Add **Network Replication Hierarchy** for robust control over replication in multiplayer games

This commit is contained in:
Wojtek Figat
2023-05-24 09:46:38 +02:00
parent 8ba17f1026
commit eb2fc0f02f
6 changed files with 691 additions and 103 deletions

View File

@@ -0,0 +1,199 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "NetworkReplicationHierarchy.h"
#include "NetworkManager.h"
#include "Engine/Level/Actor.h"
#include "Engine/Level/SceneObject.h"
uint16 NetworkReplicationNodeObjectCounter = 0;
NetworkClientsMask NetworkClientsMask::All = { MAX_uint64, MAX_uint64 };
Actor* NetworkReplicationHierarchyObject::GetActor() const
{
auto* actor = ScriptingObject::Cast<Actor>(Object);
if (!actor)
{
if (const auto* sceneObject = ScriptingObject::Cast<SceneObject>(Object))
actor = sceneObject->GetParent();
}
return actor;
}
void NetworkReplicationHierarchyUpdateResult::Init()
{
_clientsHaveLocation = false;
_clients.Resize(NetworkManager::Clients.Count());
_clientsMask = NetworkClientsMask();
for (int32 i = 0; i < _clients.Count(); i++)
_clientsMask.SetBit(i);
_entries.Clear();
ReplicationScale = 1.0f;
}
void NetworkReplicationHierarchyUpdateResult::SetClientLocation(int32 clientIndex, const Vector3& location)
{
CHECK(clientIndex >= 0 && clientIndex < _clients.Count());
_clientsHaveLocation = true;
Client& client = _clients[clientIndex];
client.HasLocation = true;
client.Location = location;
}
bool NetworkReplicationHierarchyUpdateResult::GetClientLocation(int32 clientIndex, Vector3& location) const
{
CHECK_RETURN(clientIndex >= 0 && clientIndex < _clients.Count(), false);
const Client& client = _clients[clientIndex];
location = client.Location;
return client.HasLocation;
}
void NetworkReplicationNode::AddObject(NetworkReplicationHierarchyObject obj)
{
ASSERT(obj.Object && obj.ReplicationFPS > 0.0f);
// Randomize initial replication update to spread rep rates more evenly for large scenes that register all objects within the same frame
obj.ReplicationUpdatesLeft = NetworkReplicationNodeObjectCounter++ % Math::Clamp(Math::RoundToInt(NetworkManager::NetworkFPS / obj.ReplicationFPS), 1, 60);
Objects.Add(obj);
}
bool NetworkReplicationNode::RemoveObject(ScriptingObject* obj)
{
return !Objects.Remove(obj);
}
bool NetworkReplicationNode::DirtyObject(ScriptingObject* obj)
{
const int32 index = Objects.Find(obj);
if (index != -1)
{
NetworkReplicationHierarchyObject& e = Objects[index];
e.ReplicationUpdatesLeft = 0;
}
return index != -1;
}
void NetworkReplicationNode::Update(NetworkReplicationHierarchyUpdateResult* result)
{
CHECK(result);
const float networkFPS = NetworkManager::NetworkFPS / result->ReplicationScale;
for (NetworkReplicationHierarchyObject& obj : Objects)
{
if (obj.ReplicationUpdatesLeft > 0)
{
// Move to the next frame
obj.ReplicationUpdatesLeft--;
}
