Improvements

This commit is contained in:
Wojtek Figat
2022-09-15 13:13:16 +02:00
parent e6996ff22f
commit 75221baa19
5 changed files with 165 additions and 31 deletions

View File

@@ -4,9 +4,20 @@
#include "Types.h"
enum class NetworkMessageIDs : uint8
{
None = 0,
Handshake,
HandshakeReply,
ReplicatedObject,
MAX,
};
class NetworkInternal
{
public:
static void NetworkReplicatorClear();
static void NetworkReplicatorUpdate();
static void OnNetworkMessageReplicatedObject(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer);
};

View File

@@ -26,15 +26,6 @@ Delegate<NetworkClientConnectionData&> NetworkManager::ClientConnecting;
Delegate<NetworkClient*> NetworkManager::ClientConnected;
Delegate<NetworkClient*> NetworkManager::ClientDisconnected;
enum class NetworkMessageIDs : uint8
{
None = 0,
Handshake,
HandshakeReply,
MAX,
};
PACK_STRUCT(struct NetworkMessageHandshake
{
NetworkMessageIDs ID;
@@ -120,6 +111,7 @@ namespace
nullptr,
OnNetworkMessageHandshake,
OnNetworkMessageHandshakeReply,
NetworkInternal::OnNetworkMessageReplicatedObject,
};
}

View File

@@ -6,6 +6,10 @@
#include "NetworkInternal.h"
#include "NetworkStream.h"
#include "INetworkSerializable.h"
#include "NetworkMessage.h"
#include "NetworkPeer.h"
#include "NetworkChannelType.h"
#include "NetworkEvent.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Platform/CriticalSection.h"
@@ -17,12 +21,21 @@
// Enables verbose logging for Network Replicator actions (dev-only)
#define NETWORK_REPLICATOR_DEBUG_LOG 1
PACK_STRUCT(struct NetworkMessageReplicatedObject
{
NetworkMessageIDs ID;
Guid ObjectId; // TODO: introduce networked-ids to synchronize unique ids as ushort (less data over network)
Guid OwnerId;
char ObjectTypeName[128]; // TODO: introduce networked-name to synchronize unique names as ushort (less data over network)
uint16 DataSize;
});
struct NetworkReplicatedObject
{
ScriptingObjectReference<ScriptingObject> Object;
Guid ObjectId;
Guid OwnerId;
#if NETWORK_REPLICATOR_DEBUG_LOG
Guid ObjectId;
bool InvalidTypeWarn = false;
#endif
@@ -36,13 +49,14 @@ struct NetworkReplicatedObject
return Object == other;
}
bool operator==(const Guid& other) const
{
return ObjectId == other;
}
String ToString() const
{
#if NETWORK_REPLICATOR_DEBUG_LOG
return ObjectId.ToString();
#else
return Object.GetID().ToString();
#endif
}
};
@@ -55,7 +69,9 @@ namespace
{
CriticalSection ObjectsLock;
HashSet<NetworkReplicatedObject> Objects;
NetworkStream* CachedStream = nullptr;
NetworkStream* CachedWriteStream = nullptr;
NetworkStream* CachedReadStream = nullptr;
Array<NetworkConnection> CachedTargets;
}
class NetworkReplicationService : public EngineService
@@ -76,6 +92,25 @@ void NetworkReplicationService::Dispose()
NetworkReplicationService NetworkReplicationServiceInstance;
NetworkReplicatedObject* ResolveObject(const Guid& objectId, const Guid& ownerId, char objectTypeName[128])
{
const auto it = Objects.Find(objectId);
if (it != Objects.End())
return &it->Item;
// TODO: cache objects remapping table to skip this search on 2nd sync
// Try to use remapped object
const auto ownerIt = Objects.Find(ownerId);
if (ownerIt != Objects.End())
{
// TODO: find object of given type within owner (only objects that ahs not been sync-replicated yet)
//return &ownerIt->Item;
}
return nullptr;
}
void NetworkReplicator::AddObject(ScriptingObject* obj, ScriptingObject* owner)
{
if (!obj || NetworkManager::State == NetworkConnectionState::Offline)
@@ -88,9 +123,9 @@ void NetworkReplicator::AddObject(ScriptingObject* obj, ScriptingObject* owner)
// Add object to the list
NetworkReplicatedObject item;
item.Object = obj;
item.ObjectId = obj->GetID();
item.OwnerId = owner->GetID();
#if NETWORK_REPLICATOR_DEBUG_LOG
item.ObjectId = obj->GetID();
LOG(Info, "[NetworkReplicator] Add new object {}:{}, owned by {}:{}", item.ToString(), obj->GetType().ToString(), item.OwnerId.ToString(), owner->GetType().ToString());
#endif
Objects.Add(MoveTemp(item));
@@ -106,7 +141,9 @@ void NetworkInternal::NetworkReplicatorClear()
#endif
Objects.Clear();
Objects.SetCapacity(0);
SAFE_DELETE(CachedStream);
SAFE_DELETE(CachedWriteStream);
SAFE_DELETE(CachedReadStream);
CachedTargets.Resize(0);
}
void NetworkInternal::NetworkReplicatorUpdate()
@@ -115,11 +152,13 @@ void NetworkInternal::NetworkReplicatorUpdate()
ScopeLock lock(ObjectsLock);
if (Objects.Count() == 0)
return;
if (CachedStream == nullptr)
CachedStream = New<NetworkStream>();
if (CachedWriteStream == nullptr)
CachedWriteStream = New<NetworkStream>();
NetworkStream* stream = CachedWriteStream;
NetworkPeer* peer = NetworkManager::Peer;
// 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)
// TODO: network authority (eg. object owned by client)
// TODO: network authority (eg. object owned by client that can affect server)
if (NetworkManager::IsClient())
{
@@ -127,6 +166,17 @@ void NetworkInternal::NetworkReplicatorUpdate()
}
else
{
// Collect clients for replication
CachedTargets.Clear();
// TODO: per-object relevancy for connected clients (eg. skip replicating actor to far players)
for (const NetworkClient* client : NetworkManager::Clients)
{
if (client->State == NetworkConnectionState::Connected)
{
CachedTargets.Add(client->Connection);
}
}
// Brute force synchronize all networked objects with clients
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
{
@@ -144,10 +194,10 @@ void NetworkInternal::NetworkReplicatorUpdate()
// Serialize object
// TODO: cache per-type serialization thunk to boost CPU performance
CachedStream->Initialize(1024);
stream->Initialize();
if (auto* serializable = ScriptingObject::ToInterface<INetworkSerializable>(obj))
{
serializable->Serialize(CachedStream);
serializable->Serialize(stream);
}
else
{
@@ -160,14 +210,70 @@ void NetworkInternal::NetworkReplicatorUpdate()
#endif
continue;
}
// TODO: how to serialize object? in memory to MemoryWriteStream? handle both C++ and C# without any memory alloc!
// Brute force object to all clients
for (NetworkClient* client : NetworkManager::Clients)
// Send object to clients
{
const uint32 size = stream->GetPosition();
ASSERT(size <= MAX_uint16)
NetworkMessageReplicatedObject msgData;
msgData.ID = NetworkMessageIDs::ReplicatedObject;
msgData.ObjectId = item.ObjectId;
msgData.OwnerId = item.OwnerId;
// TODO: put timestamp (or server tick number) to prevent applying replicated object changes from previous packet (Unreliable and Unordered channel is used)
const StringAnsiView& objectTypeName = obj->GetType().Fullname;
Platform::MemoryCopy(msgData.ObjectTypeName, objectTypeName.Get(), objectTypeName.Length());
msgData.ObjectTypeName[objectTypeName.Length()] = 0;
msgData.DataSize = size;
// TODO: split object data (eg. more messages) if needed
// TODO: send message from Peer to client->Connection
NetworkMessage msg = peer->BeginSendMessage();
msg.WriteStructure(msgData);
msg.WriteBytes(stream->GetBuffer(), size);
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
// TODO: stats for bytes send per object type
}
}
}
}
void NetworkInternal::OnNetworkMessageReplicatedObject(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)
{
NetworkMessageReplicatedObject msgData;
event.Message.ReadStructure(msgData);
ScopeLock lock(ObjectsLock);
NetworkReplicatedObject* e = ResolveObject(msgData.ObjectId, msgData.OwnerId, msgData.ObjectTypeName);
if (e)
{
auto& item = *e;
ScriptingObject* obj = item.Object.Get();
if (!obj)
return;
// 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
// TODO: cache per-type serialization thunk to boost CPU performance
if (auto* serializable = ScriptingObject::ToInterface<INetworkSerializable>(obj))
{
serializable->Deserialize(stream);
}
else
{
#if NETWORK_REPLICATOR_DEBUG_LOG
if (!item.InvalidTypeWarn)
{
item.InvalidTypeWarn = true;
LOG(Error, "[NetworkReplicator] Cannot serialize object {} (missing serialization logic)", item.ToString());
}
#endif
}
}
else
{
// TODO: put message to the queue to be resolved later (eg. object replication came before spawn packet) - use TTL to prevent memory overgrowing
}
}

