working on actors
This commit is contained in:
@@ -1,5 +1,8 @@
|
||||
using RebootKit.Engine.Main;
|
||||
using System.Text;
|
||||
using RebootKit.Engine.Main;
|
||||
using RebootKit.Engine.UI;
|
||||
using Unity.Netcode;
|
||||
using Unity.Netcode.Transports.UTP;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UIElements;
|
||||
|
||||
@@ -10,6 +13,7 @@ namespace RebootKit.Engine.Services.Development {
|
||||
VisualElement m_RootElement;
|
||||
|
||||
Label m_FPSLabel;
|
||||
Label m_NetworkStatsLabel;
|
||||
|
||||
void Update() {
|
||||
if (m_RootElement == null) {
|
||||
@@ -18,6 +22,17 @@ namespace RebootKit.Engine.Services.Development {
|
||||
|
||||
Resolution resolution = Screen.currentResolution;
|
||||
m_FPSLabel.text = $"fps: {Mathf.RoundToInt(1f / Time.deltaTime)} | dt: {Time.deltaTime:F4}ms | runtime: {Time.time:F4}s | resolution: {resolution.width}x{resolution.height}@{resolution.refreshRateRatio}Hz";
|
||||
|
||||
NetworkManager nm = NetworkManager.Singleton;
|
||||
|
||||
StringBuilder sb = new StringBuilder();
|
||||
|
||||
sb.Append("Network: ");
|
||||
sb.Append($"IsServer: {nm.IsServer}");
|
||||
sb.Append($" | IsClient: {nm.IsClient}");
|
||||
sb.Append($" | IsHost: {nm.IsHost}");
|
||||
|
||||
m_NetworkStatsLabel.text = sb.ToString();
|
||||
}
|
||||
|
||||
public override VisualElement Build() {
|
||||
@@ -26,6 +41,8 @@ namespace RebootKit.Engine.Services.Development {
|
||||
CreateLabel($"Toggle Overlay [F3] | RebootKit | game: {Application.productName}, version: {Application.version}");
|
||||
m_FPSLabel = CreateLabel($"FPS: {Application.targetFrameRate}");
|
||||
|
||||
m_NetworkStatsLabel = CreateLabel("Network Stats");
|
||||
|
||||
return m_RootElement;
|
||||
}
|
||||
|
||||
|
||||
12
Runtime/Engine/Code/Foundation/UniqueID.cs
Normal file
12
Runtime/Engine/Code/Foundation/UniqueID.cs
Normal file
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
|
||||
namespace RebootKit.Engine.Foundation {
|
||||
public static class UniqueID {
|
||||
public static ulong NewULongFromGuid() {
|
||||
Guid guid = Guid.NewGuid();
|
||||
byte[] bytes = guid.ToByteArray();
|
||||
ulong id = BitConverter.ToUInt64(bytes, 0);
|
||||
return id;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Runtime/Engine/Code/Foundation/UniqueID.cs.meta
Normal file
3
Runtime/Engine/Code/Foundation/UniqueID.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e7c51400f234e5986c5d2779ca00fb3
|
||||
timeCreated: 1751491055
|
||||
@@ -10,40 +10,25 @@ namespace RebootKit.Engine.Main {
|
||||
public abstract class Game : NetworkBehaviour {
|
||||
static readonly Logger s_GameLogger = new Logger(nameof(Game));
|
||||
|
||||
protected NetworkVariable<FixedString128Bytes> m_CurrentWorldID =
|
||||
new NetworkVariable<FixedString128Bytes>(new FixedString128Bytes(""));
|
||||
|
||||
// Server only callbacks
|
||||
protected virtual void OnPlayerBecameReady(ulong clientID) {
|
||||
}
|
||||
|
||||
// Event callbacks
|
||||
public virtual void OnWorldLoaded() {
|
||||
}
|
||||
|
||||
public virtual void OnWorldUnload() {
|
||||
}
|
||||
|
||||
public virtual void OnChatMessage(string message) {
|
||||
protected virtual void OnChatMessage(string message) {
|
||||
s_GameLogger.Info($"Chat: {message}");
|
||||
}
|
||||
|
||||
// Network
|
||||
|
||||
// NGO callbacks
|
||||
public override void OnNetworkSpawn() {
|
||||
base.OnNetworkSpawn();
|
||||
RR.GameInstance = this;
|
||||
|
||||
m_CurrentWorldID.OnValueChanged += OnCurrentWorldIDChanged;
|
||||
LoadWorld(m_CurrentWorldID.Value.Value);
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn() {
|
||||
base.OnNetworkDespawn();
|
||||
|
||||
m_CurrentWorldID.OnValueChanged -= OnCurrentWorldIDChanged;
|
||||
RR.GameInstance = null;
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
public void SetCurrentWorldServerRpc(string worldID) {
|
||||
m_CurrentWorldID.Value = new FixedString128Bytes(worldID);
|
||||
}
|
||||
|
||||
// Chat
|
||||
[Rpc(SendTo.Server)]
|
||||
@@ -55,24 +40,14 @@ namespace RebootKit.Engine.Main {
|
||||
void PrintChatMessageClientRpc(string message) {
|
||||
OnChatMessage(message);
|
||||
}
|
||||
|
||||
void OnCurrentWorldIDChanged(FixedString128Bytes previousValue, FixedString128Bytes newValue) {
|
||||
string worldID = newValue.Value;
|
||||
LoadWorld(worldID);
|
||||
}
|
||||
|
||||
void LoadWorld(string worldID) {
|
||||
if (string.IsNullOrEmpty(worldID)) {
|
||||
RR.World.Unload();
|
||||
} else {
|
||||
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
|
||||
if (worldConfigAsset is not null) {
|
||||
RR.CloseMainMenu();
|
||||
RR.World.LoadAsync(worldConfigAsset.Config, Application.exitCancellationToken).Forget();