else
{
NetworkClientsMask targetClients = result->GetClientsMask();
if (result->_clientsHaveLocation)
{
// Cull object against viewers locations
if (const Actor* actor = obj.GetActor())
{
const Vector3 objPosition = actor->GetPosition();
const Real cullDistanceSq = Math::Square(obj.CullDistance);
for (int32 clientIndex = 0; clientIndex < result->_clients.Count(); clientIndex++)
{
const auto& client = result->_clients[clientIndex];
if (client.HasLocation)
{
const Real distanceSq = Vector3::DistanceSquared(objPosition, client.Location);
// TODO: scale down replication FPS when object is far away from all clients (eg. by 10-50%)
if (distanceSq >= cullDistanceSq)
{
// Object is too far from this viewer so don't send data to him
targetClients.UnsetBit(clientIndex);
}
}
}
}
}
if (targetClients)
{
// Replicate this frame
result->AddObject(obj.Object, targetClients);
}
// Calculate frames until next replication
obj.ReplicationUpdatesLeft = (uint16)Math::Clamp<int32>(Math::RoundToInt(networkFPS / obj.ReplicationFPS) - 1, 0, MAX_uint16);
}
}
}
NetworkReplicationGridNode::~NetworkReplicationGridNode()
{
for (const auto& e : _children)
Delete(e.Value.Node);
}
void NetworkReplicationGridNode::AddObject(NetworkReplicationHierarchyObject obj)
{
// Chunk actors locations into a grid coordinates
Int3 coord = Int3::Zero;
if (const Actor* actor = obj.GetActor())
{
coord = actor->GetPosition() / CellSize;
}
Cell* cell = _children.TryGet(coord);
if (!cell)
{
// Allocate new cell
cell = &_children[coord];
cell->Node = New<NetworkReplicationNode>();
cell->MinCullDistance = obj.CullDistance;
}
cell->Node->AddObject(obj);
// Cache minimum culling distance for a whole cell to skip it at once
cell->MinCullDistance = Math::Min(cell->MinCullDistance, obj.CullDistance);
}
bool NetworkReplicationGridNode::RemoveObject(ScriptingObject* obj)
{
for (const auto& e : _children)
{
if (e.Value.Node->RemoveObject(obj))
{
// TODO: remove empty cells?
// TODO: update MinCullDistance for cell?
return true;
}
}
return false;
}
void NetworkReplicationGridNode::Update(NetworkReplicationHierarchyUpdateResult* result)
{
CHECK(result);
if (result->_clientsHaveLocation)
{
// Update only cells within a range
const Real cellRadiusSq = Math::Square(CellSize * 1.414f);
for (const auto& e : _children)
{
const Vector3 cellPosition = (e.Key * CellSize) + (CellSize * 0.5f);
Real distanceSq = MAX_Real;
for (auto& client : result->_clients)
{
if (client.HasLocation)
distanceSq = Math::Min(distanceSq, Vector3::DistanceSquared(cellPosition, client.Location));
}
const Real minCullDistanceSq = Math::Square(e.Value.MinCullDistance);
if (distanceSq < minCullDistanceSq + cellRadiusSq)
{
e.Value.Node->Update(result);
}
}
}
else
{
// Brute-force over all cells
for (const auto& e : _children)
{
e.Value.Node->Update(result);
}
}
}

