Refactor network object spawnign to batch all subobjects with a single spawn message to reduce invalid objects linkage on different clients

This commit is contained in:
Wojciech Figat
2022-11-30 12:30:30 +01:00
parent 96742404fd
commit a819d657db
2 changed files with 252 additions and 109 deletions

View File

@@ -15,6 +15,7 @@
#include "Engine/Core/Log.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Collections/ChunkedArray.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Platform/CriticalSection.h"
#include "Engine/Engine/EngineService.h"
@@ -51,11 +52,16 @@ PACK_STRUCT(struct NetworkMessageObjectReplicate
PACK_STRUCT(struct NetworkMessageObjectSpawn
{
NetworkMessageIDs ID = NetworkMessageIDs::ObjectSpawn;
uint32 OwnerClientId;
Guid PrefabId;
uint16 ItemsCount;
});
PACK_STRUCT(struct NetworkMessageObjectSpawnItem
{
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)
});
@@ -135,6 +141,11 @@ struct SpawnItem
NetworkObjectRole Role;
};
struct SpawnGroup
{
Array<SpawnItem*, InlinedAllocation<8>> Items;
};
struct DespawnItem
{
Guid Id;
@@ -309,35 +320,54 @@ FORCE_INLINE void GetNetworkName(char buffer[128], const StringAnsiView& name)
buffer[name.Length()] = 0;
}
void SendObjectSpawnMessage(const NetworkReplicatedObject& item, ScriptingObject* obj)
void SendObjectSpawnMessage(const SpawnGroup& group, const Array<NetworkClient*>& clients)
{
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;
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
auto* peer = NetworkManager::Peer;
NetworkMessage msg = peer->BeginSendMessage();
NetworkMessageObjectSpawn msgData;
msgData.ItemsCount = group.Items.Count();
{
// The first object is a root of the group (eg. prefab instance root actor)
SpawnItem* e = group.Items[0];
ScriptingObject* obj = e->Object.Get();
msgData.OwnerClientId = e->OwnerClientId;
auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
msgData.PrefabId = objScene && objScene->HasPrefabLink() ? objScene->GetPrefabID() : Guid::Empty;
// Setup clients that should receive this spawn message
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
BuildCachedTargets(clients, item.TargetClientIds);
}
msg.WriteStructure(msgData);
for (SpawnItem* e : group.Items)
{
ScriptingObject* obj = e->Object.Get();
auto it = Objects.Find(obj->GetID());
auto& item = it->Item;
// Add object into spawn message
NetworkMessageObjectSpawnItem msgDataItem;
msgDataItem.ObjectId = item.ObjectId;
msgDataItem.ParentId = item.ParentId;
if (isClient)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgDataItem.ObjectId, &msgDataItem.ObjectId);
IdsRemappingTable.KeyOf(msgDataItem.ParentId, &msgDataItem.ParentId);
}
msgDataItem.PrefabObjectID = Guid::Empty;
auto* objScene = ScriptingObject::Cast<SceneObject>(obj);
if (objScene && objScene->HasPrefabLink())
msgDataItem.PrefabObjectID = objScene->GetPrefabObjectID();
GetNetworkName(msgDataItem.ObjectTypeName, obj->GetType().Fullname);
msg.WriteStructure(msgDataItem);
}
if (isClient)
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg);
peer->EndSendMessage(NetworkChannelType::Reliable, msg);
else
peer->EndSendMessage(NetworkChannelType::ReliableOrdered, msg, CachedTargets);
peer->EndSendMessage(NetworkChannelType::Reliable, msg, CachedTargets);
}
void SendObjectRoleMessage(const NetworkReplicatedObject& item, const NetworkClient* excludedClient = nullptr)
@@ -394,6 +424,44 @@ SceneObject* FindPrefabObject(Actor* a, const Guid& prefabObjectId)
return result;
}
void SetupObjectSpawnGroupItem(ScriptingObject* obj, Array<SpawnGroup, InlinedAllocation<8>>& spawnGroups, SpawnItem& spawnItem)
{
// Check if can fit this object into any of the existing groups (eg. script which can be spawned with parent actor)
SpawnGroup* group = nullptr;
for (auto& g : spawnGroups)
{
ScriptingObject* groupRoot = g.Items[0]->Object.Get();
if (IsParentOf(obj, groupRoot))
{
// Reuse existing group (append)
g.Items.Add(&spawnItem);
group = &g;
break;
}
}
if (group)
return;
// Check if can override any of the existing groups (eg. actor which should be spawned before scripts)
for (auto& g : spawnGroups)
{
ScriptingObject* groupRoot = g.Items[0]->Object.Get();
if (IsParentOf(groupRoot, obj))
{
// Reuse existing group (as a root)
g.Items.Insert(0, &spawnItem);
group = &g;
break;
}
}
if (group)
return;
// Create new group
group = &spawnGroups.AddOne();
group->Items.Add(&spawnItem);
}
#if !COMPILE_WITHOUT_CSHARP
#include "Engine/Scripting/ManagedCLR/MUtils.h"
