Files
RebootKit/Runtime/Engine/Code/Main/RR.cs
2025-07-30 05:51:39 +02:00

457 lines
15 KiB
C#
Executable File

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Threading;
using Cysharp.Threading.Tasks;
using R3;
using RebootKit.Engine.Console;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Input;
using RebootKit.Engine.Network;
using RebootKit.Engine.Simulation;
#if RR_STEAM
using RebootKit.Engine.Steam;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
using Assert = UnityEngine.Assertions.Assert;
using Logger = RebootKit.Engine.Foundation.Logger;
using Object = UnityEngine.Object;
[assembly: InternalsVisibleTo("RebootKit.Editor")]
namespace RebootKit.Engine.Main {
public static class RR {
static readonly Logger s_Logger = new Logger("RR");
[ConfigVar("con.write_log", 1, "Enables writing game log to console output")]
static ConfigVar s_WriteLogToConsole;
internal static EngineConfigAsset EngineConfig;
static DisposableBag s_DisposableBag;
static DisposableBag s_ServicesBag;
static AsyncOperationHandle<SceneInstance> s_MainMenuSceneHandle;
internal static NetworkSystem Network;
internal static byte NetworkProtocolVersion {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return EngineConfig.protocolVersion;
}
}
internal static ConsoleService Console { get; private set; }
public static InputService Input { get; private set; }
public static WorldService World { get; private set; }
public static Camera MainCamera { get; internal set; }
public static Game GameInstance { get; internal set; }
// Lifecycle API
// @NOTE: This method is called at the very start of the game, when boot scene loaded.
internal static async UniTask InitAsync(EngineConfigAsset configAsset, CancellationToken cancellationToken) {
Assert.IsNotNull(configAsset, "Config asset is required");
EngineConfig = configAsset;
s_Logger.Info("Initializing");
s_ServicesBag = new DisposableBag();
s_DisposableBag = new DisposableBag();
s_Logger.Info("Registering core services");
Console = CreateService<ConsoleService>();
Input = new InputService(EngineConfig.inputConfig);
s_ServicesBag.Add(Input);
World = CreateService<WorldService>();
#if RR_STEAM
await SteamManager.InitializeAsync(cancellationToken);
Network = new NetworkSystem(new SteamNetworkManager());
#else
Network = new NetworkSystem(new UnityNetworkManager());
#endif
await InitializeAssetsAsync(cancellationToken);
}
// @NOTE: This method is called after the main scene is loaded.
internal static async UniTask RunAsync(CancellationToken cancellationToken) {
Observable.EveryUpdate()
.Subscribe(_ => Tick())
.AddTo(ref s_DisposableBag);
await OpenMainMenuAsync(cancellationToken);
#if UNITY_EDITOR
string scriptContent = UnityEditor.EditorPrefs.GetString("RebootKitEditor.OnGameRunScriptContent", "");
s_Logger.Info($"Executing script: {scriptContent}");
if (!string.IsNullOrEmpty(scriptContent)) {
foreach (string cmd in scriptContent.Split('\n')) {
s_Logger.Info($"Executing command: {cmd}");
Console.Execute(cmd);
}
}
#endif
}
internal static void Shutdown() {
s_Logger.Info("Shutting down");
if (GameInstance is not null) {
Object.Destroy(GameInstance);
GameInstance = null;
}
Network.Dispose();
Network = null;
#if RR_STEAM
SteamManager.Shutdown();
#endif
s_ServicesBag.Dispose();
s_DisposableBag.Dispose();
}
// Assets API