|
||||
} else {
|
||||
s_GameLogger.Error($"World config asset for '{worldID}' not found.");
|
||||
}
|
||||
internal void PlayerBecameReady(ulong clientID) {
|
||||
if (!IsServer) {
|
||||
s_GameLogger.Error("PlayerBecameReady called on client, but this should only be called on the server.");
|
||||
return;
|
||||
}
|
||||
|
||||
OnPlayerBecameReady(clientID);
|
||||
}
|
||||
}
|
||||
}
|
||||
200
Runtime/Engine/Code/Main/NetworkSystem.cs
Normal file
200
Runtime/Engine/Code/Main/NetworkSystem.cs
Normal file
@@ -0,0 +1,200 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using RebootKit.Engine.Services.Simulation;
|
||||
using RebootKit.Engine.Simulation;
|
||||
using Unity.Collections;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using Logger = RebootKit.Engine.Foundation.Logger;
|
||||
|
||||
namespace RebootKit.Engine.Main {
|
||||
class NetworkClientState {
|
||||
public ulong ClientID;
|
||||
public bool IsWorldLoaded;
|
||||
public bool AreActorsSynced;
|
||||
public bool IsReadyForActorsSync;
|
||||
public int ActorsSyncPacketsLeft;
|
||||
|
||||
public bool IsReady;
|
||||
}
|
||||
|
||||
public class NetworkSystem : NetworkBehaviour {
|
||||
static readonly Logger s_Logger = new Logger(nameof(NetworkSystem));
|
||||
|
||||
[field: SerializeField] public ActorsManager Actors { get; private set; }
|
||||
|
||||
readonly Dictionary<ulong, NetworkClientState> m_Clients = new Dictionary<ulong, NetworkClientState>();
|
||||
|
||||
FixedString512Bytes m_WorldID = new FixedString512Bytes("");
|
||||
bool m_IsChangingWorld = false;
|
||||
|
||||
void Awake() {
|
||||
RR.NetworkSystemInstance = this;
|
||||
}
|
||||
|
||||
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($"OnClientConnected: {clientID}");
|
||||
|
||||
NetworkClientState newClientState = new NetworkClientState {
|
||||
ClientID = clientID,
|
||||
IsWorldLoaded = false,
|
||||
AreActorsSynced = false,
|
||||
IsReadyForActorsSync = false,
|
||||
IsReady = false
|
||||
};
|
||||
m_Clients.Add(clientID, newClientState);
|
||||
|
||||
if (!m_WorldID.IsEmpty) {
|
||||
s_Logger.Info($"Synchronizing world load for client {clientID} with world ID '{m_WorldID}'");
|
||||
ClientLoadWorldRpc(m_WorldID.ToString(), RpcTarget.Single(clientID, RpcTargetUse.Temp));
|
||||
}
|
||||
}
|
||||
|
||||
void OnClientDisconnect(ulong clientID) {
|
||||
if (!IsServer) {
|
||||
return;
|
||||
}
|
||||
|
||||
s_Logger.Info($"OnClientDisconnect: {clientID}");
|
||||
m_Clients.Remove(clientID);
|
||||
}
|
||||
|
||||
internal NetworkClientState GetClientState(ulong clientID) {
|
||||
if (m_Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
|
||||
return clientState;
|
||||
}
|
||||
|
||||
s_Logger.Error($"Client state for {clientID} not found.");
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SetCurrentWorld(string worldID) {
|
||||
if (!IsServer) {
|
||||
s_Logger.Error("Only server can set the current world.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_IsChangingWorld) {
|
||||
s_Logger.Error($"Already changing world to '{m_WorldID}'. Please wait until the current world change is complete.");
|
||||
return;
|
||||
}
|
||||
|
||||
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
|
||||
if (worldConfigAsset is null) {
|
||||
s_Logger.Error($"Failed to set current world: World config asset for '{worldID}' not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_WorldID = worldID;
|
||||
|
||||
foreach (KeyValuePair<ulong, NetworkClientState> kv in m_Clients) {
|
||||
kv.Value.IsWorldLoaded = false;
|
||||
kv.Value.AreActorsSynced = false;
|
||||
kv.Value.IsReadyForActorsSync = false;
|
||||
kv.Value.IsReady = false;
|
||||
}
|
||||
|
||||
ServerLoadWorldAsync(worldConfigAsset, destroyCancellationToken).Forget();
|
||||
}
|
||||
|
||||
async UniTask ServerLoadWorldAsync(WorldConfigAsset asset, CancellationToken cancellationToken) {
|
||||
s_Logger.Info($"ServerLoadWorldAsync: {asset.Config.name}");
|
||||
|
||||
m_IsChangingWorld = true;
|
||||
|
||||
RR.World.Unload();
|
||||
RR.CloseMainMenu();
|
||||
|
||||
await RR.World.LoadAsync(asset.Config, cancellationToken);
|
||||
|
||||
m_IsChangingWorld = false;
|
||||
|
||||
NetworkClientState localClientState = GetClientState(NetworkManager.Singleton.LocalClientId);
|
||||
localClientState.IsReady = true;
|
||||
|
||||
RR.GameInstance.PlayerBecameReady(localClientState.ClientID);
|
||||
|
||||
ClientLoadWorldRpc(asset.name, RpcTarget.NotMe);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
|
||||
void ClientLoadWorldRpc(string worldID, RpcParams rpcParams) {
|
||||
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
