Files
RebootKit/Runtime/Engine/Code/Main/NetworkSystem.cs
2025-07-17 06:36:37 +02:00

273 lines
9.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Threading;
using Cysharp.Threading.Tasks;
using NUnit.Framework;
using RebootKit.Engine.Simulation;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Main {
enum NetworkClientSyncState {
NotReady,
LoadingWorld,
PreparingForActorsSync,
SyncingActors,
Ready
}
struct NetworkClientState : INetworkSerializable {
public ulong ClientID;
public NetworkClientSyncState SyncState;
public int ActorsSyncPacketsLeft;
public bool IsReady {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return SyncState == NetworkClientSyncState.Ready;
}
}
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter {
serializer.SerializeValue(ref ClientID);
serializer.SerializeValue(ref SyncState);
serializer.SerializeValue(ref ActorsSyncPacketsLeft);
}
}
public class NetworkSystem : NetworkBehaviour {
static readonly Logger s_Logger = new Logger(nameof(NetworkSystem));
[field: SerializeField] public ActorsManager Actors { get; private set; }
internal readonly Dictionary<ulong, NetworkClientState> Clients = new Dictionary<ulong, NetworkClientState>();
public FixedString512Bytes WorldID { get; private set; } = new FixedString512Bytes("");
bool m_IsChangingWorld = false;
public ulong LocalClientID {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return NetworkManager.Singleton.LocalClientId;
}
}
//
// @MARK: Unity callbacks
//
void Awake() {
RR.NetworkSystemInstance = this;
}
//
// @MARK: NetworkBehaviour callbacks
//
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($"OnClientConnected: {clientID}");
NetworkClientState newClientState = new NetworkClientState {
ClientID = clientID,
SyncState = NetworkClientSyncState.NotReady
};
Clients.Add(clientID, newClientState);
if (clientID != NetworkManager.Singleton.LocalClientId) {
foreach (NetworkClientState state in Clients.Values) {
UpdateClientStateRpc(state, RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
if (!WorldID.IsEmpty) {
s_Logger.Info($"Synchronizing world load for client {clientID} with world ID '{WorldID}'");
ClientLoadWorldRpc(WorldID.ToString(), RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
void OnClientDisconnect(ulong clientID) {
s_Logger.Info($"OnClientDisconnect: {clientID}");
Clients.Remove(clientID);
}
//
// @MARK: Server API
//
public void KickClient(ulong clientID, string reason = "Kicked by server") {
if (!IsServer) {
s_Logger.Error("Only server can kick clients.");
return;
}
if (NetworkManager.Singleton.ConnectedClients.TryGetValue(clientID, out NetworkClient client)) {
NetworkManager.Singleton.DisconnectClient(clientID, reason);
s_Logger.Info($"Kicked client {clientID}: {reason}");
} else {
s_Logger.Error($"Client {clientID} not found.");
}
}
public void SetCurrentWorld(string worldID) {
if (!IsServer) {
s_Logger.Error("Only server can set the current world.");
return;
}
if (m_IsChangingWorld) {
s_Logger.Error($"Already changing world to '{WorldID}'. Please wait until the current world change is complete.");
return;
}
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"Failed to set current world: World config asset for '{worldID}' not found.");
return;
}
WorldID = worldID;
foreach ((ulong _, NetworkClientState clientState) in Clients.ToList()) {
NetworkClientState state = clientState;
state.SyncState = NetworkClientSyncState.LoadingWorld;
UpdateClientState(state);
}
ServerLoadWorldAsync(worldConfigAsset, destroyCancellationToken).Forget();
}
async UniTask ServerLoadWorldAsync(WorldConfigAsset asset, CancellationToken cancellationToken) {
s_Logger.Info($"ServerLoadWorldAsync: {asset.Config.name}");
m_IsChangingWorld = true;
RR.World.Unload();
RR.CloseMainMenu();
await RR.World.LoadAsync(asset.Config, cancellationToken);
m_IsChangingWorld = false;
if (!TryGetClientState(NetworkManager.Singleton.LocalClientId, out NetworkClientState localClientState)) {
s_Logger.Error($"Local client state not found for client ID {NetworkManager.Singleton.LocalClientId}.");
RR.Disconnect();
return;
}
localClientState.SyncState = NetworkClientSyncState.Ready;
UpdateClientState(localClientState);
RR.GameInstance.PlayerBecameReady(localClientState.ClientID);
ClientLoadWorldRpc(asset.name, RpcTarget.NotMe);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void ClientLoadWorldRpc(string worldID, RpcParams rpcParams) {
WorldConfigAsset worldConfigAsset = RR.GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"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);
WorldID = worldID;
ClientLoadedWorldRpc(worldID);
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
void ClientLoadedWorldRpc(string worldID, RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
if (!WorldID.Equals(worldID)) {
s_Logger.Error($"Client {clientID} tried to load world '{worldID}', but server is in world '{WorldID}'.");
NetworkManager.Singleton.DisconnectClient(clientID, "World mismatch!");
return;
}
if (Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
Actors.InitializeActorsForClient(clientID);
} else {
NetworkManager.Singleton.DisconnectClient(clientID, "Client is not registered!");
}
}
//
// @MARK: Internal
//
internal bool TryGetClientState(ulong clientID, out NetworkClientState clientState) {
return Clients.TryGetValue(clientID, out clientState);
}
internal void UpdateClientState(NetworkClientState clientState) {
if (!IsServer) {
s_Logger.Error("UpdateClientState can only be called on the server.");
return;
}
Clients[clientState.ClientID] = clientState;
UpdateClientStateRpc(clientState, RpcTarget.NotServer);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void UpdateClientStateRpc(NetworkClientState newState, RpcParams rpcParams) {
Clients[newState.ClientID] = newState;
}
internal void ClientSynchronizedActors(ulong clientID) {
if (TryGetClientState(clientID, out NetworkClientState state)) {
state.SyncState = NetworkClientSyncState.Ready;
UpdateClientState(state);
RR.GameInstance.PlayerBecameReady(clientID);
} else {
s_Logger.Error($"Client state for {clientID} not found.");
}
}
internal int GetReadyClientsCount() {
int count = 0;
foreach (NetworkClientState clientState in Clients.Values) {
if (clientState.IsReady) {
count++;
}
}
return count;
}
}
}