@@ -814,14 +882,29 @@ void NetworkInternal::NetworkReplicatorUpdate()
// Sync any previously spawned objects with late-joining clients
PROFILE_CPU_NAMED("NewClients");
// TODO: try iterative loop over several frames to reduce both server and client perf-spikes in case of large amount of spawned objects
ChunkedArray<SpawnItem, 256> spawnItems;
Array<SpawnGroup, InlinedAllocation<8>> spawnGroups;
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
{
auto& item = it->Item;
ScriptingObject* obj = item.Object.Get();
if (!obj || !item.Spawned)
continue;
BuildCachedTargets(NewClients, item.TargetClientIds);
SendObjectSpawnMessage(item, obj);
// Setup spawn item for this object
auto& spawnItem = spawnItems.AddOne();
spawnItem.Object = obj;
spawnItem.Targets.Link(item.TargetClientIds);
spawnItem.OwnerClientId = item.OwnerClientId;
spawnItem.Role = item.Role;
SetupObjectSpawnGroupItem(obj, spawnGroups, spawnItem);
}
// Groups of objects to spawn
for (SpawnGroup& g : spawnGroups)
{
SendObjectSpawnMessage(g, NewClients);
}
NewClients.Clear();
}
@@ -865,9 +948,11 @@ void NetworkInternal::NetworkReplicatorUpdate()
if (SpawnQueue.Count() != 0)
{
PROFILE_CPU_NAMED("SpawnQueue");
// Propagate hierarchical ownership from spawned parent to spawned child objects (eg. spawned script and spawned actor with set hierarchical ownership on actor which should affect script too)
// TODO: maybe we can propagate ownership within spawn groups only?
for (SpawnItem& e : SpawnQueue)
{
// Propagate hierarchical ownership from spawned parent to spawned child objects (eg. spawned script and spawned actor with set hierarchical ownership on actor which should affect script too)
if (e.HasOwnership && e.HierarchicalOwnership)
{
for (auto& q : SpawnQueue)
@@ -881,6 +966,10 @@ void NetworkInternal::NetworkReplicatorUpdate()
}
}
}
// Batch spawned objects into groups (eg. player actor with scripts and child actors merged as a single spawn message)
// That's because NetworkReplicator::SpawnObject can be called in separate for different actors/scripts of a single prefab instance but we want to spawn it at once over the network
Array<SpawnGroup, InlinedAllocation<8>> spawnGroups;
for (SpawnItem& e : SpawnQueue)
{
ScriptingObject* obj = e.Object.Get();
@@ -913,11 +1002,16 @@ void NetworkInternal::NetworkReplicatorUpdate()
MISSING_CODE("Sending TargetClientIds over to server for partial object replication.");
item.TargetClientIds = MoveTemp(e.Targets);
}
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Spawn object ID={}", item.ToString());
BuildCachedTargets(NetworkManager::Clients, item.TargetClientIds);
SendObjectSpawnMessage(item, obj);
item.Spawned = true;
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Spawn object ID={}", item.ToString());
SetupObjectSpawnGroupItem(obj, spawnGroups, e);
}
// Spawn groups of objects
for (SpawnGroup& g : spawnGroups)
{
SendObjectSpawnMessage(g, NetworkManager::Clients);
}
SpawnQueue.Clear();
}
@@ -1085,102 +1179,135 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
{
NetworkMessageObjectSpawn msgData;
event.Message.ReadStructure(msgData);
auto* msgDataItems = (NetworkMessageObjectSpawnItem*)event.Message.SkipBytes(msgData.ItemsCount * sizeof(NetworkMessageObjectSpawnItem));
if (msgData.ItemsCount == 0)
return;
ScopeLock lock(ObjectsLock);
NetworkReplicatedObject* e = ResolveObject(msgData.ObjectId, msgData.ParentId, msgData.ObjectTypeName);
if (e)
// Check if that object has been already spawned
auto& rootItem = msgDataItems[0];
NetworkReplicatedObject* root = ResolveObject(rootItem.ObjectId, rootItem.ParentId, rootItem.ObjectTypeName);
if (root)
{
auto& item = *e;
item.Spawned = true;
if (NetworkManager::IsClient())
// Object already exists locally so just synchronize the ownership (and mark as spawned)
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
// Server always knows the best so update ownership of the existing object
item.OwnerClientId = msgData.OwnerClientId;
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
item.Role = NetworkObjectRole::Replicated;
}
else if (item.OwnerClientId != msgData.OwnerClientId)
{
// Other client spawned object with a different owner
// TODO: send reply message to inform about proper object ownership that client
}
}
else
{
// Recreate object locally
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)
auto& msgDataItem = msgDataItems[i];