|
||||
if (worldConfigAsset is null) {
|
||||
s_Logger.Error($"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);
|
||||
|
||||
m_WorldID = worldID;
|
||||
ClientLoadedWorldRpc(worldID);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
|
||||
void ClientLoadedWorldRpc(string worldID, RpcParams rpcParams = default) {
|
||||
ulong clientID = rpcParams.Receive.SenderClientId;
|
||||
|
||||
if (!m_WorldID.Equals(worldID)) {
|
||||
s_Logger.Error($"Client {clientID} tried to load world '{worldID}', but server is in world '{m_WorldID}'.");
|
||||
NetworkManager.Singleton.DisconnectClient(clientID, "World mismatch!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
|
||||
clientState.IsWorldLoaded = true;
|
||||
clientState.IsReadyForActorsSync = false;
|
||||
Actors.SynchronizeActorsForClient(clientID);
|
||||
} else {
|
||||
NetworkManager.Singleton.DisconnectClient(clientID, "Client is not registered!");
|
||||
}
|
||||
}
|
||||
|
||||
internal void ClientSynchronizedActors(ulong clientID) {
|
||||
NetworkClientState clientState = GetClientState(clientID);
|
||||
if (clientState is null) {
|
||||
s_Logger.Error($"Client state for {clientID} not found.");
|
||||
return;
|
||||
}
|
||||
|
||||
clientState.IsReady = true;
|
||||
RR.GameInstance.PlayerBecameReady(clientID);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Runtime/Engine/Code/Main/NetworkSystem.cs.meta
Normal file
3
Runtime/Engine/Code/Main/NetworkSystem.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f967d37c17e4704b80849c305a53be9
|
||||
timeCreated: 1751411566
|
||||
@@ -27,7 +27,7 @@ namespace RebootKit.Engine.Main {
|
||||
[ConfigVar("con.write_log", 1, "Enables writing game log to console output")]
|
||||
static ConfigVar s_writeLogToConsole;
|
||||
|
||||
[ConfigVar("sv.tick_rate", 60, "Server tick rate in Hz")]
|
||||
[ConfigVar("sv.tick_rate", 24, "Server tick rate in Hz")]
|
||||
public static ConfigVar TickRate;
|
||||
|
||||
internal static EngineConfigAsset EngineConfig;
|
||||
@@ -37,6 +37,9 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
static AsyncOperationHandle<SceneInstance> s_mainMenuSceneHandle;
|
||||
|
||||
static NetworkSystem s_networkSystemPrefab;
|
||||
internal static NetworkSystem NetworkSystemInstance;
|
||||
|
||||
internal static ConsoleService Console { get; private set; }
|
||||
public static InputService Input { get; private set; }
|
||||
public static WorldService World { get; private set; }
|
||||
@@ -60,7 +63,7 @@ namespace RebootKit.Engine.Main {
|
||||
s_Logger.Info("Initializing");
|
||||
s_servicesBag = new DisposableBag();
|
||||
s_disposableBag = new DisposableBag();
|
||||
|
||||
|
||||
s_Logger.Info("Registering core services");
|
||||
Console = CreateService(EngineConfig.coreServices.consoleService);
|
||||
Input = CreateService(EngineConfig.coreServices.inputService);
|
||||
@@ -68,11 +71,14 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
await InitializeAssetsAsync(cancellationToken);
|
||||
|
||||
await SteamManager.InitializeAsync(cancellationToken);
|
||||
// await SteamManager.InitializeAsync(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;
|
||||
@@ -111,7 +117,7 @@ namespace RebootKit.Engine.Main {
|
||||
NetworkManager.Singleton.OnServerStopped -= OnServerStopped;
|
||||
}
|
||||
|
||||
SteamManager.Shutdown();
|
||||
// SteamManager.Shutdown();
|
||||
|
||||
s_servicesBag.Dispose();
|
||||
s_disposableBag.Dispose();
|
||||
@@ -138,7 +144,7 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
WorldConfigAsset worldConfig =
|
||||
s_WorldConfigsAssets.Find(asset => asset.Config.name.Equals(name, StringComparison.Ordinal));
|
||||
if (!worldConfig) {
|
||||
if (worldConfig is null) {
|
||||
throw new KeyNotFoundException($"World config '{name}' not found");
|
||||
}
|
||||
|
||||
@@ -187,7 +193,29 @@ namespace RebootKit.Engine.Main {
|
||||
return;
|
||||
}
|
||||
|
||||
GameInstance.SetCurrentWorldServerRpc(worldID);
|
||||
NetworkSystemInstance.SetCurrentWorld(worldID);
|
||||
}
|
||||
|
||||
public static void SpawnActor(AssetReferenceGameObject assetReference,
|
||||
Vector3 position,
|
||||
Quaternion rotation) {
|
||||
if (!IsServer()) {
|
||||
s_Logger.Error("Cannot spawn actor. Not a server instance.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (NetworkSystemInstance is null) {
|
||||
s_Logger.Error("NetworkSystemInstance is not initialized. Cannot spawn actor.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!assetReference.RuntimeKeyIsValid()) {
|
||||
s_Logger.Error("Asset reference is not valid. Cannot spawn actor.");
|
||||
return;
|
||||
}
|
||||
|
||||
