Files
RebootKit/Runtime/Engine/Code/Main/NetworkSystem.cs

198 lines
7.0 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
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; }
internal readonly Dictionary<ulong, NetworkClientState> 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($"OnClientConnected: {clientID}");
NetworkClientState newClientState = new NetworkClientState {
ClientID = clientID,
IsWorldLoaded = false,
AreActorsSynced = false,
IsReadyForActorsSync = false,
IsReady = false
};
Clients.Add(clientID, newClientState);
if (!m_WorldID.IsEmpty) {
s_Logger.Info($"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($"OnClientDisconnect: {clientID}");
Clients.Remove(clientID);
}
internal NetworkClientState GetClientState(ulong clientID) {
if (Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
return clientState;
}
s_Logger.Error($"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 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($"Client {clientID} tried to load world '{worldID}', but server is in world '{m_WorldID}'.");
NetworkManager.Singleton.DisconnectClient(clientID, "World mismatch!");
return;
}
if (Clients.TryGetValue(clientID, out NetworkClientState clientState)) {
clientState.IsWorldLoaded = true;
clientState.IsReadyForActorsSync = false;
Actors.SynchronizeActorsForClient(clientID);
} else {
NetworkManager.Singleton.DisconnectClient(clientID, "Client is not registered!");
}
}
internal void ClientSynchronizedActors(ulong clientID) {
NetworkClientState clientState = GetClientState(clientID);
if (clientState is null) {
s_Logger.Error($"Client state for {clientID} not found.");
return;
}
clientState.IsReady = true;
RR.GameInstance.PlayerBecameReady(clientID);
}
}
}