static readonly List<WorldConfigAsset> s_WorldConfigsAssets = new List<WorldConfigAsset>();
public static IReadOnlyList<WorldConfigAsset> WorldConfigsAssets => s_WorldConfigsAssets;
static async UniTask InitializeAssetsAsync(CancellationToken cancellationToken) {
s_WorldConfigsAssets.Clear();
s_Logger.Info("Loading game assets");
await Addressables.LoadAssetsAsync<WorldConfigAsset>("world", asset => { s_WorldConfigsAssets.Add(asset); })
.ToUniTask(cancellationToken: cancellationToken);
}
public static WorldConfigAsset GetWorldConfigAsset(string name) {
if (string.IsNullOrEmpty(name)) {
throw new ArgumentException("World config name cannot be null or empty", nameof(name));
}
WorldConfigAsset worldConfig =
s_WorldConfigsAssets.Find(asset => asset.Config.name.Equals(name, StringComparison.Ordinal));
if (worldConfig is null) {
throw new KeyNotFoundException($"World config '{name}' not found");
}
return worldConfig;
}
//
// @MARK: Game
//
internal static async UniTask OpenMainMenuAsync(CancellationToken cancellationToken) {
s_Logger.Info("Opening main menu");
World.Unload();
if (!EngineConfig.mainMenuScene.RuntimeKeyIsValid()) {
s_Logger.Error("Main menu scene is not set in EngineConfig");
return;
}
s_MainMenuSceneHandle = Addressables.LoadSceneAsync(EngineConfig.mainMenuScene, LoadSceneMode.Additive);
await s_MainMenuSceneHandle;
}
internal static void CloseMainMenu() {
if (!s_MainMenuSceneHandle.IsValid()) {
return;
}
Addressables.UnloadSceneAsync(s_MainMenuSceneHandle);
}
public static void SetServerWorld(string worldID) {
if (!IsServer()) {
s_Logger.Error("Cannot set server world. Not a server instance.");
return;
}
if (GameInstance is null) {
s_Logger.Error("Game is not initialized. Cannot set server world.");
return;
}
s_Logger.Info($"Setting server world: {worldID}");
WorldConfigAsset worldConfigAsset = GetWorldConfigAsset(worldID);
if (worldConfigAsset is null) {
s_Logger.Error($"World '{worldID}' not found");
return;
}
Network.SetCurrentWorld(worldID);
}
public static Actor SpawnActor(AssetReferenceGameObject assetReference,
Vector3 position,
Quaternion rotation) {
if (!IsServer()) {
s_Logger.Error("Cannot spawn actor. Not a server instance.");
return null;
}
if (Network is null) {
s_Logger.Error("NetworkSystemInstance is not initialized. Cannot spawn actor.");
return null;
}
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error("Asset reference is not valid. Cannot spawn actor.");
return null;
}
s_Logger.Info($"Spawning actor from asset reference: {assetReference.RuntimeKey}");
return Network.Actors.SpawnActor(assetReference, position, rotation);
}
public static Actor FindSpawnedActor(ushort actorID) {
if (Network is null) {
s_Logger.Error("NetworkSystemInstance is not initialized. Cannot find actor.");
return null;
}
Actor actor = Network.Actors.FindActorByID(actorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {actorID} not found");
}
return actor;
}
public static void PossessActor(ulong clientID, ushort actorID) {
if (!IsServer()) {
s_Logger.Error("Only server can possess actors for clients.");
return;
}
if (Network == null) {
s_Logger.Error("Network is not initialized. Cannot possess actor.");
return;
}
Network.SendPossessedActor(clientID, actorID);
}
//
// @MARK: Service API
// Services seems to be useless in the current architecture. Consider removing this API in the future.