View File

@@ -0,0 +1,25 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
namespace FlaxEngine.Networking
{
partial struct NetworkReplicationHierarchyObject
{
/// <summary>
/// Gets the actors context (object itself or parent actor).
/// </summary>
public Actor Actor
{
get
{
var actor = Object as Actor;
if (actor == null)
{
var sceneObject = Object as SceneObject;
if (sceneObject != null)
actor = sceneObject.Parent;
}
return actor;
}
}
}
}

View File

@@ -0,0 +1,258 @@
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Types.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
class Actor;
/// <summary>
/// Network replication hierarchy object data.
/// </summary>
API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API NetworkReplicationHierarchyObject
{
DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkReplicationObjectInfo);
// The object to replicate.
API_FIELD() ScriptingObject* Object;
// The target amount of the replication updates per second (frequency of the replication). Constrained by NetworkManager::NetworkFPS.
API_FIELD() float ReplicationFPS = 60;
// The minimum distance from the player to the object at which it can process replication. For example, players further away won't receive object data.
API_FIELD() float CullDistance = 15000;
// Runtime value for update frames left for the next replication of this object. Matches NetworkManager::NetworkFPS calculated from ReplicationFPS.
API_FIELD(Attributes="HideInEditor") uint16 ReplicationUpdatesLeft = 0;
FORCE_INLINE NetworkReplicationHierarchyObject(const ScriptingObjectReference<ScriptingObject>& obj)
: Object(obj.Get())
{
}
FORCE_INLINE NetworkReplicationHierarchyObject(ScriptingObject* obj = nullptr)
: Object(obj)
{
}
// Gets the actors context (object itself or parent actor).
Actor* GetActor() const;
bool operator==(const NetworkReplicationHierarchyObject& other) const
{
return Object == other.Object;
}
bool operator==(const ScriptingObject* other) const
{
return Object == other;
}
};
inline uint32 GetHash(const NetworkReplicationHierarchyObject& key)
{
return GetHash(key.Object);
}
/// <summary>
/// Bit mask for NetworkClient list (eg. to selectively send object replication).
/// </summary>
API_STRUCT(NoDefault, Namespace = "FlaxEngine.Networking") struct FLAXENGINE_API NetworkClientsMask
{
DECLARE_SCRIPTING_TYPE_MINIMAL(NetworkClientsMask);
// The first 64 bits (each for one client).
API_FIELD() uint64 Word0 = 0;
// The second 64 bits (each for one client).
API_FIELD() uint64 Word1 = 0;
// All bits set for all clients.
API_FIELD() static NetworkClientsMask All;
FORCE_INLINE bool HasBit(int32 bitIndex) const
{
const int32 wordIndex = bitIndex / 64;
const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
const uint64 word = *(&Word0 + wordIndex);
return (word & wordMask) == wordMask;
}
FORCE_INLINE void SetBit(int32 bitIndex)
{
const int32 wordIndex = bitIndex / 64;
const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
uint64& word = *(&Word0 + wordIndex);
word |= wordMask;
}
FORCE_INLINE void UnsetBit(int32 bitIndex)
{
const int32 wordIndex = bitIndex / 64;
const uint64 wordMask = 1ull << (uint64)(bitIndex - wordIndex * 64);
uint64& word = *(&Word0 + wordIndex);
word &= ~wordMask;
}
FORCE_INLINE operator bool() const
{
return Word0 + Word1 != 0;
}
bool operator==(const NetworkClientsMask& other) const
{
return Word0 == other.Word0 && Word1 == other.Word1;
}
};
/// <summary>
/// Network replication hierarchy output data to send.
/// </summary>
API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationHierarchyUpdateResult : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationHierarchyUpdateResult, ScriptingObject);
friend class NetworkInternal;
friend class NetworkReplicationNode;
friend class NetworkReplicationGridNode;
private:
struct Client
{
bool HasLocation;
Vector3 Location;
};
struct Entry
{
ScriptingObject* Object;
NetworkClientsMask TargetClients;
};
bool _clientsHaveLocation;
NetworkClientsMask _clientsMask;
Array<Client> _clients;
Array<Entry> _entries;
void Init();
public:
// Scales the ReplicationFPS property of objects in hierarchy. Can be used to slow down or speed up replication rate.
API_FIELD() float ReplicationScale = 1.0f;
