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