working on actors
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200
Runtime/Engine/Code/Main/NetworkSystem.cs
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200
Runtime/Engine/Code/Main/NetworkSystem.cs
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using RebootKit.Engine.Services.Simulation;
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using RebootKit.Engine.Simulation;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using Logger = RebootKit.Engine.Foundation.Logger;
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namespace RebootKit.Engine.Main {
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class NetworkClientState {
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public ulong ClientID;
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public bool IsWorldLoaded;
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public bool AreActorsSynced;
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public bool IsReadyForActorsSync;
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public int ActorsSyncPacketsLeft;
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public bool IsReady;
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}
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public class NetworkSystem : NetworkBehaviour {
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static readonly Logger s_Logger = new Logger(nameof(NetworkSystem));
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[field: SerializeField] public ActorsManager Actors { get; private set; }
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readonly Dictionary<ulong, NetworkClientState> m_Clients = new Dictionary<ulong, NetworkClientState>();
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FixedString512Bytes m_WorldID = new FixedString512Bytes("");
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bool m_IsChangingWorld = false;
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void Awake() {
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RR.NetworkSystemInstance = this;
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}
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public override void OnNetworkSpawn() {
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base.OnNetworkSpawn();
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NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
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NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect;
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}
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public override void OnNetworkDespawn() {
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base.OnNetworkDespawn();
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NetworkManager.Singleton.OnClientConnectedCallback -= OnClientConnected;
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NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnect;
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}
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void OnClientConnected(ulong clientID) {
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if (!IsServer) {
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return;
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}
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s_Logger.Info($"OnClientConnected: {clientID}");
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NetworkClientState newClientState = new NetworkClientState {
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ClientID = clientID,
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IsWorldLoaded = false,
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AreActorsSynced = false,
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IsReadyForActorsSync = false,
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IsReady = false
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};
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m_Clients.Add(clientID, newClientState);
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if (!m_WorldID.IsEmpty) {
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s_Logger.Info($"Synchronizing world load for client {clientID} with world ID '{m_WorldID}'");
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ClientLoadWorldRpc(m_WorldID.ToString(), RpcTarget.Single(clientID, RpcTargetUse.Temp));
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}
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}
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void OnClientDisconnect(ulong clientID) {
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if (!IsServer) {
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return;
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}
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s_Logger.Info($"OnClientDisconnect: {clientID}");
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m_Clients.Remove(clientID);
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}
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internal NetworkClientState GetClientState(ulong clientID) {
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if (m_Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
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return clientState;
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}
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s_Logger.Error($"Client state for {clientID} not found.");
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return null;
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}
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public void SetCurrentWorld(string worldID) {
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if (!IsServer) {
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s_Logger.Error("Only server can set the current world.");
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return;
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}
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if (m_IsChangingWorld) {
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s_Logger.Error($"Already changing world to '{m_WorldID}'. Please wait until the current world change is complete.");
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return;
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}
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WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
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if (worldConfigAsset is null) {
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s_Logger.Error($"Failed to set current world: World config asset for '{worldID}' not found.");
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return;
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}
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m_WorldID = worldID;
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foreach (KeyValuePair<ulong, NetworkClientState> kv in m_Clients) {
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kv.Value.IsWorldLoaded = false;
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kv.Value.AreActorsSynced = false;
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kv.Value.IsReadyForActorsSync = false;
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kv.Value.IsReady = false;
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}
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ServerLoadWorldAsync(worldConfigAsset, destroyCancellationToken).Forget();
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}
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async UniTask ServerLoadWorldAsync(WorldConfigAsset asset, CancellationToken cancellationToken) {
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s_Logger.Info($"ServerLoadWorldAsync: {asset.Config.name}");
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m_IsChangingWorld = true;
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RR.World.Unload();
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RR.CloseMainMenu();
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await RR.World.LoadAsync(asset.Config, cancellationToken);
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m_IsChangingWorld = false;
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NetworkClientState localClientState = GetClientState(NetworkManager.Singleton.LocalClientId);
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localClientState.IsReady = true;
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RR.GameInstance.PlayerBecameReady(localClientState.ClientID);
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ClientLoadWorldRpc(asset.name, RpcTarget.NotMe);
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}
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[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
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void ClientLoadWorldRpc(string worldID, RpcParams rpcParams) {
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WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
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if (worldConfigAsset is null) {
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s_Logger.Error($"World config asset for '{worldID}' not found.");
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RR.Disconnect();
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return;
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}
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ClientLoadWorldAsync(worldID, destroyCancellationToken).Forget();
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}
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async UniTask ClientLoadWorldAsync(string worldID, CancellationToken cancellationToken) {
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s_Logger.Info($"ClientLoadWorldAsync: {worldID}");
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WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
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if (worldConfigAsset is null) {
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s_Logger.Error($"World config asset for '{worldID}' not found.");
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return;
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}
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RR.World.Unload();
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RR.CloseMainMenu();
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await RR.World.LoadAsync(worldConfigAsset.Config, cancellationToken);
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m_WorldID = worldID;
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ClientLoadedWorldRpc(worldID);
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}
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[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
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void ClientLoadedWorldRpc(string worldID, RpcParams rpcParams = default) {
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ulong clientID = rpcParams.Receive.SenderClientId;
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if (!m_WorldID.Equals(worldID)) {
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s_Logger.Error($"Client {clientID} tried to load world '{worldID}', but server is in world '{m_WorldID}'.");
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NetworkManager.Singleton.DisconnectClient(clientID, "World mismatch!");
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return;
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}
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if (m_Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
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clientState.IsWorldLoaded = true;
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clientState.IsReadyForActorsSync = false;
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Actors.SynchronizeActorsForClient(clientID);
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} else {
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NetworkManager.Singleton.DisconnectClient(clientID, "Client is not registered!");
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}
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}
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internal void ClientSynchronizedActors(ulong clientID) {
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NetworkClientState clientState = GetClientState(clientID);
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if (clientState is null) {
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s_Logger.Error($"Client state for {clientID} not found.");
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return;
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}
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clientState.IsReady = true;
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RR.GameInstance.PlayerBecameReady(clientID);
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}
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}
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}
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