBytes();
if (size < 0) {
size = k_DefaultMessageSize;
}
using FastBufferWriter writer = new FastBufferWriter(size, allocator);
if (writer.TryBeginWrite(size)) {
entity.Serialize(writer);
int length = writer.Length;
NativeArray<byte> data = new NativeArray<byte>(length, allocator);
unsafe {
void* dst = data.GetUnsafePtr();
void* src = writer.GetUnsafePtr();
Buffer.MemoryCopy(src, dst, length, length);
}
return data;
}
return default;
}
public static void Deserialize<TEntity>(NativeArray<byte> data, ref TEntity entity)
where TEntity : ISerializableEntity {
using FastBufferReader reader = new FastBufferReader(data, Allocator.Temp);
if (reader.TryBeginRead(data.Length)) {
entity.Deserialize(reader);
}
public int GetMaxBytes() {
return 0;
}
}
@@ -95,6 +52,8 @@ namespace RebootKit.Engine.Simulation {
}
}
// @NOTE: ActorEvent is used to send events from the server to clients and only clients.
// Server should not receive ActorEvents.
public struct ActorEvent : INetworkSerializable {
public ulong ActorID;
public ulong ClientID;
@@ -131,7 +90,7 @@ namespace RebootKit.Engine.Simulation {
DisableColliders = 1 << 1,
}
struct ActorCoreStateSnapshot : INetworkSerializable {
struct ActorCoreStateSnapshot : ISerializableEntity {
public DateTime Timestamp;
// @NOTE: Position, Rotation, and Scale are in local space.
@@ -145,15 +104,39 @@ namespace RebootKit.Engine.Simulation {
public ulong MasterActorID;
public FixedString32Bytes MasterSocketName;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
serializer.SerializeValue(ref Timestamp);
serializer.SerializeValue(ref Position);
serializer.SerializeValue(ref Rotation);
serializer.SerializeValue(ref Scale);
serializer.SerializeValue(ref IsHidden);
serializer.SerializeValue(ref Flags);
serializer.SerializeValue(ref MasterActorID);
serializer.SerializeValue(ref MasterSocketName);
public void Serialize(NetworkBufferWriter writer) {
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 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;
reader.Read(out MasterActorID);
reader.Read(out MasterSocketName);
}
public int GetMaxBytes() {
return 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(byte) * 32; // MasterSocketName
}
}
@@ -165,19 +148,19 @@ namespace RebootKit.Engine.Simulation {
/// - 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,
UsingRigidbody = 1 << 3, // @NOTE: If this is set, Position and Rotation will be synced using Rigidbody's position and rotation.
// @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.
}
public struct ActorTransformSyncData : INetworkSerializable {
public struct ActorTransformSyncData : ISerializableEntity {
public ActorTransformSyncMode SyncMode;
public Vector3 Position;
@@ -209,6 +192,81 @@ namespace RebootKit.Engine.Simulation {
serializer.SerializeValue(ref AngularVelocity);
}
}
public void Serialize(NetworkBufferWriter writer) {
writer.Write((byte) SyncMode);
if ((SyncMode & ActorTransformSyncMode.Position) != 0) {
writer.Write(Position);
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
writer.Write(Rotation);
}
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 byte syncModeByte);
SyncMode = (ActorTransformSyncMode) syncModeByte;
if ((SyncMode & ActorTransformSyncMode.Position) != 0) {
reader.Read(out Position);
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
reader.Read(out Rotation);
}
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);
}
}
public int GetMaxBytes() {
int size = sizeof(byte); // SyncMode
if ((SyncMode & ActorTransformSyncMode.Position) != 0) {
size += sizeof(float) * 3; // Vector3
}
if ((SyncMode & ActorTransformSyncMode.Rotation) != 0) {
size += sizeof(float) * 4; // Quaternion
}
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;
}
}
public abstract class Actor : MonoBehaviour {
@@ -256,11 +314,12 @@ namespace RebootKit.Engine.Simulation {
internal Actor MasterActor;
internal FixedString32Bytes MasterSocketName;
internal bool IsCoreStateDirty;
public bool IsDataDirty { get; protected internal set; }
internal ActorsManager Manager;
internal DateTime LastCoreStateSyncTime = DateTime.MinValue;
//
// @MARK: Unity callbacks
//
