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

469 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using RebootKit.Engine.Extensions;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Network;
using Unity.Collections;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Assertions;
using Logger = RebootKit.Engine.Foundation.Logger;
using Object = UnityEngine.Object;
namespace RebootKit.Engine.Simulation {
// @TODO:
// - Actors States might be packed into chunks to reduce the number of RPCs sent.
// - Release addressables when they are no longer needed.
public class ActorsManager : IDisposable {
static readonly Logger s_Logger = new Logger(nameof(ActorsManager));
readonly NetworkSystem m_Network;
readonly List<Actor> m_InSceneActors = new List<Actor>();
readonly List<Actor> m_SpawnedActors = new List<Actor>();
ushort m_ActorIDCounter = 0;
public ushort InSceneActorsCount { get { return (ushort) m_InSceneActors.Count; } }
public ushort SpawnedActorsCount { get { return (ushort) m_SpawnedActors.Count; } }
public int TotalActorsCount { get { return InSceneActorsCount + SpawnedActorsCount; } }
public ActorsManager(NetworkSystem networkSystem) {
m_Network = networkSystem;
}
public void Dispose() { }
//
// @MARK: Update
//
public void Tick(float deltaTime) {
foreach (Actor actor in m_InSceneActors) {
actor.OnClientTick(deltaTime);
}
foreach (Actor actor in m_SpawnedActors) {
actor.OnClientTick(deltaTime);
}
}
//
// @MARK: Server-side logic
//
public void ServerTick(float dt) {
if (!RR.IsServer()) {
return;
}
TickActorsList(m_InSceneActors, dt);
TickActorsList(m_SpawnedActors, dt);
}
void TickActorsList(List<Actor> actors, float deltaTime) {
foreach (Actor actor in actors) {
actor.OnServerTick(deltaTime);
if (actor.IsDataDirty) {
actor.IsDataDirty = false;
if (actor.Data.GetMaxBytes() > 0) {
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.WriteActorState(client.ClientID, actor.ActorID, actor.Data);
}
}
}
if (actor.IsCoreStateDirty) {
actor.IsCoreStateDirty = false;
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.WriteActorCoreState(client.ClientID, actor.GetCoreStateSnapshot());
}
}
}
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
foreach (Actor actor in actors.OrderBy(t => t.GetLastSyncTick(client.ClientID))) {
if (!actor.syncTransform || actor.MasterActor != null) {
continue;
}
ActorTransformSyncData syncData = actor.GetTransformSyncDataForClient(client.ClientID);
if (syncData.SyncMode == ActorTransformSyncMode.None) {
continue;
}
if (m_Network.WriteActorTransformState(client.ClientID, syncData)) {
actor.UpdateClientState(client.ClientID, RR.Network.TickCount);
} else {
// @NOTE: We ran out of space in the packet
break;
}
}
}
}
//
// @MARK: Server API
//
public Actor SpawnActor(AssetReferenceGameObject assetReference, Vector3 position, Quaternion rotation) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can spawn actors.");
return null;
}
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error("Trying to spawn an actor with an invalid asset reference.");
return null;
}
if (!TryGenerateNextActorID(out ushort actorID)) {
s_Logger.Error("Cannot spawn actor: Failed to generate next actor ID.");
return null;
}
GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Object.Destroy(actorObject);
return null;
}
actor.Manager = this;
actor.SourceActorPath = assetReference.AssetGUID;
actor.ActorID = actorID;
actor.Data = actor.InternalCreateActorData();
m_SpawnedActors.Add(actor);
foreach (NetworkClientState client in m_Network.Clients.Values) {
if (client.IsServer) {
continue;
}
m_Network.SendSpawnActor(client.ClientID,
assetReference.AssetGUID,
actor.GetCoreStateSnapshot(),
actor.Data);
}
return actor;
}
bool TryGenerateNextActorID(out ushort actorID) {
m_ActorIDCounter += 1;
actorID = m_ActorIDCounter;
return true;
}
internal void AssignActorsIDs() {
if (!RR.IsServer()) {
s_Logger.Info("Only the server can assign actors IDs.");
return;
}
m_ActorIDCounter = 0;
foreach (Actor actor in m_InSceneActors) {
if (!TryGenerateNextActorID(out ushort actorID)) {
s_Logger.Error("Failed to generate actor ID. Probably reached the limit of 65535 actors.");
return;
}
actor.ActorID = actorID;
}
}
//
// @MARK: Common API
//
public void RegisterInSceneActor(Actor actor) {
if (actor.Data == null) {
actor.Data = actor.InternalCreateActorData();
}
actor.Manager = this;
m_InSceneActors.Add(actor);
}
Actor FindInSceneActorWithStaticID(ulong staticID) {
foreach (Actor actor in m_InSceneActors) {
if (actor.ActorStaticID == staticID) {
return actor;
}
}
return null;
}
public Actor FindActorByID(ushort actorID) {
foreach (Actor actor in m_InSceneActors) {
if (actor.ActorID == actorID) {
return actor;
}
}
foreach (Actor actor in m_SpawnedActors) {
if (actor.ActorID == actorID) {
return actor;
}
}
return null;
}
public void CleanUp() {
m_InSceneActors.Clear();
foreach (Actor actor in m_SpawnedActors) {
if (actor.OrNull() != null) {
Object.Destroy(actor.gameObject);
}
}
m_SpawnedActors.Clear();
}
///
/// @MARK: Network Data Handling
///
internal void ProcessActorEvent(in ActorEvent actorEvent) {
Actor actor = FindActorByID(actorEvent.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorEvent.ActorID} for event handling.");
return;
}
actor.HandleActorEvent(actorEvent);
}
