Files
RebootKit/Runtime/Engine/Code/Simulation/ActorsManager.cs
2025-07-03 05:52:25 +02:00

338 lines
12 KiB
C#

using System.Collections.Generic;
using RebootKit.Engine.Foundation;
using RebootKit.Engine.Main;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.AddressableAssets;
using Logger = RebootKit.Engine.Foundation.Logger;
namespace RebootKit.Engine.Simulation {
// @TODO:
// - Actors States might be packed into chunks to reduce the number of RPCs sent.
public class ActorsManager : NetworkBehaviour {
static readonly Logger s_Logger = new Logger(nameof(ActorsManager));
readonly List<Actor> m_InSceneActors = new List<Actor>();
readonly List<Actor> m_SpawnedActors = new List<Actor>();
public override void OnNetworkSpawn() {
base.OnNetworkSpawn();
RR.ServerTick += OnServerTick;
}
public override void OnNetworkDespawn() {
base.OnNetworkDespawn();
RR.ServerTick -= OnServerTick;
}
void Update() {
foreach (Actor actor in m_InSceneActors) {
actor.ClientTick(Time.deltaTime);
}
}
void OnServerTick(ulong tick) {
if (!IsServer) {
return;
}
float dt = 1.0f / RR.TickRate.IndexValue;
foreach (Actor actor in m_InSceneActors) {
actor.ServerTick(dt);
if (actor.IsDataDirty) {
actor.IsDataDirty = false;
NativeArray<byte> data = SerializeActorState(actor);
if (data.IsCreated) {
SynchronizeActorStateClientRpc(actor.ActorID, data);
} else {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
}
}
}
foreach (Actor actor in m_SpawnedActors) {
actor.ServerTick(dt);
if (actor.IsDataDirty) {
actor.IsDataDirty = false;
NativeArray<byte> data = SerializeActorState(actor);
if (data.IsCreated) {
SynchronizeActorStateClientRpc(actor.ActorID, data);
} else {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
}
}
}
}
[ClientRpc(Delivery = RpcDelivery.Unreliable)]
void SynchronizeActorStateClientRpc(ulong actorID, NativeArray<byte> data) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
return;
}
DeserializeActorState(actor, data);
}
NativeArray<byte> SerializeActorState(Actor actor) {
return DataSerializationUtils.Serialize(actor.Data);
}
void DeserializeActorState(Actor actor, NativeArray<byte> data) {
DataSerializationUtils.Deserialize(data, ref actor.Data);
}
internal void SynchronizeActorsForClient(ulong clientID) {
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
if (clientState == null) {
s_Logger.Error($"Client state for {clientID} not found. Cannot synchronize actors.");
return;
}
PrepareClientForActorsSyncRpc(RpcTarget.Single(clientState.ClientID, RpcTargetUse.Temp));
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void PrepareClientForActorsSyncRpc(RpcParams rpcParams) {
foreach (Actor spawnedActor in m_SpawnedActors) {
Destroy(spawnedActor.gameObject);
}
m_SpawnedActors.Clear();
ClientIsReadyForActorsSyncRpc();
}
[Rpc(SendTo.Server)]
void ClientIsReadyForActorsSyncRpc(RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
if (clientState == null) {
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as ready for actors sync.");
return;
}
clientState.IsReadyForActorsSync = true;
clientState.ActorsSyncPacketsLeft = m_InSceneActors.Count;
RpcSendParams sendParams = RpcTarget.Single(clientID, RpcTargetUse.Temp);
foreach (Actor actor in m_InSceneActors) {
NativeArray<byte> data = SerializeActorState(actor);
if (!data.IsCreated) {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
continue;
}
SynchronizeActorStateForClientRpc(actor.ActorID, data, sendParams);
}
foreach (Actor actor in m_SpawnedActors) {
NativeArray<byte> data = SerializeActorState(actor);
if (!data.IsCreated) {
s_Logger.Error($"Failed to serialize actor data for {actor.name}");
continue;
}
SpawnActorRpc(actor.SourceActorPath,
actor.ActorID,
actor.transform.position,
actor.transform.localRotation,
data,
sendParams);
}
}
[Rpc(SendTo.SpecifiedInParams, Delivery = RpcDelivery.Reliable)]
void SynchronizeActorStateForClientRpc(ulong actorID, NativeArray<byte> data, RpcParams rpcParams) {
Actor actor = FindActorByID(actorID);
if (actor is null) {
return;
}
DeserializeActorState(actor, data);
ClientSynchronizedActorRpc();
