Files
RebootKit/Runtime/Engine/Code/Network/NetworkSystem.cs
2025-07-21 09:04:43 +02:00

515 lines
19 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Threading;
using Cysharp.Threading.Tasks;
using RebootKit.Engine.Extensions;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using RebootKit.Engine.Simulation;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Assertions;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Network {
enum NetworkClientSyncState {
NotReady,
LoadingWorld,
PreparingForActorsSync,
SyncingActors,
Ready
}
struct NetworkClientState : INetworkSerializable {
public ulong ClientID;
public NetworkClientSyncState SyncState;
public int ActorsSyncPacketsLeft;
public NetworkPacketQueue ReliableQueue;
public NetworkPacketQueue UnreliableQueue;
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);
}
}
struct NetworkPacketTarget {
public enum Type {
AllClients,
Single
}
public Type TargetType;
public ulong ClientID;
public static NetworkPacketTarget AllClients() {
return new NetworkPacketTarget {
TargetType = Type.AllClients,
ClientID = 0
};
}
public static NetworkPacketTarget Single(ulong clientID) {
return new NetworkPacketTarget {
TargetType = Type.Single,
ClientID = clientID
};
}
}
public class NetworkSystem : NetworkBehaviour {
[ConfigVar("sv.tick_rate", 32, "Server tick rate in Hz", CVarFlags.Server)]
public static ConfigVar TickRate;
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;
float m_TickTimer;
public ulong TickCount { get; private set; }
public event Action<ulong> ServerTick = delegate { };
public ulong LocalClientID {
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get {
return NetworkManager.Singleton.LocalClientId;
}
}
NetworkPacketQueue m_ReliablePacketQueue;
NetworkPacketQueue m_UnreliablePacketQueue;
//
// @MARK: Unity callbacks
//
void Awake() {
RR.NetworkSystemInstance = this;
m_ReliablePacketQueue = new NetworkPacketQueue(1024 * 4);
m_UnreliablePacketQueue = new NetworkPacketQueue(1024);
}
void Update() {
float deltaTime = Time.deltaTime;
float serverDeltaTime = 1.0f / TickRate.IndexValue;
m_TickTimer += deltaTime;
while (m_TickTimer >= serverDeltaTime) {
m_TickTimer -= serverDeltaTime;
if (RR.IsServer()) {
Actors.ServerTick(serverDeltaTime);
ServerTick?.Invoke(TickCount);
TickCount++;
FlushNetworkPackets();
}
}
}
//
// @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($"OnClientConnected: {clientID}");
NetworkClientState newClientState = new NetworkClientState {
ClientID = clientID,
SyncState = NetworkClientSyncState.NotReady,
ReliableQueue = new NetworkPacketQueue(1024 * 4),
UnreliableQueue = new NetworkPacketQueue(512)
};
Clients.Add(clientID, newClientState);
if (clientID != NetworkManager.Singleton.LocalClientId) {
foreach (NetworkClientState state in Clients.Values) {
UpdateClientStateRpc(state, RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
if (!WorldID.IsEmpty) {
s_Logger.Info($"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;
}
//
// @MARK: Network packets
//
NetworkPacketQueue GetPacketQueue(NetworkPacketTarget target, bool reliable) {
if (target.TargetType == NetworkPacketTarget.Type.AllClients) {
return reliable ? m_ReliablePacketQueue : m_UnreliablePacketQueue;
}
if (target.TargetType == NetworkPacketTarget.Type.Single) {
if (TryGetClientState(target.ClientID, out NetworkClientState clientState)) {
return reliable ? clientState.ReliableQueue : clientState.UnreliableQueue;
}
s_Logger.Error($"Client state for {target.ClientID} not found.");
return null;
}
s_Logger.Error($"Invalid network packet target type: {target.TargetType}");
return null;
}
internal void WriteActorState(NetworkPacketTarget target, ulong actorID, IActorData actorData) {
NetworkPacketQueue queue = GetPacketQueue(target, true);
queue.WriteActorState(actorID, actorData);
}
internal void WriteActorTransformState(NetworkPacketTarget target,
ulong actorID,
ActorTransformSyncData transformData) {
NetworkPacketQueue queue = GetPacketQueue(target, false);
queue.WriteActorTransformState(actorID, transformData);
}
internal void WriteActorCoreState(NetworkPacketTarget target,