@@ -269,11 +328,11 @@ namespace RebootKit.Engine.Simulation {
ActorID = UniqueID.NewULongFromGuid();
}
}
//
// @MARK: Callbacks to override in derived classes
//
protected abstract IActorData CreateActorData();
// @MARK: Server side
@@ -302,7 +361,7 @@ namespace RebootKit.Engine.Simulation {
}
gameObject.SetActive(shouldBeActive);
Manager.SynchronizeActorCoreStateWithOther(this);
IsCoreStateDirty = true;
}
public void MountTo(Actor actor, string slotName) {
@@ -326,7 +385,7 @@ namespace RebootKit.Engine.Simulation {
UpdateLocalPhysicsState(PhysicsFlags);
UpdateMountedTransform();
Manager.SynchronizeActorCoreStateWithOther(this);
IsCoreStateDirty = true;
}
}
@@ -348,7 +407,7 @@ namespace RebootKit.Engine.Simulation {
PhysicsFlags = PhysicsFlagsBeforeMount;
UpdateLocalPhysicsState(PhysicsFlags);
Manager.SynchronizeActorCoreStateWithOther(this);
IsCoreStateDirty = true;
}
public void SetCollidersEnabled(bool enableColliders) {
@@ -369,7 +428,7 @@ namespace RebootKit.Engine.Simulation {
}
UpdateLocalCollidersState(enableColliders);
Manager.SynchronizeActorCoreStateWithOther(this);
IsCoreStateDirty = true;
}
public void SetKinematic(bool isKinematic) {
@@ -390,7 +449,7 @@ namespace RebootKit.Engine.Simulation {
}
actorRigidbody.isKinematic = isKinematic;
Manager.SynchronizeActorCoreStateWithOther(this);
IsCoreStateDirty = true;
}
//
@@ -403,6 +462,7 @@ namespace RebootKit.Engine.Simulation {
protected void SendActorCommand<TCmdData>(ushort commandID, ref TCmdData commandData)
where TCmdData : struct, ISerializableEntity {
NativeArray<byte> data = DataSerializationUtils.Serialize(commandData);
SendActorCommand(commandID, data);
}
@@ -651,11 +711,11 @@ namespace RebootKit.Engine.Simulation {
internal IActorData InternalCreateActorData() {
return CreateActorData();
}
internal void InitialSyncFinished() {
OnClientFinishedInitialSync();
}
internal void HandleActorCommand(ActorCommand actorCommand) {
if (!RR.IsServer()) {
s_ActorLogger.Error($"Only the server can handle actor commands. Actor: {name} (ID: {ActorID})");

View File

@@ -1,7 +1,11 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using NUnit.Framework;
using RebootKit.Engine.Extensions;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
@@ -27,12 +31,10 @@ namespace RebootKit.Engine.Simulation {
//
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
RR.ServerTick += OnServerTick;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
RR.ServerTick -= OnServerTick;
}
//
@@ -51,13 +53,11 @@ namespace RebootKit.Engine.Simulation {
//
// @MARK: Server-side logic
//
void OnServerTick(ulong tick) {
public void ServerTick(float dt) {
if (!IsServer) {
return;
}
float dt = 1.0f / RR.TickRate.IndexValue;
TickActorsList(m_InSceneActors, dt);
TickActorsList(m_SpawnedActors, dt);
}
@@ -69,78 +69,28 @@ namespace RebootKit.Engine.Simulation {
if (actor.IsDataDirty) {
actor.IsDataDirty = false;
NativeArray<byte> data = SerializeActorState(actor);
if (data.IsCreated) {
SendActorStateToClients(actor.ActorID, data);
} else {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
if (actor.Data.GetMaxBytes() > 0) {
RR.NetworkSystemInstance.WriteActorState(NetworkPacketTarget.AllClients(), actor.ActorID, actor.Data);
}
}
if (actor.IsCoreStateDirty) {
actor.IsCoreStateDirty = false;
RR.NetworkSystemInstance.WriteActorCoreState(NetworkPacketTarget.AllClients(),
actor.ActorID,
actor.GetCoreStateSnapshot());
}
if (actor.transformSyncMode != ActorTransformSyncMode.None && actor.MasterActor == null) {
ActorTransformSyncData syncData = actor.GetTransformSyncData();
foreach ((ulong _, NetworkClientState state) in RR.NetworkSystemInstance.Clients) {
if (state.IsReady) {
SynchronizeActorTransformStateRpc(actor.ActorID, syncData, RpcTarget.NotMe);
}
}
RR.NetworkSystemInstance.WriteActorTransformState(NetworkPacketTarget.AllClients(),
actor.ActorID,
syncData);
}
}
}
internal void SynchronizeActorCoreStateWithOther(Actor actor) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can synchronize actor core states.");
return;
}
SynchronizeCoreActorStateRpc(actor.ActorID, actor.GetCoreStateSnapshot(), RpcTarget.NotMe);
}