s_Logger.Info($"Spawning actor from asset reference: {assetReference.RuntimeKey}");
|
||||
NetworkSystemInstance.Actors.SpawnActor(assetReference, position, rotation);
|
||||
}
|
||||
|
||||
// Service API
|
||||
@@ -343,8 +371,6 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
TickCount++;
|
||||
}
|
||||
|
||||
World.Tick(deltaTime);
|
||||
}
|
||||
|
||||
static void OnConnectionEvent(NetworkManager network, ConnectionEventData data) {
|
||||
@@ -356,6 +382,9 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
|
||||
GameInstance.NetworkObject.Spawn();
|
||||
|
||||
NetworkSystemInstance = Object.Instantiate(s_networkSystemPrefab);
|
||||
NetworkSystemInstance.NetworkObject.Spawn();
|
||||
}
|
||||
|
||||
static void OnServerStopped(bool obj) {
|
||||
@@ -363,10 +392,13 @@ namespace RebootKit.Engine.Main {
|
||||
|
||||
if (GameInstance is not null) {
|
||||
GameInstance.NetworkObject.Despawn();
|
||||
Object.Destroy(GameInstance.gameObject);
|
||||
GameInstance = null;
|
||||
}
|
||||
|
||||
if (NetworkSystemInstance is not null) {
|
||||
NetworkSystemInstance.NetworkObject.Despawn();
|
||||
NetworkSystemInstance = null;
|
||||
}
|
||||
|
||||
GameInstance = null;
|
||||
}
|
||||
|
||||
// Console Commands
|
||||
|
||||
@@ -8,6 +8,8 @@
|
||||
public const string k_EngineConfigResourcesPath = "TheGame/" + k_EngineConfigAssetName;
|
||||
public const string k_EngineConfigAssetPath = "Assets/TheGame/" + k_EngineConfigAssetName + ".asset";
|
||||
|
||||
public const string k_CoreNetworkGameSystemsResourcesPath = "RebootKit/core_network_game_systems";
|
||||
|
||||
internal const string k_AddComponentMenu = "Reboot Reality/";
|
||||
|
||||
internal const string k_CreateAssetMenu = "Reboot Reality/";
|
||||
|
||||
@@ -1,48 +1,247 @@
|
||||
using Unity.Collections;
|
||||
using System;
|
||||
using NUnit.Framework;
|
||||
using RebootKit.Engine.Foundation;
|
||||
using RebootKit.Engine.Main;
|
||||
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 Deserialize(FastBufferReader 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 struct ActorCommand : INetworkSerializable {
|
||||
public ulong ActorID;
|
||||
public ulong ClientID;
|
||||
public ushort CommandID;
|
||||
public NativeArray<byte> Data;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
|
||||
serializer.SerializeValue(ref ActorID);
|
||||
serializer.SerializeValue(ref ClientID);
|
||||
serializer.SerializeValue(ref CommandID);
|
||||
|
||||
if (serializer.IsWriter) {
|
||||
bool hasData = Data.IsCreated;
|
||||
serializer.SerializeValue(ref hasData);
|
||||
|
||||
if (hasData) {
|
||||
serializer.SerializeValue(ref Data, Allocator.Temp);
|
||||
}
|
||||
} else if (serializer.IsReader) {
|
||||
bool hasData = false;
|
||||
serializer.SerializeValue(ref hasData);
|
||||
|
||||
if (hasData) {
|
||||
serializer.SerializeValue(ref Data, Allocator.Temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public struct ActorEvent : INetworkSerializable {
|
||||
public ulong ActorID;
|
||||
public ulong ClientID;
|
||||
public ushort EventID;
|
||||
public NativeArray<byte> Data;
|
||||
|
||||
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
|
||||
serializer.SerializeValue(ref ActorID);
|
||||
serializer.SerializeValue(ref ClientID);
|
||||
serializer.SerializeValue(ref EventID);
|
||||
|
||||
if (serializer.IsWriter) {
|
||||
bool hasData = Data.IsCreated;
|
||||
serializer.SerializeValue(ref hasData);
|
||||
|
||||
if (hasData) {
|
||||
serializer.SerializeValue(ref Data, Allocator.Temp);
|
||||
}
|
||||
} else if (serializer.IsReader) {
|
||||
bool hasData = false;
|
||||
serializer.SerializeValue(ref hasData);
|
||||
|
||||
if (hasData) {
|
||||
serializer.SerializeValue(ref Data, Allocator.Temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public abstract class Actor : MonoBehaviour {
|
||||
bool m_IsPlaying = false;
|
||||
public bool IsPlaying {
|
||||
get {
|
||||
return m_IsPlaying;
|
||||
static readonly Logger s_ActorLogger = new Logger(nameof(Actor));
|
||||
|
||||
[field: SerializeField, TriInspector.ReadOnly] public string SourceActorPath { get; internal set; } = "";
|
||||
[field: SerializeField, ReadOnly] public ulong ActorID { get; internal set; }
|
||||
|
||||
[NonSerialized] internal IActorData Data;
|
||||
|
||||
public bool IsDataDirty { get; protected internal set; }
|
||||
|
||||
internal ActorsManager Manager;
|
||||
|
||||
internal IActorData InternalCreateActorData() {
|
||||
return CreateActorData();
|
||||
}
|
||||
|
||||
internal void HandleActorCommand(ActorCommand actorCommand) {
|
||||
if (!RR.IsServer()) {
|
||||