ulong actorID,
ActorCoreStateSnapshot coreData) {
NetworkPacketQueue queue = GetPacketQueue(target, true);
queue.WriteActorCoreState(actorID, coreData);
}
internal void WriteSpawnActor(NetworkPacketTarget target,
string assetGUID,
ulong actorID,
ActorCoreStateSnapshot coreState,
IActorData actorData) {
NetworkPacketQueue queue = GetPacketQueue(target, true);
queue.WriteSpawnActor(assetGUID, actorID, coreState, actorData);
}
internal void WriteActorSynchronize(NetworkPacketTarget target,
ulong actorID,
ActorCoreStateSnapshot coreState,
IActorData actorData) {
NetworkPacketQueue queue = GetPacketQueue(target, true);
queue.WriteActorSynchronize(actorID, coreState, actorData);
}
void FlushNetworkPackets() {
if (!RR.IsServer()) {
return;
}
foreach (NetworkPacket networkPacket in m_ReliablePacketQueue.NetworkPackets) {
foreach ((ulong clientID, NetworkClientState state) in RR.NetworkSystemInstance.Clients) {
if (clientID == NetworkManager.Singleton.LocalClientId) {
continue;
}
if (networkPacket.EntityCount == 0) {
continue;
}
if (state.IsReady) {
ReliableReceiveNetworkPacketRpc(networkPacket.Data,
RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
}
foreach (NetworkPacket networkPacket in m_UnreliablePacketQueue.NetworkPackets) {
foreach ((ulong clientID, NetworkClientState state) in RR.NetworkSystemInstance.Clients) {
if (clientID == NetworkManager.Singleton.LocalClientId) {
continue;
}
if (networkPacket.EntityCount == 0) {
continue;
}
if (state.IsReady) {
UnreliableReceiveNetworkPacketRpc(networkPacket.Data,
RpcTarget.Single(clientID, RpcTargetUse.Temp));
}
}
}
m_ReliablePacketQueue.Clear();
m_UnreliablePacketQueue.Clear();
foreach (NetworkClientState clientState in Clients.Values) {
if (clientState.ClientID == NetworkManager.Singleton.LocalClientId) {
continue;
}
foreach (NetworkPacket networkPacket in clientState.ReliableQueue.NetworkPackets) {
if (networkPacket.EntityCount == 0) {
continue;
}
ReliableReceiveNetworkPacketRpc(networkPacket.Data,
RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
}
foreach (NetworkPacket networkPacket in clientState.UnreliableQueue.NetworkPackets) {
if (networkPacket.EntityCount == 0) {
continue;
}
UnreliableReceiveNetworkPacketRpc(networkPacket.Data,
RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
}
clientState.ReliableQueue.Clear();
clientState.UnreliableQueue.Clear();
}
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void ReliableReceiveNetworkPacketRpc(NativeArray<byte> data, RpcParams rpcParams) {
OnReceivedNetworkPacket(data);
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Unreliable)]
void UnreliableReceiveNetworkPacketRpc(NativeArray<byte> data, RpcParams rpcParams) {
OnReceivedNetworkPacket(data);
}
void OnReceivedNetworkPacket(NativeArray<byte> data) {
using NetworkBufferReader reader = new NetworkBufferReader(data);
NetworkPacketHeader packetHeader = new NetworkPacketHeader();
packetHeader.Deserialize(reader);
// s_Logger.Info($"Received packet: MagicNumber={packetHeader.MagicNumber}, Version={packetHeader.Version}, EntityCount={packetHeader.EntityCount}");
Assert.IsTrue(packetHeader.MagicNumber == RConsts.k_NetworkPacketMagicNumber,
"Received packet with invalid magic number.");
if (packetHeader.EntityCount == 0) {
s_Logger.Info("Received packet with no entities.\n" + data.ToHexString());
}
for (int i = 0; i < packetHeader.EntityCount; i++) {
NetworkDataHeader dataHeader = new NetworkDataHeader();
dataHeader.Deserialize(reader);
// s_Logger.Info($"Received entity: Type={dataHeader.Type}, ActorID={dataHeader.ActorID}, DataSize={dataHeader.DataSize}");
if (dataHeader.Type == NetworkDataType.None) {
s_Logger.Info("Data of packet with entry with type None:\n" + data.ToHexString());
}
Assert.IsTrue(dataHeader.Type != NetworkDataType.None, "Received packet with invalid data type.");
reader.Read(out NativeArray<byte> entityData, dataHeader.DataSize, Allocator.Temp);
OnReceivedEntity(dataHeader, entityData);
entityData.Dispose();
}
}
void OnReceivedEntity(NetworkDataHeader header, NativeArray<byte> data) {
Actors.OnReceivedEntity(header, data);
}
}
}