// Adds object to the update results.
API_FUNCTION() void AddObject(ScriptingObject* obj)
{
Entry& e = _entries.AddOne();
e.Object = obj;
e.TargetClients = NetworkClientsMask::All;
}
// Adds object to the update results. Defines specific clients to receive the update (server-only, unused on client). Mask matches NetworkManager::Clients.
API_FUNCTION() void AddObject(ScriptingObject* obj, NetworkClientsMask targetClients)
{
Entry& e = _entries.AddOne();
e.Object = obj;
e.TargetClients = targetClients;
}
// Gets amount of the clients to use. Matches NetworkManager::Clients.
API_PROPERTY() int32 GetClientsCount() const
{
return _clients.Count();
}
// Gets mask with all client bits set. Matches NetworkManager::Clients.
API_PROPERTY() NetworkClientsMask GetClientsMask() const
{
return _clientsMask;
}
// Sets the viewer location for a certain client. Client index must match NetworkManager::Clients.
API_FUNCTION() void SetClientLocation(int32 clientIndex, const Vector3& location);
// Gets the viewer location for a certain client. Client index must match NetworkManager::Clients. Returns true if got a location set, otherwise false.
API_FUNCTION() bool GetClientLocation(int32 clientIndex, API_PARAM(out) Vector3& location) const;
};
/// <summary>
/// Base class for the network objects replication hierarchy nodes. Contains a list of objects.
/// </summary>
API_CLASS(Abstract, Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationNode : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationNode, ScriptingObject);
/// <summary>
/// List with objects stored in this node.
/// </summary>
API_FIELD() Array<NetworkReplicationHierarchyObject> Objects;
/// <summary>
/// Adds an object into the hierarchy.
/// </summary>
/// <param name="obj">The object to add.</param>
API_FUNCTION() virtual void AddObject(NetworkReplicationHierarchyObject obj);
/// <summary>
/// Removes object from the hierarchy.
/// </summary>
/// <param name="obj">The object to remove.</param>
/// <returns>True on successful removal, otherwise false.</returns>
API_FUNCTION() virtual bool RemoveObject(ScriptingObject* obj);
/// <summary>
/// Force replicates the object during the next update. Resets any internal tracking state to force the synchronization.
/// </summary>
/// <param name="obj">The object to update.</param>
/// <returns>True on successful update, otherwise false.</returns>
API_FUNCTION() virtual bool DirtyObject(ScriptingObject* obj);
/// <summary>
/// Iterates over all objects and adds them to the replication work.
/// </summary>
/// <param name="result">The update results container.</param>
API_FUNCTION() virtual void Update(NetworkReplicationHierarchyUpdateResult* result);
};
inline uint32 GetHash(const Int3& key)
{
uint32 hash = GetHash(key.X);
CombineHash(hash, GetHash(key.Y));
CombineHash(hash, GetHash(key.Z));
return hash;
}
/// <summary>
/// Network replication hierarchy node with 3D grid spatialization. Organizes static objects into chunks to improve performance in large worlds.
/// </summary>
API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationGridNode : public NetworkReplicationNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationGridNode, NetworkReplicationNode);
~NetworkReplicationGridNode();
private:
struct Cell
{
NetworkReplicationNode* Node;
float MinCullDistance;
};
Dictionary<Int3, Cell> _children;
public:
/// <summary>
/// Size of the grid cell (in world units). Used to chunk the space for separate nodes.
/// </summary>
API_FIELD() float CellSize = 10000.0f;
void AddObject(NetworkReplicationHierarchyObject obj) override;
bool RemoveObject(ScriptingObject* obj) override;
void Update(NetworkReplicationHierarchyUpdateResult* result) override;
};
/// <summary>
/// Defines the network objects replication hierarchy (tree structure) that controls chunking and configuration of the game objects replication.
/// Contains only 'owned' objects. It's used by the networking system only on a main thread.
/// </summary>
API_CLASS(Namespace = "FlaxEngine.Networking") class FLAXENGINE_API NetworkReplicationHierarchy : public NetworkReplicationNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(NetworkReplicationHierarchy, NetworkReplicationNode);
};

