Add support for sending replicated object data in parts

This commit is contained in:
Wojciech Figat
2022-12-02 12:18:08 +01:00
parent f61100deca
commit 6458d7e0db
4 changed files with 197 additions and 54 deletions

View File

@@ -10,6 +10,7 @@ enum class NetworkMessageIDs : uint8
Handshake,
HandshakeReply,
ObjectReplicate,
ObjectReplicatePart,
ObjectSpawn,
ObjectDespawn,
ObjectRole,
@@ -27,6 +28,7 @@ public:
static void NetworkReplicatorPreUpdate();
static void NetworkReplicatorUpdate();
static void OnNetworkMessageObjectReplicate(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectReplicatePart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectDespawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
static void OnNetworkMessageObjectRole(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);

View File

@@ -129,6 +129,7 @@ namespace
OnNetworkMessageHandshake,
OnNetworkMessageHandshakeReply,
NetworkInternal::OnNetworkMessageObjectReplicate,
NetworkInternal::OnNetworkMessageObjectReplicatePart,
NetworkInternal::OnNetworkMessageObjectSpawn,
NetworkInternal::OnNetworkMessageObjectDespawn,
NetworkInternal::OnNetworkMessageObjectRole,

View File

@@ -69,7 +69,7 @@ public:
/// <param name="numBytes">The amount of bytes to write from the bytes pointer.</param>
FORCE_INLINE void WriteBytes(uint8* bytes, const int numBytes)
{
ASSERT(Position + numBytes < BufferSize);
ASSERT(Position + numBytes <= BufferSize);
Platform::MemoryCopy(Buffer + Position, bytes, numBytes);
Position += numBytes;
Length = Position;
@@ -85,7 +85,7 @@ public:
/// <param name="numBytes">The minimal amount of bytes that the buffer contains.</param>
FORCE_INLINE void ReadBytes(uint8* bytes, const int32 numBytes)
{
ASSERT(Position + numBytes < BufferSize);
ASSERT(Position + numBytes <= BufferSize);
Platform::MemoryCopy(bytes, Buffer + Position, numBytes);
Position += numBytes;
}
@@ -97,7 +97,7 @@ public:
/// <returns>Pointer to skipped data beginning.</returns>
FORCE_INLINE void* SkipBytes(const int32 numBytes)
{
ASSERT(Position + numBytes < BufferSize);
ASSERT(Position + numBytes <= BufferSize);
byte* result = Buffer + Position;
Position += numBytes;
return result;