s_ActorLogger.Error($"Only the server can handle actor commands. Actor: {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
set {
|
||||
if (m_IsPlaying == value) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_IsPlaying = value;
|
||||
|
||||
if (m_IsPlaying) {
|
||||
OnBeginPlay();
|
||||
} else {
|
||||
OnEndPlay();
|
||||
}
|
||||
if (Manager is null) {
|
||||
s_ActorLogger.Error($"Cannot handle command because Manager is null for actor {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
if (actorCommand.ActorID != ActorID) {
|
||||
s_ActorLogger
|
||||
.Error($"Actor command ActorID {actorCommand.ActorID} does not match this actor's ID {ActorID}");
|
||||
return;
|
||||
}
|
||||
|
||||
OnActorCommandServer(actorCommand);
|
||||
}
|
||||
|
||||
public virtual void OnSpawned() {
|
||||
internal void HandleActorEvent(ActorEvent actorEvent) {
|
||||
if (Manager is null) {
|
||||
s_ActorLogger.Error($"Cannot handle event because Manager is null for actor {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
if (actorEvent.ActorID != ActorID) {
|
||||
s_ActorLogger
|
||||
.Error($"Actor event ActorID {actorEvent.ActorID} does not match this actor's ID {ActorID}");
|
||||
return;
|
||||
}
|
||||
|
||||
OnActorEventClient(actorEvent);
|
||||
}
|
||||
|
||||
public virtual void OnDespawned() {
|
||||
protected abstract IActorData CreateActorData();
|
||||
|
||||
// Override this method to implement server-side logic
|
||||
public virtual void ServerTick(float deltaTime) { }
|
||||
|
||||
// Override this method to implement client-side logic
|
||||
public virtual void ClientTick(float deltaTime) { }
|
||||
|
||||
// @NOTE: Server-side method to handle actor commands
|
||||
protected virtual void OnActorCommandServer(ActorCommand actorCommand) { }
|
||||
|
||||
// @NOTE: Client-side method to handle actor events
|
||||
protected virtual void OnActorEventClient(ActorEvent actorEvent) { }
|
||||
|
||||
protected void SendActorCommand<TCmdData>(ushort commandID, ref TCmdData commandData)
|
||||
where TCmdData : struct, ISerializableEntity {
|
||||
NativeArray<byte> data = DataSerializationUtils.Serialize(commandData);
|
||||
SendActorCommand(commandID, data);
|
||||
}
|
||||
|
||||
public virtual void OnBeginPlay() {
|
||||
protected void SendActorCommand(ushort commandID, NativeArray<byte> data = default) {
|
||||
if (Manager is null) {
|
||||
s_ActorLogger.Error($"Cannot send command because Manager is null for actor {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
ActorCommand command = new ActorCommand {
|
||||
ActorID = ActorID,
|
||||
ClientID = NetworkManager.Singleton.LocalClientId,
|
||||
CommandID = commandID,
|
||||
Data = data
|
||||
};
|
||||
|
||||
Manager.SendActorCommandToServerRpc(command);
|
||||
}
|
||||
|
||||
public virtual void OnEndPlay() {
|
||||
protected void SendActorEvent(ushort eventID, NativeArray<byte> data = default) {
|
||||
if (!RR.IsServer()) {
|
||||
s_ActorLogger.Error($"Only the server can send actor events. Actor: {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
if (Manager is null) {
|
||||
s_ActorLogger.Error($"Cannot send event because Manager is null for actor {name} (ID: {ActorID})");
|
||||
return;
|
||||
}
|
||||
|
||||
ActorEvent actorEvent = new ActorEvent {
|
||||
ActorID = ActorID,
|
||||
ClientID = NetworkManager.Singleton.LocalClientId,
|
||||
EventID = eventID,
|
||||
Data = data
|
||||
};
|
||||
|
||||
Manager.SendActorEventToClientsRpc(actorEvent);
|
||||
}
|
||||
|
||||
public virtual void Tick(float deltaTime) {
|
||||
}
|
||||
|
||||
public virtual void SerializeNetworkState(ref DataStreamWriter writer) {
|
||||
protected T DataAs<T>() where T : IActorData {
|
||||
if (Data is T data) {
|
||||
return data;
|
||||
}
|
||||
|
||||
throw new System.InvalidCastException($"Actor data is not of type {typeof(T).Name}");
|
||||
}
|
||||
|
||||
public virtual void DeserializeNetworkState(ref DataStreamReader reader) {
|
||||
void OnValidate() {
|
||||
if (ActorID == 0) {
|
||||
ActorID = UniqueID.NewULongFromGuid();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
338
Runtime/Engine/Code/Simulation/ActorsManager.cs
Normal file
338
Runtime/Engine/Code/Simulation/ActorsManager.cs
Normal file
@@ -0,0 +1,338 @@
|
||||
using System.Collections.Generic;
|
||||
using RebootKit.Engine.Foundation;
|
||||
using RebootKit.Engine.Main;
|
||||
using Unity.Collections;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using Logger = RebootKit.Engine.Foundation.Logger;
|
||||
|
||||
namespace RebootKit.Engine.Simulation {
|
||||
|
||||
// @TODO:
|
||||
// - Actors States might be packed into chunks to reduce the number of RPCs sent.