View File

@@ -12,6 +12,7 @@
#include "NetworkRpc.h"
#include "INetworkSerializable.h"
#include "INetworkObject.h"
#include "NetworkReplicationHierarchy.h"
#include "Engine/Core/Collections/HashSet.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Collections/ChunkedArray.h"
@@ -199,6 +200,8 @@ namespace
Dictionary<Guid, Guid> IdsRemappingTable;
NetworkStream* CachedWriteStream = nullptr;
NetworkStream* CachedReadStream = nullptr;
NetworkReplicationHierarchyUpdateResult* CachedReplicationResult = nullptr;
NetworkReplicationHierarchy* Hierarchy = nullptr;
Array<NetworkClient*> NewClients;
Array<NetworkConnection> CachedTargets;
Dictionary<ScriptingTypeHandle, Serializer> SerializersTable;
@@ -307,14 +310,15 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const NetworkClien
}
}
void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContainer<uint32>& clientIds, const uint32 excludedClientId = NetworkManager::ServerClientId)
void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContainer<uint32>& clientIds, const uint32 excludedClientId = NetworkManager::ServerClientId, const NetworkClientsMask clientsMask = NetworkClientsMask::All)
{
CachedTargets.Clear();
if (clientIds.IsValid())
{
for (const NetworkClient* client : clients)
for (int32 clientIndex = 0; clientIndex < clients.Count(); clientIndex++)
{
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId)
const NetworkClient* client = clients.Get()[clientIndex];
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId && clientsMask.HasBit(clientIndex))
{
for (int32 i = 0; i < clientIds.Length(); i++)
{
@@ -329,9 +333,10 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContaine
}
else
{
for (const NetworkClient* client : clients)
for (int32 clientIndex = 0; clientIndex < clients.Count(); clientIndex++)
{
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId)
const NetworkClient* client = clients.Get()[clientIndex];
if (client->State == NetworkConnectionState::Connected && client->ClientId != excludedClientId && clientsMask.HasBit(clientIndex))
CachedTargets.Add(client->Connection);
}
}
@@ -377,10 +382,10 @@ void BuildCachedTargets(const Array<NetworkClient*>& clients, const DataContaine
}
}
FORCE_INLINE void BuildCachedTargets(const NetworkReplicatedObject& item)
FORCE_INLINE void BuildCachedTargets(const NetworkReplicatedObject& item, const NetworkClientsMask clientsMask = NetworkClientsMask::All)
{
// By default send object to all connected clients excluding the owner but with optional TargetClientIds list
BuildCachedTargets(NetworkManager::Clients, item.TargetClientIds, item.OwnerClientId);
BuildCachedTargets(NetworkManager::Clients, item.TargetClientIds, item.OwnerClientId, clientsMask);
}
FORCE_INLINE void GetNetworkName(char buffer[128], const StringAnsiView& name)
@@ -561,9 +566,10 @@ void FindObjectsForSpawn(SpawnGroup& group, ChunkedArray<SpawnItem, 256>& spawnI
}
}
void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
FORCE_INLINE void DirtyObjectImpl(NetworkReplicatedObject& item, ScriptingObject* obj)
{
// TODO: implement objects state replication frequency and dirtying
if (Hierarchy)
Hierarchy->DirtyObject(obj);
}
template<typename MessageType>
@@ -703,6 +709,34 @@ StringAnsiView NetworkReplicator::GetCSharpCachedName(const StringAnsiView& name
#endif
NetworkReplicationHierarchy* NetworkReplicator::GetHierarchy()
{
return Hierarchy;
}
void NetworkReplicator::SetHierarchy(NetworkReplicationHierarchy* value)
{
ScopeLock lock(ObjectsLock);
if (Hierarchy == value)
return;
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Set hierarchy to '{}'", value ? value->ToString() : String::Empty);
if (Hierarchy)
{
// Clear old hierarchy
Delete(Hierarchy);
}
Hierarchy = value;
if (value)
{
// Add all owned objects to the hierarchy
for (auto& e : Objects)
{
if (e.Item.Object && e.Item.Role == NetworkObjectRole::OwnedAuthoritative)
value->AddObject(e.Item.Object);
}
}
}
void NetworkReplicator::AddSerializer(const ScriptingTypeHandle& typeHandle, SerializeFunc serialize, SerializeFunc deserialize, void* serializeTag, void* deserializeTag)
{
if (!typeHandle)
@@ -788,6 +822,8 @@ void NetworkReplicator::AddObject(ScriptingObject* obj, const ScriptingObject* p
}
}
Objects.Add(MoveTemp(item));
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
}
void NetworkReplicator::RemoveObject(ScriptingObject* obj)
@@ -801,6 +837,8 @@ void NetworkReplicator::RemoveObject(ScriptingObject* obj)
// Remove object from the list
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", obj->GetID().ToString(), it->Item.ParentId.ToString());
if (Hierarchy && it->Item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
Objects.Remove(it);
}
@@ -870,6 +908,8 @@ void NetworkReplicator::DespawnObject(ScriptingObject* obj)