NetworkReplicatedObject* e = ResolveObject(msgDataItem.ObjectId, msgDataItem.ParentId, msgDataItem.ObjectTypeName);
auto& item = *e;
item.Spawned = true;
if (NetworkManager::IsClient())
{
// Reuse parent object as prefab instance
prefabInstance = parentActor;
// Server always knows the best so update ownership of the existing object
item.OwnerClientId = msgData.OwnerClientId;
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
item.Role = NetworkObjectRole::Replicated;
}
else if (parentActor = Scripting::TryFindObject<Actor>(msgData.ParentId))
else if (item.OwnerClientId != msgData.OwnerClientId)
{
// 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)
// Other client spawned object with a different owner
// TODO: send reply message to inform about proper object ownership that client
}
}
return;
}
// Recreate object locally (spawn only root)
ScriptingObject* obj = nullptr;
Actor* prefabInstance = nullptr;
if (msgData.PrefabId.IsValid())
{
const NetworkReplicatedObject* parent = ResolveObject(rootItem.ParentId);
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>(rootItem.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 (child->GetPrefabID() == msgData.PrefabId)
if (Objects.Contains(child->GetID()))
{
if (Objects.Contains(child->GetID()))
obj = FindPrefabObject(child, rootItem.PrefabObjectID);
if (Objects.Contains(obj->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;
}
// 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)
{
// 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);
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", msgData.PrefabId.ToString());
return;
}
}
else
if (!obj)
obj = FindPrefabObject(prefabInstance, rootItem.PrefabObjectID);
if (!obj)
{
// Spawn object
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(msgData.ObjectTypeName);
obj = ScriptingObject::NewObject(objectType);
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", rootItem.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
Delete(prefabInstance);
return;
}
}
else
{
// Spawn object
if (msgData.ItemsCount != 1)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Only prefab object spawning can contain more than one object (for type {})", String(rootItem.ObjectTypeName));
return;
}
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(rootItem.ObjectTypeName);
obj = ScriptingObject::NewObject(objectType);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(rootItem.ObjectTypeName));
return;
}
}
// Setup all newly spawned objects
for (int32 i = 0; i < msgData.ItemsCount; i++)
{
auto& msgDataItem = msgDataItems[i];
if (i != 0)
{
obj = FindPrefabObject(prefabInstance, msgDataItem.PrefabObjectID);
if (!obj)
{
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to spawn object type {}", String(msgData.ObjectTypeName));
NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Failed to find object {} in prefab {}", msgDataItem.PrefabObjectID.ToString(), msgData.PrefabId.ToString());
Delete(prefabInstance);
return;
}
}
if (!obj->IsRegistered())
obj->RegisterObject();
const NetworkReplicatedObject* parent = ResolveObject(msgDataItem.ParentId);
// Add object to the list
NetworkReplicatedObject item;
@@ -1200,24 +1327,27 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
Objects.Add(MoveTemp(item));
// Boost future lookups by using indirection
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgData.ObjectId, item.ToString(), obj->GetType().ToString());
IdsRemappingTable.Add(msgData.ObjectId, item.ObjectId);
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgDataItem.ObjectId, item.ToString(), obj->GetType().ToString());
IdsRemappingTable.Add(msgDataItem.ObjectId, item.ObjectId);
// Automatic parenting for scene objects
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>(msgData.ParentId))
else if (auto* parentActor = Scripting::TryFindObject<Actor>(msgDataItem.ParentId))
sceneObject->SetParent(parentActor);
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSpawn();
// TODO: if we're server then spawn this object further on other clients (use TargetClientIds for that object - eg. object spawned by client on client for certain set of other clients only)
}
// TODO: if we're server then spawn this object further on other clients (use TargetClientIds for that object - eg. object spawned by client on client for certain set of other clients only)
}
void NetworkInternal::OnNetworkMessageObjectDespawn(NetworkEvent& event, NetworkClient* client, NetworkPeer* peer)