void SendActorStateToClients(ulong actorID, NativeArray<byte> data) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can synchronize actor states with clients.");
return;
}
foreach ((ulong clientID, NetworkClientState state) in RR.NetworkSystemInstance.Clients) {
if (state.IsReady) {
SynchronizeActorStateRpc(actorID, data, RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Unreliable)]
void SynchronizeActorStateRpc(ulong actorID, NativeArray<byte> data, RpcParams rpcParams) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
return;
}
s_Logger.Info($"Synchronizing actor state for {actor.name} with ID {actorID}");
DeserializeActorState(actor, data);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Unreliable)]
void SynchronizeActorTransformStateRpc(ulong actorID, ActorTransformSyncData syncData, RpcParams rpcParams) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {actorID} not found for transform synchronization.");
return;
}
actor.RestoreTransformState(syncData);
}
NativeArray<byte> SerializeActorState(Actor actor) {
return DataSerializationUtils.Serialize(actor.Data);
}
void DeserializeActorState(Actor actor, NativeArray<byte> data) {
DataSerializationUtils.Deserialize(data, ref actor.Data);
}
//
// @MARK: Server API
//
@@ -172,73 +122,14 @@ namespace RebootKit.Engine.Simulation {
m_SpawnedActors.Add(actor);
NativeArray<byte> stateData = SerializeActorState(actor);
SpawnActorRpc(assetReference.AssetGUID,
actor.ActorID,
actor.GetCoreStateSnapshot(),
stateData,
RpcTarget.NotMe);
RR.NetworkSystemInstance.WriteSpawnActor(NetworkPacketTarget.AllClients(),
assetReference.AssetGUID,
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
return actor;
}
// @NOTE: This RPC is used to spawn actors on clients.
[Rpc(SendTo.SpecifiedInParams)]
void SpawnActorRpc(string guid,
ulong actorID,
ActorCoreStateSnapshot coreStateSnapshot,
NativeArray<byte> stateData,
RpcParams rpcParams) {
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
return;
}
GameObject actorObject = assetReference
.InstantiateAsync(coreStateSnapshot.Position, coreStateSnapshot.Rotation)
.WaitForCompletion();
if (actorObject == null) {
s_Logger.Error($"Failed to instantiate actor with GUID {guid}");
return;
}
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
return;
}
actor.Manager = this;
actor.SourceActorPath = guid;
actor.ActorID = actorID;
actor.Data = actor.InternalCreateActorData();
actor.RestoreCoreState(coreStateSnapshot);
DeserializeActorState(actor, stateData);
m_SpawnedActors.Add(actor);
}
public void KillActor(Actor actor) {
if (!IsServer) {
s_Logger.Error("Only the server can kill actors.");
return;
}
if (actor is null) {
s_Logger.Error("Trying to kill a null actor.");
return;
}
if (!m_SpawnedActors.Remove(actor)) {
s_Logger.Error($"Trying to kill an actor that is not registered: {actor.name}. " +
"Remember you can only kill actors spawned that are dynamically created");
return;
}
Destroy(actor.gameObject);
}
public void CleanUp() {
if (IsServer) {
CleanUpRpc();
@@ -259,7 +150,7 @@ namespace RebootKit.Engine.Simulation {
void CleanUpRpc() {
CleanUp();
}
//
// @MARK: Common API
//
@@ -325,60 +216,27 @@ namespace RebootKit.Engine.Simulation {
clientState.ActorsSyncPacketsLeft = m_InSceneActors.Count;
RR.NetworkSystemInstance.UpdateClientState(clientState);
RpcSendParams sendParams = RpcTarget.Single(clientID, RpcTargetUse.Temp);
s_Logger.Info($"Starting actor synchronization for client {clientID}.\n" +
$"InScene Actors to sync: {m_InSceneActors.Count}\n" +
$"Actors to spawn: {m_SpawnedActors.Count}");
foreach (Actor actor in m_InSceneActors) {
NativeArray<byte> data = SerializeActorState(actor);
if (!data.IsCreated) {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
continue;
}
SynchronizeActorStateForClientRpc(actor.ActorID, actor.GetCoreStateSnapshot(), data, sendParams);
RR.NetworkSystemInstance.WriteActorSynchronize(NetworkPacketTarget.Single(clientID),
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
foreach (Actor actor in m_SpawnedActors) {
NativeArray<byte> data = SerializeActorState(actor);
if (!data.IsCreated) {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
continue;
}