DespawnedObjects.Add(item.ObjectId);
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkDespawn();
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
Objects.Remove(it);
DeleteNetworkObject(obj);
}
@@ -1004,6 +1044,8 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
{
// Change role locally
CHECK(localRole != NetworkObjectRole::OwnedAuthoritative);
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
item.OwnerClientId = ownerClientId;
item.LastOwnerFrame = 1;
item.Role = localRole;
@@ -1014,6 +1056,8 @@ void NetworkReplicator::SetObjectOwnership(ScriptingObject* obj, uint32 ownerCli
{
// Allow to change local role of the object (except ownership)
CHECK(localRole != NetworkObjectRole::OwnedAuthoritative);
if (Hierarchy && it->Item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
item.Role = localRole;
}
}
@@ -1107,6 +1151,8 @@ void NetworkInternal::NetworkReplicatorClientDisconnected(NetworkClient* client)
// Delete object locally
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object {}", item.ObjectId);
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkDespawn();
DeleteNetworkObject(obj);
@@ -1121,6 +1167,7 @@ void NetworkInternal::NetworkReplicatorClear()
// Cleanup
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Shutdown");
NetworkReplicator::SetHierarchy(nullptr);
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
{
auto& item = it->Item;
@@ -1140,6 +1187,7 @@ void NetworkInternal::NetworkReplicatorClear()
IdsRemappingTable.Clear();
SAFE_DELETE(CachedWriteStream);
SAFE_DELETE(CachedReadStream);
SAFE_DELETE(CachedReplicationResult);
NewClients.Clear();
CachedTargets.Clear();
DespawnedObjects.Clear();
@@ -1268,7 +1316,14 @@ void NetworkInternal::NetworkReplicatorUpdate()
if (e.HasOwnership)
{
item.Role = e.Role;
if (item.Role != e.Role)
{
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
item.Role = e.Role;
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
}
item.OwnerClientId = e.OwnerClientId;
if (e.HierarchicalOwnership)
NetworkReplicator::SetObjectOwnership(obj, e.OwnerClientId, e.Role, true);
@@ -1329,114 +1384,141 @@ void NetworkInternal::NetworkReplicatorUpdate()
}
}
// Brute force synchronize all networked objects with clients
if (CachedWriteStream == nullptr)
CachedWriteStream = New<NetworkStream>();
NetworkStream* stream = CachedWriteStream;
stream->SenderId = NetworkManager::LocalClientId;
// 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)
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
// Replicate all owned networked objects with other clients or server
if (!CachedReplicationResult)
CachedReplicationResult = New<NetworkReplicationHierarchyUpdateResult>();
CachedReplicationResult->Init();
if (!isClient && NetworkManager::Clients.IsEmpty())
{
auto& item = it->Item;
ScriptingObject* obj = item.Object.Get();
if (!obj)
// No need to update replication when nobody's around
}
else if (Hierarchy)
{
// Tick using hierarchy
PROFILE_CPU_NAMED("ReplicationHierarchyUpdate");
Hierarchy->Update(CachedReplicationResult);
}
else
{
// Tick all owned objects
PROFILE_CPU_NAMED("ReplicationUpdate");
for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
{
// Object got deleted
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.ParentId.ToString());
Objects.Remove(it);
continue;
}
if (item.Role != NetworkObjectRole::OwnedAuthoritative && (!isClient && item.OwnerClientId != NetworkManager::LocalClientId))
continue; // Send replication messages of only owned objects or from other client objects
// Skip serialization of objects that none will receive
if (!isClient)
{
// TODO: per-object relevancy for connected clients (eg. skip replicating actor to far players)
BuildCachedTargets(item);
if (CachedTargets.Count() == 0)
auto& item = it->Item;
ScriptingObject* obj = item.Object.Get();
if (!obj)
{
// Object got deleted
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.ParentId.ToString());
Objects.Remove(it);
continue;
}
if (item.Role != NetworkObjectRole::OwnedAuthoritative)
continue; // Send replication messages of only owned objects or from other client objects
CachedReplicationResult->AddObject(obj);
}
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSerialize();
// Serialize object
stream->Initialize();
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, true);
if (failed)
}
if (CachedReplicationResult->_entries.HasItems())
{
PROFILE_CPU_NAMED("Replication");
if (CachedWriteStream == nullptr)
CachedWriteStream = New<NetworkStream>();
NetworkStream* stream = CachedWriteStream;
stream->SenderId = NetworkManager::LocalClientId;
// TODO: use Job System when replicated objects count is large
for (auto& e : CachedReplicationResult->_entries)
{
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
continue;
}
ScriptingObject* obj = e.Object;
