Add prefabs spawning over network

This commit is contained in:
Wojciech Figat
2022-10-31 12:19:40 +01:00
parent f1b67935b3
commit 00c5f7d5d4

View File

@@ -17,6 +17,8 @@
#include "Engine/Engine/EngineService.h"
#include "Engine/Level/Actor.h"
#include "Engine/Level/SceneObject.h"
#include "Engine/Level/Prefabs/Prefab.h"
#include "Engine/Level/Prefabs/PrefabManager.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Script.h"
#include "Engine/Scripting/Scripting.h"
@@ -48,6 +50,8 @@ PACK_STRUCT(struct NetworkMessageObjectSpawn
NetworkMessageIDs ID = NetworkMessageIDs::ObjectSpawn;
Guid ObjectId;
Guid ParentId;
Guid PrefabId;
Guid PrefabObjectID;
uint32 OwnerClientId;
char ObjectTypeName[128]; // TODO: introduce networked-name to synchronize unique names as ushort (less data over network)
});
@@ -194,12 +198,45 @@ NetworkReplicatedObject* ResolveObject(Guid objectId, Guid parentId, char object
return nullptr;
}
void SendObjectSpawnMessage(const NetworkReplicatedObject& item, ScriptingObject* obj)
{
NetworkMessageObjectSpawn msgData;
msgData.ObjectId = item.ObjectId;
msgData.ParentId = item.ParentId;
const bool isClient = NetworkManager::IsClient();
if (isClient)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
}
msgData.PrefabId = Guid::Empty;
msgData.PrefabObjectID = Guid::Empty;
auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
if (objScene && objScene->HasPrefabLink())
{
msgData.PrefabId = objScene->GetPrefabID();
msgData.PrefabObjectID = objScene->GetPrefabObjectID();
}
msgData.OwnerClientId = item.OwnerClientId;
const StringAnsiView& objectTypeName = obj->GetType().Fullname;
Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
msgData.ObjectTypeName[objectTypeName.Length()] = 0;
auto* peer = NetworkManager::Peer;
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
if (isClient)
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg);
else
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
}
void SendObjectRoleMessage(const NetworkReplicatedObject& item, const NetworkClient* excludedClient = nullptr)
{
auto peer = NetworkManager::Peer;
NetworkMessageObjectRole msgData;
msgData.ObjectId = item.ObjectId;
msgData.OwnerClientId = item.OwnerClientId;
auto peer = NetworkManager::Peer;
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
if (NetworkManager::IsClient())
@@ -226,6 +263,21 @@ FORCE_INLINE void DeleteNetworkObject(ScriptingObject* obj)
obj->DeleteObject();
}
SceneObject* FindPrefabObject(Actor* a, const Guid& prefabObjectId)
{
if (a->GetPrefabObjectID() == prefabObjectId)
return a;
for (auto* script : a->Scripts)
{
if (script->GetPrefabObjectID() == prefabObjectId)
return script;
}
SceneObject* result = nullptr;
for (int32 i = 0; i < a->Children.Count() && !result; i++)
result = FindPrefabObject(a->Children[i], prefabObjectId);
return result;
}
#if !COMPILE_WITHOUT_CSHARP
#include "Engine/Scripting/ManagedCLR/MUtils.h"
@@ -439,8 +491,9 @@ void NetworkInternal::NetworkReplicatorClear()
}
Objects.Clear();
Objects.SetCapacity(0);
SpawnQueue.Clear();
DespawnQueue.Clear();
IdsRemappingTable.Clear();
IdsRemappingTable.SetCapacity(0);
SAFE_DELETE(CachedWriteStream);
SAFE_DELETE(CachedReadStream);
NewClients.Clear();
@@ -481,19 +534,7 @@ void NetworkInternal::NetworkReplicatorUpdate()
ScriptingObject* obj = item.Object.Get();
if (!obj || !item.Spawned)
continue;
// Send spawn message
NetworkMessageObjectSpawn msgData;
msgData.ObjectId = item.ObjectId;
msgData.ParentId = item.ParentId;
msgData.OwnerClientId = item.OwnerClientId;
// TODO: support spawning whole prefabs
const StringAnsiView& objectTypeName = obj->GetType().Fullname;
Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
msgData.ObjectTypeName[objectTypeName.Length()] = 0;
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