internal void ProcessActorCommand(ulong senderID, in ActorCommand actorCommand) {
if (!RR.IsServer()) {
s_Logger.Error("Received ActorCommand on client, but this should only be handled on the server.");
return;
}
Actor actor = FindActorByID(actorCommand.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorCommand.ActorID} for command handling.");
return;
}
actor.HandleActorCommand(senderID, actorCommand);
}
internal void ProcessActorCoreState(in ActorCoreStateSnapshot coreState) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorCoreState on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(coreState.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {coreState.ActorID} for core state update.");
return;
}
actor.RestoreCoreState(coreState);
}
internal void ProcessActorState(ushort actorID, NativeSlice<byte> stateData) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorState on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(actorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorID} for state update.");
return;
}
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
internal void ProcessActorTransformState(in ActorTransformSyncData transformData) {
if (RR.IsServer()) {
s_Logger.Error("Received ActorTransformSync on server, but this should only be handled on the client.");
return;
}
Actor actor = FindActorByID(transformData.ActorID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {transformData.ActorID} for transform state update.");
return;
}
actor.RestoreTransformState(transformData);
}
internal void ProcessSpawnActor(in FixedString64Bytes assetGUID,
in ActorCoreStateSnapshot coreState,
in NativeSlice<byte> stateData) {
if (RR.IsServer()) {
s_Logger.Error("Received SpawnActor on server, but this should only be handled on the client.");
return;
}
if (assetGUID.IsEmpty) {
s_Logger.Error("Received SpawnActor with empty asset GUID, this should not happen.");
return;
}
SpawnLocalActor(assetGUID.ToString(),
coreState,
stateData);
}
void SpawnLocalActor(string guid,
ActorCoreStateSnapshot coreStateSnapshot,
NativeSlice<byte> stateData) {
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
return;
}
GameObject actorObject = assetReference
.InstantiateAsync(coreStateSnapshot.Position, coreStateSnapshot.Rotation)
.WaitForCompletion();
if (actorObject == null) {
s_Logger.Error($"Failed to instantiate actor with GUID {guid}");
return;
}
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Object.Destroy(actorObject);
return;
}
actor.Manager = this;
actor.SourceActorPath = guid;
actor.ActorID = coreStateSnapshot.ActorID;
actor.Data = actor.InternalCreateActorData();
if (!RR.IsServer()) {
actor.InitializeOnClient();
}
actor.RestoreCoreState(coreStateSnapshot);
if (stateData.Length > 0) {
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
m_SpawnedActors.Add(actor);
}
//
// @MARK: Actor Commands and Events
//
internal void SendActorEvent(ActorEvent actorEvent) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can send actor events.");
return;
}
foreach (ulong clientID in m_Network.Clients.Keys) {
m_Network.WriteActorEvent(clientID, actorEvent);
}
}
internal void SendActorCommand(ActorCommand actorCommand) {
m_Network.WriteActorCommand(actorCommand);
}
///
/// @MARK: Synchronization Helpers
///
// @TODO: We might want to sending this in chunks because it probably wont fit into a single packet in real game.
internal void WriteInSceneActorsStates(NetworkBufferWriter writer) {
writer.Write((ushort) InSceneActorsCount);
foreach (Actor actor in m_InSceneActors) {
writer.Write(actor.ActorStaticID);
writer.Write(actor.ActorID);
actor.GetCoreStateSnapshot().Serialize(writer);
writer.Write((byte) actor.Data.GetMaxBytes());
actor.Data.Serialize(writer);
}
}
internal bool ReadInSceneActorsStates(NetworkBufferReader reader) {
reader.Read(out ushort count);
for (int i = 0; i < count; ++i) {
reader.Read(out ulong actorStaticID);
reader.Read(out ushort actorID);
s_Logger.Info($"Reading actor with StaticID {actorStaticID} and ID {actorID} during synchronization.");
Actor actor = FindInSceneActorWithStaticID(actorStaticID);
if (actor == null) {
s_Logger.Error($"Failed to find actor with ID {actorID} during synchronization.");
return false;
}
ActorCoreStateSnapshot coreState = new ActorCoreStateSnapshot();
coreState.Deserialize(reader);
reader.Read(out byte actorDataSize);
reader.Read(out NativeSlice<byte> stateData, actorDataSize);
actor.RestoreCoreState(coreState);
if (stateData.Length > 0) {
DataSerializationUtils.Deserialize(stateData, ref actor.Data);
}
s_Logger.Info($"Assigning StaticID {actorStaticID} and ID {actorID}");
actor.ActorID = actorID;
s_Logger.Info("Actor id set to " + actor.ActorID);
}
foreach (Actor inSceneActor in m_InSceneActors) {
s_Logger.Info($"InSceneActor: StaticID={inSceneActor.ActorStaticID}, ID={inSceneActor.ActorID}, Path={inSceneActor.SourceActorPath}");
}
return true;
}
internal void SpawnDynamicActorsForClient(ulong clientID) {
if (!RR.IsServer()) {
s_Logger.Error("Only the server can spawn dynamic actors for clients.");
return;
}
foreach (Actor actor in m_SpawnedActors) {
if (actor.OrNull() == null) {
continue;
}
ActorCoreStateSnapshot coreState = actor.GetCoreStateSnapshot();
m_Network.SendSpawnActor(clientID,
actor.SourceActorPath,
coreState,
actor.Data);
}
}
}
}