auto it = Objects.Find(obj->GetID());
ASSERT(it.IsNotEnd());
auto& item = it->Item;
// Send object to clients
{
const uint32 size = stream->GetPosition();
ASSERT(size <= MAX_uint16)
NetworkMessageObjectReplicate msgData;
msgData.OwnerFrame = NetworkManager::Frame;
msgData.ObjectId = item.ObjectId;
msgData.ParentId = item.ParentId;
if (isClient)
// Skip serialization of objects that none will receive
if (!isClient)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
}
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
msgData.DataSize = size;
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(), msgDataSize);
if (isClient)
peer->EndSendMessage(NetworkChannelType::Unreliable, msg);
else
{
peer->EndSendMessage(NetworkChannelType::Unreliable, msg, CachedTargets);
// TODO: per-object relevancy for connected clients (eg. skip replicating actor to far players)
BuildCachedTargets(item, e.TargetClients);
if (CachedTargets.Count() == 0)
return;
}
// Send all other parts
for (uint32 partIndex = 1; partIndex < partsCount; partIndex++)
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkSerialize();
// Serialize object
stream->Initialize();
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, true);
if (failed)
{
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;
//NETWORK_REPLICATOR_LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
return;
}
// Send object to clients
{
const uint32 size = stream->GetPosition();
ASSERT(size <= MAX_uint16)
NetworkMessageObjectReplicate msgData;
msgData.OwnerFrame = NetworkManager::Frame;
msgData.ObjectId = item.ObjectId;
msgData.ParentId = item.ParentId;
if (isClient)
{
// Remap local client object ids into server ids
IdsRemappingTable.KeyOf(msgData.ObjectId, &msgData.ObjectId);
IdsRemappingTable.KeyOf(msgData.ParentId, &msgData.ParentId);
}
GetNetworkName(msgData.ObjectTypeName, obj->GetType().Fullname);
msgData.DataSize = size;
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(), msgDataSize);
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
// 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
}
}
}
@@ -1564,7 +1646,11 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
// Server always knows the best so update ownership of the existing object
item.OwnerClientId = msgData.OwnerClientId;
if (item.Role == NetworkObjectRole::OwnedAuthoritative)
{
if (Hierarchy)
Hierarchy->AddObject(item.Object);
item.Role = NetworkObjectRole::Replicated;
}
}
else if (item.OwnerClientId != msgData.OwnerClientId)
{
@@ -1719,6 +1805,8 @@ void NetworkInternal::OnNetworkMessageObjectSpawn(NetworkEvent& event, NetworkCl
item.Spawned = true;
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Add new object {}:{}, parent {}:{}", item.ToString(), obj->GetType().ToString(), item.ParentId.ToString(), parent ? parent->Object->GetType().ToString() : String::Empty);
Objects.Add(MoveTemp(item));
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
// Boost future lookups by using indirection
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", msgDataItem.ObjectId, item.ToString(), obj->GetType().ToString());
@@ -1786,6 +1874,8 @@ void NetworkInternal::OnNetworkMessageObjectDespawn(NetworkEvent& event, Network
// Remove object
NETWORK_REPLICATOR_LOG(Info, "[NetworkReplicator] Despawn object {}", msgData.ObjectId);
if (Hierarchy && item.Role == NetworkObjectRole::OwnedAuthoritative)
Hierarchy->RemoveObject(obj);
DespawnedObjects.Add(msgData.ObjectId);
if (item.AsNetworkObject)
item.AsNetworkObject->OnNetworkDespawn();
@@ -1822,12 +1912,16 @@ void NetworkInternal::OnNetworkMessageObjectRole(NetworkEvent& event, NetworkCli
if (item.OwnerClientId == NetworkManager::LocalClientId)
{
// Upgrade ownership automatically
if (Hierarchy && item.Role != NetworkObjectRole::OwnedAuthoritative)
Hierarchy->AddObject(obj);
item.Role = NetworkObjectRole::OwnedAuthoritative;
item.LastOwnerFrame = 0;
}
else if (item.Role == NetworkObjectRole::OwnedAuthoritative)
{
// Downgrade ownership automatically
if (Hierarchy)
Hierarchy->RemoveObject(obj);
item.Role = NetworkObjectRole::Replicated;
}
if (!NetworkManager::IsClient())

View File

@@ -42,6 +42,17 @@ public:
API_FIELD() static bool EnableLog;
#endif
/// <summary>
/// Gets the network replication hierarchy.
/// </summary>
API_PROPERTY() static NetworkReplicationHierarchy* GetHierarchy();
/// <summary>
/// Sets the network replication hierarchy.
/// </summary>
API_PROPERTY() static void SetHierarchy(NetworkReplicationHierarchy* value);
public:
/// <summary>
/// Adds the network replication serializer for a given type.
/// </summary>

View File

@@ -11,6 +11,7 @@ class INetworkSerializable;
class NetworkPeer;
class NetworkClient;
class NetworkStream;
class NetworkReplicationHierarchy;
struct NetworkEvent;
struct NetworkConnection;