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
void ClientSynchronizedActorRpc(RpcParams rpcParams = default) {
ulong clientID = rpcParams.Receive.SenderClientId;
NetworkClientState clientState = RR.NetworkSystemInstance.GetClientState(clientID);
if (clientState == null) {
s_Logger.Error($"Client state for {clientID} not found. Cannot mark client as synchronized.");
return;
}
clientState.ActorsSyncPacketsLeft--;
if (clientState.ActorsSyncPacketsLeft == 0) {
RR.NetworkSystemInstance.ClientSynchronizedActors(clientID);
}
}
[Rpc(SendTo.Server, Delivery = RpcDelivery.Reliable)]
internal void SendActorCommandToServerRpc(ActorCommand cmd) {
if (!IsServer) {
s_Logger.Error("Only the server can handle actor events.");
return;
}
Actor actor = FindActorByID(cmd.ActorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {cmd.ActorID} not found for command {cmd.CommandID}");
return;
}
actor.HandleActorCommand(cmd);
}
[Rpc(SendTo.Everyone)]
internal void SendActorEventToClientsRpc(ActorEvent actorEvent) {
Actor actor = FindActorByID(actorEvent.ActorID);
if (actor is null) {
s_Logger.Error($"Actor with ID {actorEvent.ActorID} not found for event {actorEvent.EventID}");
return;
}
actor.HandleActorEvent(actorEvent);
}
public void RegisterInSceneActor(Actor actor) {
if (actor.Data == null) {
actor.Data = actor.InternalCreateActorData();
}
actor.Manager = this;
m_InSceneActors.Add(actor);
}
public void CleanUp() {
if (IsServer) {
CleanUpRpc();
}
m_InSceneActors.Clear();
foreach (Actor actor in m_SpawnedActors) {
if (actor is not null) {
Destroy(actor.gameObject);
}
}
m_SpawnedActors.Clear();
}
[Rpc(SendTo.NotMe)]
void CleanUpRpc() {
CleanUp();
}
public Actor FindActorByID(ulong actorID) {
foreach (Actor actor in m_InSceneActors) {
if (actor.ActorID == actorID) {
return actor;
}
}
foreach (Actor actor in m_SpawnedActors) {
if (actor.ActorID == actorID) {
return actor;
}
}
return null;
}
public void SpawnActor(AssetReferenceGameObject assetReference, Vector3 position, Quaternion rotation) {
if (!IsServer) {
s_Logger.Error("Only the server can spawn actors.");
return;
}
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error("Trying to spawn an actor with an invalid asset reference.");
return;
}
GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
return;
}
actor.SourceActorPath = assetReference.AssetGUID;
actor.ActorID = UniqueID.NewULongFromGuid();
actor.Data = actor.InternalCreateActorData();
m_SpawnedActors.Add(actor);
NativeArray<byte> stateData = SerializeActorState(actor);
SpawnActorRpc(assetReference.AssetGUID, actor.ActorID, position, rotation, stateData, RpcTarget.NotMe);
}
// @NOTE: This RPC is used to spawn actors on clients.
[Rpc(SendTo.SpecifiedInParams)]
void SpawnActorRpc(string guid,
ulong actorID,
Vector3 position,
Quaternion rotation,
NativeArray<byte> stateData,
RpcParams rpcParams) {
AssetReferenceGameObject assetReference = new AssetReferenceGameObject(guid);
if (!assetReference.RuntimeKeyIsValid()) {
s_Logger.Error($"Invalid asset reference for actor with GUID {guid}");
return;
}
GameObject actorObject = assetReference.InstantiateAsync(position, rotation).WaitForCompletion();
if (actorObject == null) {
s_Logger.Error($"Failed to instantiate actor with GUID {guid}");
return;
}
Actor actor = actorObject.GetComponent<Actor>();
if (actor is null) {
s_Logger.Error($"GameObject {actorObject.name} does not have an Actor component.");
Destroy(actorObject);
return;
}
actor.SourceActorPath = guid;
actor.ActorID = actorID;
actor.Data = actor.InternalCreateActorData();
DeserializeActorState(actor, stateData);
m_SpawnedActors.Add(actor);
}
public void KillActor(Actor actor) {
if (!IsServer) {
s_Logger.Error("Only the server can kill actors.");
return;
}
if (actor is null) {
s_Logger.Error("Trying to kill a null actor.");
return;
}
if (!m_SpawnedActors.Remove(actor)) {
s_Logger.Error($"Trying to kill an actor that is not registered: {actor.name}. " +
"Remember you can only kill actors spawned that are dynamically created");
return;
}
Destroy(actor.gameObject);
}
}
}