working on actors

This commit is contained in:
2025-07-03 05:52:25 +02:00
parent dca9f8883a
commit c39b87ed44
16 changed files with 975 additions and 165 deletions

View File

@@ -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);
}
}
}

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@@ -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);
}
}
}

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

View File

@@ -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