//
public static TService CreateService<TService>(ServiceAsset<TService> asset) where TService : class, IService {
if (asset is null) {
throw new ArgumentNullException($"Null asset of type {typeof(TService)}");
}
TService service = asset.Create();
s_ServicesBag.Add(service);
return service;
}
public static TService CreateService<TService>() where TService : class, IService {
TService service = Activator.CreateInstance<TService>();
s_ServicesBag.Add(service);
return service;
}
//
// @MARK: Logging API
//
public static void Log(string message) {
Debug.Log(message);
Console?.WriteToOutput(message);
}
public static void LogWarning(string message) {
Debug.LogWarning(message);
Console?.WriteToOutput(message);
}
public static void LogError(string message) {
Debug.LogError(message);
Console?.WriteToOutput(message);
}
public static void WriteToConsole(string message) {
Console?.WriteToOutput(message);
}
//
// @MARK: Config Variables
//
public static ConfigVar CVarIndex(string name, int defaultValue = -1) {
ConfigVar cvar = ConfigVarsContainer.Get(name);
if (cvar != null) {
return cvar;
}
cvar = new ConfigVar(name, defaultValue);
ConfigVarsContainer.Register(cvar);
return cvar;
}
public static ConfigVar CVarNumber(string name, double defaultValue = 0) {
ConfigVar cvar = ConfigVarsContainer.Get(name);
if (cvar != null) {
return cvar;
}
cvar = new ConfigVar(name, defaultValue);
ConfigVarsContainer.Register(cvar);
return cvar;
}
public static ConfigVar CVarString(string name, string defaultValue = "") {
ConfigVar cvar = ConfigVarsContainer.Get(name);
if (cvar != null) {
return cvar;
}
cvar = new ConfigVar(name, defaultValue);
ConfigVarsContainer.Register(cvar);
return cvar;
}
//
// @MARK: Network API
//
public static bool IsServer() {
return Network != null && Network.Manager.IsServer();
}
public static bool IsClient() {
return Network != null && Network.Manager.IsClient();
}
public static void StartHost() {
if (IsServer() || IsClient()) {
s_Logger.Error("Already hosting a server or connected as a client");
return;
}
// @TODO: Handle failures
s_Logger.Info("Starting host");
if (!Network.Manager.StartHost()) {
s_Logger.Error("Failed to start host.");
return;
}
}
public static void StopHost() {
Network.Manager.StopHost();
}
public static void Connect() {
if (IsClient()) {
s_Logger.Error("Already connected to a server");
return;
}
s_Logger.Info("Connecting to server.");
Network.Manager.StartClient();
}
public static void ConnectWithSteamID(ulong steamId) {
#if RR_STEAM
if (IsClient()) {
s_Logger.Error("Already connected to a server");
return;
}
s_Logger.Info($"Connecting to server with Steam ID: {steamId}");
if (Network.Manager is SteamNetworkManager steamNetworkManager) {
steamNetworkManager.TargetSteamID = steamId;
Network.Manager.StartClient();
} else {
s_Logger.Error("Network transport is not FacepunchTransport. Cannot connect with Steam ID.");
}
#else
s_Logger.Error("Steam integration is not enabled. Cannot connect with Steam ID.");
#endif
}
public static void Disconnect() {
Network.Manager.Disconnect();
}
public static void SendChatMessage(string message) {
if (!IsClient()) {
s_Logger.Error("Cannot send chat message. Not connected to a server.");
return;
}
if (string.IsNullOrEmpty(message)) {
return;
}
throw new NotSupportedException("Cannot send chat message. Not connected to a server.");
}
static void Tick() {
float deltaTime = Time.deltaTime;
Network.Tick(deltaTime);
}
internal static void OnServerStarted() {
s_Logger.Info("Server started");
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
}
internal static void OnServerStopped() {
s_Logger.Info("Server stopped");
if (GameInstance is not null) {
Object.Destroy(GameInstance.gameObject);
GameInstance = null;
}
}
internal static void OnClientStarted() {
if (IsServer()) {
return;
}
GameInstance = Object.Instantiate(EngineConfig.gamePrefab);
}
internal static void OnClientStopped() {
if (IsServer()) {
return;
}
World.Unload();
OpenMainMenuAsync(CancellationToken.None).Forget();
if (GameInstance is not null) {
Object.Destroy(GameInstance.gameObject);
GameInstance = null;
}
}
// Console Commands
[RCCMD("say", "Sends chat message")]
static void Say(string[] args) {
if (args.Length < 2) {
Console.WriteToOutput("Usage: say <message>");
return;
}
string message = string.Join(" ", args, 1, args.Length - 1);
SendChatMessage(message);
}
}
}