|
||||
public class ActorsManager : NetworkBehaviour {
|
||||
static readonly Logger s_Logger = new Logger(nameof(ActorsManager));
|
||||
|
||||
readonly List<Actor> m_InSceneActors = new List<Actor>();
|
||||
readonly List<Actor> m_SpawnedActors = new List<Actor>();
|
||||
|
||||
public override void OnNetworkSpawn() {
|
||||
base.OnNetworkSpawn();
|
||||
RR.ServerTick += OnServerTick;
|
||||
}
|
||||
|
||||
public override void OnNetworkDespawn() {
|
||||
base.OnNetworkDespawn();
|
||||
RR.ServerTick -= OnServerTick;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
foreach (Actor actor in m_InSceneActors) {
|
||||
actor.ClientTick(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void OnServerTick(ulong tick) {
|
||||
if (!IsServer) {
|
||||
return;
|
||||
}
|
||||
|
||||
float dt = 1.0f / RR.TickRate.IndexValue;
|
||||
|
||||
foreach (Actor actor in m_InSceneActors) {
|
||||
actor.ServerTick(dt);
|
||||
|
||||
if (actor.IsDataDirty) {
|
||||
actor.IsDataDirty = false;
|
||||
|
||||
NativeArray<byte> data = SerializeActorState(actor);
|
||||
if (data.IsCreated) {
|
||||
SynchronizeActorStateClientRpc(actor.ActorID, data);
|
||||
} else {
|
||||
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Actor actor in m_SpawnedActors) {
|
||||
actor.ServerTick(dt);
|
||||
|
||||
if (actor.IsDataDirty) {
|
||||
actor.IsDataDirty = false;
|
||||
|
||||
NativeArray<byte> data = SerializeActorState(actor);
|
||||
if (data.IsCreated) {
|
||||
SynchronizeActorStateClientRpc(actor.ActorID, data);
|
||||
} else {
|
||||
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[ClientRpc(Delivery = RpcDelivery.Unreliable)]
|
||||
void SynchronizeActorStateClientRpc(ulong actorID, NativeArray<byte> data) {
|
||||
Actor actor = FindActorByID(actorID);
|
||||
if (actor is null) {
|
||||
return;
|
||||
}
|
||||
|
||||
DeserializeActorState(actor, data);
|
||||
}
|
||||
|
||||
NativeArray<byte> SerializeActorState(Actor actor) {
|
||||
return DataSerializationUtils.Serialize(actor.Data);
|
||||
}
|
||||
|
||||
void DeserializeActorState(Actor actor, NativeArray<byte> data) {
|
||||
DataSerializationUtils.Deserialize(data, ref actor.Data);
|
||||
}
|
||||
|
||||
internal void SynchronizeActorsForClient(ulong clientID) {
|
||||
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
|
||||
if (clientState == null) {
|
||||
s_Logger.Error($"Client state for {clientID} not found. Cannot synchronize actors.");
|
||||
return;
|
||||
}
|
||||
|
||||
PrepareClientForActorsSyncRpc(RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
|
||||
}
|
||||
|
||||
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
|
||||
void PrepareClientForActorsSyncRpc(RpcParams rpcParams) {
|
||||
foreach (Actor spawnedActor in m_SpawnedActors) {
|
||||
Destroy(spawnedActor.gameObject);
|
||||
}
|
||||
|
||||
m_SpawnedActors.Clear();
|
||||
|
||||
ClientIsReadyForActorsSyncRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server)]
|
||||
void ClientIsReadyForActorsSyncRpc(RpcParams rpcParams = default) {
|
||||
ulong clientID = rpcParams.Receive.SenderClientId;
|
||||
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
|
||||
if (clientState == null) {
|
||||
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as ready for actors sync.");
|
||||
return;
|
||||
}
|
||||
|
||||
clientState.IsReadyForActorsSync = true;
|
||||
clientState.ActorsSyncPacketsLeft = m_InSceneActors.Count;
|
||||
|
||||
RpcSendParams sendParams = RpcTarget.Single(clientID, RpcTargetUse.Temp);
|
||||
|
||||
foreach (Actor actor in m_InSceneActors) {
|
||||
NativeArray<byte> data = SerializeActorState(actor);
|
||||
if (!data.IsCreated) {
|
||||
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
SynchronizeActorStateForClientRpc(actor.ActorID, data, sendParams);
|
||||
}
|
||||
|
||||
foreach (Actor actor in m_SpawnedActors) {
|
||||
NativeArray<byte> data = SerializeActorState(actor);
|
||||
if (!data.IsCreated) {
|
||||
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
|
||||
continue;
|
||||
}
|
||||
|
||||
SpawnActorRpc(actor.SourceActorPath,
|
||||
actor.ActorID,
|
||||
actor.transform.position,
|
||||
actor.transform.localRotation,
|
||||
data,
|
||||
sendParams);
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
|
||||
void SynchronizeActorStateForClientRpc(ulong actorID, NativeArray<byte> data, RpcParams rpcParams) {
|
||||
Actor actor = FindActorByID(actorID);
|
||||
if (actor is null) {
|
||||
return;
|
||||
}
|
||||
|
||||
DeserializeActorState(actor, data);
|
||||
ClientSynchronizedActorRpc();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
|
||||
void ClientSynchronizedActorRpc(RpcParams rpcParams = default) {
|
||||
ulong clientID = rpcParams.Receive.SenderClientId;
|
||||
|
||||
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
|
||||
if (clientState == null) {
|
||||
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as synchronized.");
|
||||
return;
|
||||
}
|
||||
|
||||
clientState.ActorsSyncPacketsLeft--;
|
||||
if (clientState.ActorsSyncPacketsLeft == 0) {
|
||||
RR.NetworkSystemInstance.ClientSynchronizedActors(clientID);
|
||||
}
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
|
||||
internal void SendActorCommandToServerRpc(ActorCommand cmd) {
|
||||
if (!IsServer) {
|
||||
s_Logger.Error("Only the server can handle actor events.");
|
||||
return;