ActorCoreStateSnapshot coreStateSnapshot = actor.GetCoreStateSnapshot();
SpawnActorRpc(actor.SourceActorPath,
actor.ActorID,
coreStateSnapshot,
data,
sendParams);
s_Logger.Info("Spawning actor for client synchronization: " + actor.SourceActorPath);
RR.NetworkSystemInstance.WriteSpawnActor(NetworkPacketTarget.Single(clientID),
actor.SourceActorPath,
actor.ActorID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void SynchronizeActorStateForClientRpc(ulong actorID,
ActorCoreStateSnapshot coreStateSnapshot,
NativeArray<byte> data,
RpcParams rpcParams) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
return;
}
actor.RestoreCoreState(coreStateSnapshot);
DeserializeActorState(actor, data);
ClientSynchronizedActorRpc();
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void SynchronizeCoreActorStateRpc(ulong actorID, ActorCoreStateSnapshot snapshot, RpcParams rpcParams) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {actorID} not found for core state synchronization.");
return;
}
actor.RestoreCoreState(snapshot);
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
void ClientSynchronizedActorRpc(RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
@@ -389,6 +247,7 @@ namespace RebootKit.Engine.Simulation {
}
clientState.ActorsSyncPacketsLeft--;
s_Logger.Info($"Synchronized actor for client {clientID}. Packets left: {clientState.ActorsSyncPacketsLeft}");
RR.NetworkSystemInstance.UpdateClientState(clientState);
if (clientState.ActorsSyncPacketsLeft == 0) {
@@ -396,6 +255,129 @@ namespace RebootKit.Engine.Simulation {
}
}
///
/// @MARK: Network Data Handling
///
internal void OnReceivedEntity(NetworkDataHeader header, NativeArray<byte> data) {
if (header.Type == NetworkDataType.ActorCoreState) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"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($"Failed to find actor with ID {header.ActorID} for event handling.");
return;
}
throw new NotImplementedException();
} else if (header.Type == NetworkDataType.ActorCommand) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for command handling.");
return;
}
throw new NotImplementedException();
} else if (header.Type == NetworkDataType.SynchronizeActor) {
Actor actor = FindActorByID(header.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {header.ActorID} for synchronization.");
return;
}
using NetworkBufferReader reader = new NetworkBufferReader(data);
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out ushort actorDataSize);
reader.Read(out NativeArray<byte> stateData, actorDataSize);
actor.RestoreCoreState(coreState);
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
ClientSynchronizedActorRpc();
} else if (header.Type == NetworkDataType.SpawnActor) {
using NetworkBufferReader reader = new NetworkBufferReader(data);
reader.Read(out FixedString64Bytes value);
string guid = value.ToString();
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out ushort actorDataSize);
reader.Read(out NativeArray<byte> stateData, actorDataSize);
SpawnLocalActor(guid,
header.ActorID,
coreState,
stateData);
}
}
void SpawnLocalActor(string guid,
ulong actorID,
ActorCoreStateSnapshot coreStateSnapshot,
NativeArray<byte> stateData) {
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
return;
}
GameObject actorObject = assetReference
.InstantiateAsync(coreStateSnapshot.Position, coreStateSnapshot.Rotation)
.WaitForCompletion();
if (actorObject == null) {
s_Logger.Error($"Failed to instantiate actor with GUID {guid}");
return;
}
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
return;
}
actor.Manager = this;
actor.SourceActorPath = guid;
actor.ActorID = actorID;
actor.Data = actor.InternalCreateActorData();
actor.RestoreCoreState(coreStateSnapshot);
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
m_SpawnedActors.Add(actor);
}
//
// @MARK: Actor Commands and Events
//
@@ -422,6 +404,10 @@ namespace RebootKit.Engine.Simulation {
}
foreach ((ulong clientID, NetworkClientState state) in RR.NetworkSystemInstance.Clients) {
if (NetworkManager.Singleton.LocalClientId == clientID) {
continue;
}
if (state.IsReady) {
SendActorEventRpc(actorEvent, RpcTarget.Single(clientID, RpcTargetUse.Temp));
}