View File

@@ -12,7 +12,6 @@
#include "NetworkRpc.h"
#include "INetworkSerializable.h"
#include "INetworkObject.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Collections/ChunkedArray.h"
@@ -34,6 +33,7 @@
#define NETWORK_REPLICATOR_DEBUG_LOG 0
#if NETWORK_REPLICATOR_DEBUG_LOG
#include "Engine/Core/Log.h"
#define NETWORK_REPLICATOR_LOG(messageType, format, ...) LOG(messageType, format, ##__VA_ARGS__)
#else
#define NETWORK_REPLICATOR_LOG(messageType, format, ...)
@@ -47,6 +47,18 @@ PACK_STRUCT(struct NetworkMessageObjectReplicate
Guid ParentId;
char ObjectTypeName[128]; // TODO: introduce networked-name to synchronize unique names as ushort (less data over network)
uint16 DataSize;
uint16 PartsCount;
});
PACK_STRUCT(struct NetworkMessageObjectReplicatePart
{
NetworkMessageIDs ID = NetworkMessageIDs::ObjectReplicatePart;
uint32 OwnerFrame;
uint16 DataSize;
uint16 PartsCount;
uint16 PartStart;
uint16 PartSize;
Guid ObjectId; // TODO: introduce networked-ids to synchronize unique ids as ushort (less data over network)
});
PACK_STRUCT(struct NetworkMessageObjectSpawn
@@ -131,6 +143,15 @@ struct Serializer
void* Tags[2];
};
struct ReplicateItem
{
ScriptingObjectReference<ScriptingObject> Object;
Guid ObjectId;
uint16 PartsLeft;
uint32 OwnerFrame;
Array<byte> Data;
};
struct SpawnItem
{
ScriptingObjectReference<ScriptingObject> Object;
@@ -164,6 +185,7 @@ namespace
{
CriticalSection ObjectsLock;
HashSet<NetworkReplicatedObject> Objects;
Array<ReplicateItem> ReplicationParts;
Array<SpawnItem> SpawnQueue;
Array<DespawnItem> DespawnQueue;
Array<RpcItem> RpcQueue;
@@ -462,6 +484,81 @@ void SetupObjectSpawnGroupItem(ScriptingObject* obj, Array<SpawnGroup, InlinedAl
group->Items.Add(&spawnItem);
}
void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
{
// TODO: implement objects state replication frequency and dirtying
}
template<typename MessageType>
ReplicateItem* AddObjectReplicateItem(NetworkEvent& event, const MessageType& msgData, uint16 partStart, uint16 partSize)
{
// Reuse or add part item
ReplicateItem* replicateItem = nullptr;
for (auto& e : ReplicationParts)
{
if (e.OwnerFrame == msgData.OwnerFrame && e.Data.Count() == msgData.DataSize && e.ObjectId == msgData.ObjectId)
{
// Reuse
replicateItem = &e;
break;
}
}
if (!replicateItem)
{
// Add
replicateItem = &ReplicationParts.AddOne();
replicateItem->ObjectId = msgData.ObjectId;
replicateItem->PartsLeft = msgData.PartsCount;
replicateItem->OwnerFrame = msgData.OwnerFrame;
replicateItem->Data.Resize(msgData.DataSize);
}
// Copy part data
ASSERT(replicateItem->PartsLeft > 0);
replicateItem->PartsLeft--;
ASSERT(partStart + partSize <= replicateItem->Data.Count());
const void* partData = event.Message.SkipBytes(partSize);
Platform::MemoryCopy(replicateItem->Data.Get() + partStart, partData, partSize);
return replicateItem;
}
void InvokeObjectReplication(NetworkReplicatedObject& item, uint32 ownerFrame, byte* data, uint32 dataSize)
{
ScriptingObject* obj = item.Object.Get();
if (!obj)
return;
// Skip replication if we own the object (eg. late replication message after ownership change)
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
return;
// Drop object replication if it has old data (eg. newer message was already processed due to unordered channel usage)
if (item.LastOwnerFrame >= ownerFrame)
return;
item.LastOwnerFrame = ownerFrame;
// Setup message reading stream
if (CachedReadStream == nullptr)
CachedReadStream = New<NetworkStream>();
NetworkStream* stream = CachedReadStream;
stream->Initialize(data, dataSize);
// Deserialize object
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, false);
if (failed)
{
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkDeserialize();
// Speed up replication of client-owned objects to other clients from server to reduce lag (data has to go from client to server and then to other clients)
if (NetworkManager::IsServer())
DirtyObjectImpl(item, obj);
}
#if !COMPILE_WITHOUT_CSHARP
#include "Engine/Scripting/ManagedCLR/MUtils.h"
@@ -757,11 +854,6 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
}
}
void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
{
// TODO: implement objects state replication frequency and dirtying
}
void NetworkReplicator::DirtyObject(ScriptingObject* obj)
{
ScopeLock lock(ObjectsLock);
@@ -853,6 +945,7 @@ void NetworkInternal::NetworkReplicatorClear()
Objects.Remove(it);
}
}
RpcQueue.Clear();
SpawnQueue.Clear();
DespawnQueue.Clear();
IdsRemappingTable.Clear();
@@ -1021,6 +1114,31 @@ void NetworkInternal::NetworkReplicatorUpdate()
SpawnQueue.Clear();
}
// Apply parts replication
for (int32 i = ReplicationParts.Count() - 1; i >= 0; i--)
{
auto& e = ReplicationParts[i];
if (e.PartsLeft > 0)
{
// TODO: remove replication items after some TTL to prevent memory leaks
continue;
}
ScriptingObject* obj = e.Object.Get();
if (obj)
{
auto it = Objects.Find(obj->GetID());
if (it != Objects.End())
{
auto& item = it->Item;
// Replicate from all collected parts data
InvokeObjectReplication(item, e.OwnerFrame, e.Data.Get(), e.Data.Count());
}
}
ReplicationParts.RemoveAt(i);
}
// Brute force synchronize all networked objects with clients
// TODO: introduce NetworkReplicationHierarchy to optimize objects replication in large worlds (eg. batched culling networked scene objects that are too far from certain client to be relevant)
