Add NetworkLagDriver for lag simulation over low-level network transport layer
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77
Source/Engine/Networking/Drivers/NetworkLagDriver.h
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77
Source/Engine/Networking/Drivers/NetworkLagDriver.h
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Networking/INetworkDriver.h"
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#include "Engine/Networking/NetworkMessage.h"
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#include "Engine/Networking/NetworkConnection.h"
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#include "Engine/Networking/NetworkEvent.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Engine/Core/Collections/Array.h"
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/// <summary>
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/// Low-level network transport interface implementation that is proxy of another nested INetworkDriver implementation but with lag simulation feature.
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/// </summary>
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API_CLASS(Namespace="FlaxEngine.Networking", Sealed) class FLAXENGINE_API NetworkLagDriver : public ScriptingObject, public INetworkDriver
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{
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DECLARE_SCRIPTING_TYPE(NetworkLagDriver);
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private:
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struct LagMessage
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{
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double Lag;
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int32 Type;
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NetworkChannelType ChannelType;
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NetworkMessage Message;
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NetworkConnection Target;
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Array<NetworkConnection> Targets;
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Array<byte> MessageData; // TODO: use message buffers cache (of size config.MessageSize) to reduce dynamic memory allocations
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};
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struct LagEvent
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{
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double Lag;
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NetworkEvent Event;
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};
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INetworkDriver* _driver = nullptr;
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Array<LagMessage> _messages;
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Array<LagEvent> _events;
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public:
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~NetworkLagDriver();
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/// <summary>
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/// Network lag value in milliseconds. Adds a delay between sending and receiving messages (2 * Lag is TTL).
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/// </summary>
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API_FIELD() float Lag = 100.0f;
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/// <summary>
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/// Gets or sets the nested INetworkDriver to use as a proxy with lags.
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/// </summary>
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API_PROPERTY() INetworkDriver* GetDriver() const
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{
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return _driver;
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}
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/// <summary>
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/// Gets or sets the nested INetworkDriver to use as a proxy with lags.
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/// </summary>
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API_PROPERTY() void SetDriver(INetworkDriver* value);
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public:
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// [INetworkDriver]
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String DriverName() override;
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bool Initialize(NetworkPeer* host, const NetworkConfig& config) override;
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void Dispose() override;
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bool Listen() override;
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bool Connect() override;
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void Disconnect() override;
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void Disconnect(const NetworkConnection& connection) override;
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bool PopEvent(NetworkEvent* eventPtr) override;
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void SendMessage(NetworkChannelType channelType, const NetworkMessage& message) override;
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void SendMessage(NetworkChannelType channelType, const NetworkMessage& message, NetworkConnection target) override;
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void SendMessage(NetworkChannelType channelType, const NetworkMessage& message, const Array<NetworkConnection, HeapAllocation>& targets) override;
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private:
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void OnUpdate();
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};
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