|
||||
}
|
||||
|
||||
Actor actor = FindActorByID(cmd.ActorID);
|
||||
if (actor is null) {
|
||||
s_Logger.Error($"Actor with ID {cmd.ActorID} not found for command {cmd.CommandID}");
|
||||
return;
|
||||
}
|
||||
|
||||
actor.HandleActorCommand(cmd);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Everyone)]
|
||||
internal void SendActorEventToClientsRpc(ActorEvent actorEvent) {
|
||||
Actor actor = FindActorByID(actorEvent.ActorID);
|
||||
if (actor is null) {
|
||||
s_Logger.Error($"Actor with ID {actorEvent.ActorID} not found for event {actorEvent.EventID}");
|
||||
return;
|
||||
}
|
||||
|
||||
actor.HandleActorEvent(actorEvent);
|
||||
}
|
||||
|
||||
public void RegisterInSceneActor(Actor actor) {
|
||||
if (actor.Data == null) {
|
||||
actor.Data = actor.InternalCreateActorData();
|
||||
}
|
||||
|
||||
actor.Manager = this;
|
||||
|
||||
m_InSceneActors.Add(actor);
|
||||
}
|
||||
|
||||
public void CleanUp() {
|
||||
if (IsServer) {
|
||||
CleanUpRpc();
|
||||
}
|
||||
|
||||
m_InSceneActors.Clear();
|
||||
|
||||
foreach (Actor actor in m_SpawnedActors) {
|
||||
if (actor is not null) {
|
||||
Destroy(actor.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
m_SpawnedActors.Clear();
|
||||
}
|
||||
|
||||
[Rpc(SendTo.NotMe)]
|
||||
void CleanUpRpc() {
|
||||
CleanUp();
|
||||
}
|
||||
|
||||
public Actor FindActorByID(ulong actorID) {
|
||||
foreach (Actor actor in m_InSceneActors) {
|
||||
if (actor.ActorID == actorID) {
|
||||
return actor;
|
||||
}
|
||||
}
|
||||
|
||||
foreach (Actor actor in m_SpawnedActors) {
|
||||
if (actor.ActorID == actorID) {
|
||||
return actor;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SpawnActor(AssetReferenceGameObject assetReference, Vector3 position, Quaternion rotation) {
|
||||
if (!IsServer) {
|
||||
s_Logger.Error("Only the server can spawn actors.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!assetReference.RuntimeKeyIsValid()) {
|
||||
s_Logger.Error("Trying to spawn an actor with an invalid asset reference.");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
|
||||
Actor actor = actorObject.GetComponent<Actor>();
|
||||
if (actor is null) {
|
||||
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
|
||||
Destroy(actorObject);
|
||||
return;
|
||||
}
|
||||
|
||||
actor.SourceActorPath = assetReference.AssetGUID;
|
||||
actor.ActorID = UniqueID.NewULongFromGuid();
|
||||
actor.Data = actor.InternalCreateActorData();
|
||||
|
||||
m_SpawnedActors.Add(actor);
|
||||
|
||||
NativeArray<byte> stateData = SerializeActorState(actor);
|
||||
SpawnActorRpc(assetReference.AssetGUID, actor.ActorID, position, rotation, stateData, RpcTarget.NotMe);
|
||||
}
|
||||
|
||||
// @NOTE: This RPC is used to spawn actors on clients.
|
||||
[Rpc(SendTo.SpecifiedInParams)]
|
||||
void SpawnActorRpc(string guid,
|
||||
ulong actorID,
|
||||
Vector3 position,
|
||||
Quaternion rotation,
|
||||
NativeArray<byte> stateData,
|
||||
RpcParams rpcParams) {
|
||||
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
|
||||
if (!assetReference.RuntimeKeyIsValid()) {
|
||||
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject actorObject = assetReference.InstantiateAsync(position, 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.SourceActorPath = guid;
|
||||
actor.ActorID = actorID;
|
||||
actor.Data = actor.InternalCreateActorData();
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Runtime/Engine/Code/Simulation/ActorsManager.cs.meta
Normal file
3
Runtime/Engine/Code/Simulation/ActorsManager.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af0c5ff8ac4945eca2a9cab0a88268f4
|
||||
timeCreated: 1751411111
|
||||
@@ -4,4 +4,8 @@ namespace RebootKit.Engine.Simulation.Sensors {
|
||||
public interface ISensor {
|
||||
GameObject Sense();
|
||||
}
|
||||
|
||||
public interface ISensor<out T> where T : class {
|
||||
T Sense();
|
||||
}
|
||||
}
|
||||
@@ -4,6 +4,7 @@ using Cysharp.Threading.Tasks;
|
||||
using RebootKit.Engine.Foundation;
|
||||
using RebootKit.Engine.Main;
|
||||
using RebootKit.Engine.Services.Simulation;
|
||||
using Unity.Netcode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AddressableAssets;
|
||||
using UnityEngine.Assertions;
|
||||
@@ -27,14 +28,19 @@ namespace RebootKit.Engine.Simulation {
|
||||
WorldState m_WorldState = WorldState.Unloaded;
|
||||
WorldConfig m_Config;
|
||||
AsyncOperationHandle<SceneInstance> m_SceneInstance;
|
||||
|
||||
enum ActorOrigin {
|
||||
InScene,
|
||||
Prefab
|
||||
}
|
||||
|
||||
struct ActorData {
|
||||
public ActorOrigin Origin;
|
||||
public Actor Actor;
|
||||
public readonly bool ManagedByAddressables;
|
||||
|
||||
public ActorData(Actor actor, bool managedByAddressables) {
|
||||
public ActorData(ActorOrigin origin, Actor actor) {
|
||||
Origin = origin;
|
||||
Actor = actor;
|
||||
ManagedByAddressables = managedByAddressables;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,7 +74,9 @@ 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,
|
||||
@@ -77,15 +85,11 @@ namespace RebootKit.Engine.Simulation {
|
||||
}
|
||||
|
||||
foreach (Actor actor in root.GetComponentsInChildren<Actor>()) {
|
||||
m_Actors.Add(new ActorData(actor, false));
|
||||
RR.NetworkSystemInstance.Actors.RegisterInSceneActor(actor);
|
||||
}
|
||||
}
|
||||
|
||||
m_WorldState = WorldState.Loaded;
|
||||
|
||||