// TODO: per-object sync interval (in frames) - could be scaled by hierarchy (eg. game could slow down sync rate for objects far from player)
@@ -1066,10 +1184,27 @@ void NetworkInternal::NetworkReplicatorUpdate()
}
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
msgData.DataSize = size;
// TODO: split object data (eg. more messages) if needed
const uint32 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
const uint32 partMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicatePart);
uint32 partsCount = 1;
uint32 dataStart = 0;
uint32 msgDataSize = size;
if (size > msgMaxData)
{
// Send msgMaxData within first message
msgDataSize = msgMaxData;
dataStart += msgMaxData;
// Send rest of the data in separate parts
partsCount += Math::DivideAndRoundUp(size - dataStart, partMaxData);
}
else
dataStart += size;
ASSERT(partsCount <= MAX_uint8)
msgData.PartsCount = partsCount;
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
msg.WriteBytes(stream->GetBuffer(), size);
msg.WriteBytes(stream->GetBuffer(), msgDataSize);
if (isClient)
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
else
@@ -1079,6 +1214,27 @@ void NetworkInternal::NetworkReplicatorUpdate()
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
}
// Send all other parts
for (uint32 partIndex = 1; partIndex < partsCount; partIndex++)
{
NetworkMessageObjectReplicatePart msgDataPart;
msgDataPart.OwnerFrame = msgData.OwnerFrame;
msgDataPart.ObjectId = msgData.ObjectId;
msgDataPart.DataSize = msgData.DataSize;
msgDataPart.PartsCount = msgData.PartsCount;
msgDataPart.PartStart = dataStart;
msgDataPart.PartSize = Math::Min(size - dataStart, partMaxData);
msg = peer->BeginSendMessage();
msg.WriteStructure(msgDataPart);
msg.WriteBytes(stream->GetBuffer() + msgDataPart.PartStart, msgDataPart.PartSize);
dataStart += msgDataPart.PartSize;
if (isClient)
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
else
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
}
ASSERT_LOW_LAYER(dataStart == size);
// TODO: stats for bytes send per object type
}
}
@@ -1136,52 +1292,39 @@ void NetworkInternal::OnNetworkMessageObjectReplicate(NetworkEvent& event, Netwo
if (DespawnedObjects.Contains(msgData.ObjectId))
return; // Skip replicating not-existing objects
NetworkReplicatedObject* e = ResolveObject(msgData.ObjectId, msgData.ParentId, msgData.ObjectTypeName);
if (e)
if (!e)
return;
auto& item = *e;
// Reject event from someone who is not an object owner
if (client && item.OwnerClientId != client->ClientId)
return;
if (msgData.PartsCount == 1)
{
auto& item = *e;
ScriptingObject* obj = item.Object.Get();
if (!obj)
return;
// Reject event from someone who is not an object owner
if (client && item.OwnerClientId != client->ClientId)
return;
// Skip replication if we own the object (eg. late replication message after ownership change)
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
return;
// Drop object replication if it has old data (eg. newer message was already processed due to unordered channel usage)
if (item.LastOwnerFrame >= msgData.OwnerFrame)
return;
item.LastOwnerFrame = msgData.OwnerFrame;
// Setup message reading stream
if (CachedReadStream == nullptr)
CachedReadStream = New<NetworkStream>();
NetworkStream* stream = CachedReadStream;
stream->Initialize(event.Message.Buffer + event.Message.Position, msgData.DataSize);
// Deserialize object
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, false);
if (failed)
{
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkDeserialize();
// Speed up replication of client-owned objects to other clients from server to reduce lag (data has to go from client to server and then to other clients)
if (NetworkManager::IsServer())
DirtyObjectImpl(item, obj);
// Replicate
InvokeObjectReplication(item, msgData.OwnerFrame, event.Message.Buffer + event.Message.Position, msgData.DataSize);
}
else
{
// TODO: put message to the queue to be resolved later (eg. object replication came before spawn packet) - use TTL to prevent memory overgrowing
// Add to replication from multiple parts
const uint16 msgMaxData = peer->Config.MessageSize - sizeof(NetworkMessageObjectReplicate);
ReplicateItem* replicateItem = AddObjectReplicateItem(event, msgData, 0, msgMaxData);
replicateItem->Object = e->Object;
}
}
void NetworkInternal::OnNetworkMessageObjectReplicatePart(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
{
NetworkMessageObjectReplicatePart msgData;
event.Message.ReadStructure(msgData);
ScopeLock lock(ObjectsLock);
if (DespawnedObjects.Contains(msgData.ObjectId))
return; // Skip replicating not-existing objects
AddObjectReplicateItem(event, msgData, msgData.PartStart, msgData.PartSize);
}
void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
{
NetworkMessageObjectSpawn msgData;
@@ -1341,10 +1484,7 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
auto sceneObject = ScriptingObject::Cast<SceneObject>(obj);
if (sceneObject)
{
if (parent && parent
->
Object.Get() && parent->Object->Is<Actor>()
)
if (parent && parent->Object.Get() && parent->Object->Is<Actor>())
sceneObject->SetParent(parent->Object.As<Actor>());
else if (auto* parentActor = Scripting::TryFindObject<Actor>(msgDataItem.ParentId))
sceneObject->SetParent(parentActor);