View File

@@ -1,4 +1,4 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "NetworkStream.h"
@@ -38,6 +38,15 @@ void NetworkStream::Initialize(uint32 minCapacity)
_position = _buffer;
}
void NetworkStream::Initialize(byte* buffer, uint32 length)
{
if (_allocated)
Allocator::Free(_buffer);
_position = _buffer = buffer;
_length = length;
_allocated = false;
}
void NetworkStream::Flush()
{
// Nothing to do

View File

@@ -1,4 +1,4 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
@@ -21,10 +21,26 @@ private:
public:
~NetworkStream();
/// <summary>
/// Gets the pointer to the native stream memory buffer.
/// </summary>
API_PROPERTY() byte* GetBuffer() const
{
return _buffer;
}
/// <summary>
/// Initializes the stream for writing. Allocates the memory or reuses already existing memory. Resets the current stream position to beginning.
/// </summary>
API_FUNCTION() void Initialize(uint32 minCapacity);
/// <param name="minCapacity">The minimum capacity (in bytes) for the memory buffer used for data storage.</param>
API_FUNCTION() void Initialize(uint32 minCapacity = 1024);
/// <summary>
/// Initializes the stream for reading.
/// </summary>
/// <param name="buffer">The allocated memory.</param>
/// <param name="length">The allocated memory length (bytes count).</param>
API_FUNCTION() void Initialize(byte* buffer, uint32 length);
/// <summary>
/// Writes bytes to the stream