if (RR.GameInstance is not null) {
|
||||
RR.GameInstance.OnWorldLoaded();
|
||||
}
|
||||
}
|
||||
|
||||
public void Unload() {
|
||||
@@ -93,12 +97,10 @@ namespace RebootKit.Engine.Simulation {
|
||||
return;
|
||||
}
|
||||
|
||||
if (RR.GameInstance is not null) {
|
||||
RR.GameInstance.OnWorldUnload();
|
||||
if (RR.NetworkSystemInstance is not null) {
|
||||
RR.NetworkSystemInstance.Actors.CleanUp();
|
||||
}
|
||||
|
||||
KillAllActors();
|
||||
|
||||
if (m_SceneInstance.IsValid()) {
|
||||
m_SceneInstance.Release();
|
||||
m_SceneInstance = default;
|
||||
@@ -107,79 +109,5 @@ namespace RebootKit.Engine.Simulation {
|
||||
m_WorldState = WorldState.Unloaded;
|
||||
Context = null;
|
||||
}
|
||||
|
||||
public async UniTask<TActor> SpawnActor<TActor>(AssetReferenceT<GameObject> asset,
|
||||
CancellationToken cancellationToken) where TActor : Actor {
|
||||
if (m_WorldState != WorldState.Loaded) {
|
||||
s_Logger.Error("World is not loaded. Cannot spawn actor.");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject gameObject = await Addressables.InstantiateAsync(asset);
|
||||
if (cancellationToken.IsCancellationRequested) {
|
||||
asset.ReleaseInstance(gameObject);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (gameObject.TryGetComponent(out TActor actor)) {
|
||||
actor.OnSpawned();
|
||||
actor.IsPlaying = true;
|
||||
m_Actors.Add(new ActorData(actor, true));
|
||||
return actor;
|
||||
}
|
||||
|
||||
asset.ReleaseInstance(gameObject);
|
||||
return null;
|
||||
}
|
||||
|
||||
public void KillActor(Actor actor) {
|
||||
ActorData actorData = default;
|
||||
bool found = false;
|
||||
for (int i = m_Actors.Count - 1; i >= 0; i--) {
|
||||
if (m_Actors[i].Actor == actor) {
|
||||
found = true;
|
||||
actorData = m_Actors[i];
|
||||
m_Actors.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
Assert.IsTrue(found, $"Actor {actor.name} not found in the world actors list.");
|
||||
|
||||
actor.IsPlaying = false;
|
||||
actor.OnDespawned();
|
||||
|
||||
if (actorData.ManagedByAddressables) {
|
||||
Addressables.ReleaseInstance(actor.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void KillAllActors() {
|
||||
foreach (ActorData actorData in m_Actors) {
|
||||
actorData.Actor.IsPlaying = false;
|
||||
actorData.Actor.OnDespawned();
|
||||
|
||||
if (actorData.ManagedByAddressables) {
|
||||
Addressables.ReleaseInstance(actorData.Actor.gameObject);
|
||||
} else {
|
||||
UnityEngine.Object.Destroy(actorData.Actor.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
m_Actors.Clear();
|
||||
}
|
||||
|
||||
public void Tick(float deltaTime) {
|
||||
if (m_WorldState != WorldState.Loaded) {
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (ActorData actorData in m_Actors) {
|
||||
Actor actor = actorData.Actor;
|
||||
|
||||
if (actor.IsPlaying) {
|
||||
actor.Tick(deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!1 &1321683558189709310
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 1878935056881269035}
|
||||
- component: {fileID: 258784011466397156}
|
||||
- component: {fileID: 8437866359923088342}
|
||||
- component: {fileID: 2149791309811179493}
|
||||
m_Layer: 0
|
||||
m_Name: core_network_game_systems
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!4 &1878935056881269035
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1321683558189709310}
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &258784011466397156
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1321683558189709310}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
GlobalObjectIdHash: 2588764075
|
||||
InScenePlacedSourceGlobalObjectIdHash: 0
|
||||
DeferredDespawnTick: 0
|
||||
Ownership: 1
|
||||
AlwaysReplicateAsRoot: 0
|
||||
SynchronizeTransform: 0
|
||||
ActiveSceneSynchronization: 0
|
||||
SceneMigrationSynchronization: 0
|
||||
SpawnWithObservers: 1
|
||||
DontDestroyWithOwner: 0
|
||||
AutoObjectParentSync: 0
|
||||
SyncOwnerTransformWhenParented: 0
|
||||
AllowOwnerToParent: 0
|
||||
--- !u!114 &8437866359923088342
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1321683558189709310}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 1f967d37c17e4704b80849c305a53be9, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
<Actors>k__BackingField: {fileID: 2149791309811179493}
|
||||
--- !u!114 &2149791309811179493
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1321683558189709310}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: af0c5ff8ac4945eca2a9cab0a88268f4, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
ShowTopMostFoldoutHeaderGroup: 1
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2cc631d24ab41194ebdeffff7faf62a5
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -421,7 +421,7 @@ MonoBehaviour:
|
||||
NetworkManagerExpanded: 0
|
||||
NetworkConfig:
|
||||
ProtocolVersion: 0
|
||||
NetworkTransport: {fileID: 1456272201}
|
||||
NetworkTransport: {fileID: 1456272198}
|
||||
PlayerPrefab: {fileID: 0}
|
||||
Prefabs:
|
||||
NetworkPrefabsLists:
|
||||
@@ -434,7 +434,7 @@ MonoBehaviour:
|
||||
TimeResyncInterval: 30
|
||||
EnsureNetworkVariableLengthSafety: 0
|
||||
EnableSceneManagement: 0
|
||||
ForceSamePrefabs: 1
|
||||
ForceSamePrefabs: 0
|
||||
RecycleNetworkIds: 1
|
||||
NetworkIdRecycleDelay: 120
|
||||
RpcHashSize: 0
|
||||
|
||||
Reference in New Issue
Block a user