SendObjectSpawnMessage(item, obj);
}
NewClients.Clear();
}
@@ -519,6 +560,7 @@ void NetworkInternal::NetworkReplicatorUpdate()
for (const Guid& e : DespawnQueue)
{
// Send despawn message
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object ID={}", e.ToString());
NetworkMessageObjectDespawn msgData;
msgData.ObjectId = e;
if (isClient)
@@ -556,28 +598,8 @@ void NetworkInternal::NetworkReplicatorUpdate()
if (item.OwnerClientId != NetworkManager::LocalClientId || item.Role != NetworkObjectRole::OwnedAuthoritative)
continue; // Skip spawning objects that we don't own
// Send spawn message
NetworkMessageObjectSpawn msgData;
msgData.ObjectId = item.ObjectId;
msgData.ParentId = item.ParentId;
msgData.OwnerClientId = item.OwnerClientId;
if (isClient)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
}
// TODO: support spawning whole prefabs
const StringAnsiView& objectTypeName = obj->GetType().Fullname;
Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
msgData.ObjectTypeName[objectTypeName.Length()] = 0;
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
if (isClient)
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg);
else
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Spawn object ID={}", item.ToString());
SendObjectSpawnMessage(item, obj);
item.Spawned = true;
}
SpawnQueue.Clear();
@@ -724,18 +746,80 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
else
{
// Recreate object locally
// TODO: support spawning whole prefabs
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(StringAnsiView(msgData.ObjectTypeName));
ScriptingObject* obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
#if NETWORK_REPLICATOR_DEBUG_LOG
LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgData.ObjectTypeName));
#endif
return;
}
obj->RegisterObject();
ScriptingObject* obj = nullptr;
const NetworkReplicatedObject* parent = ResolveObject(msgData.ParentId);
if (msgData.PrefabId.IsValid())
{
Actor* prefabInstance = nullptr;
Actor* parentActor = parent && parent->Object && parent->Object->Is<Actor>() ? parent->Object.As<Actor>() : nullptr;
if (parentActor && parentActor->GetPrefabID() == msgData.PrefabId)
{
// Reuse parent object as prefab instance
prefabInstance = parentActor;
}
else if (parentActor = Scripting::TryFindObject<Actor>(msgData.ParentId))
{
// Try to find that spawned prefab (eg. prefab with networked script was spawned before so now we need to link it)
for (Actor* child : parentActor->Children)
{
if (child->GetPrefabID() == msgData.PrefabId)
{
if (Objects.Contains(child->GetID()))
{
obj = FindPrefabObject(child, msgData.PrefabObjectID);
if (Objects.Contains(obj->GetID()))
{
// Other instance with already spawned network object
obj = nullptr;
}
else
{
// Reuse already spawned object within a parent
prefabInstance = child;
break;
}
}
}
}
}
if (!prefabInstance)
{
// Spawn prefab
auto prefab = (Prefab*)LoadAsset(msgData.PrefabId, Prefab::TypeInitializer);
if (!prefab)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find prefab {}", msgData.PrefabId.ToString());
return;
}
prefabInstance = PrefabManager::SpawnPrefab(prefab, nullptr, nullptr);
if (!prefabInstance)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());
return;
}
}
if (!obj)
obj = FindPrefabObject(prefabInstance, msgData.PrefabObjectID);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", msgData.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
Delete(prefabInstance);
return;
}
}
else
{
// Spawn object
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(StringAnsiView(msgData.ObjectTypeName));
obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgData.ObjectTypeName));
return;
}
}
if (!obj->IsRegistered())
obj->RegisterObject();
// Add object to the list
NetworkReplicatedObject item;