Files
FlaxEngine/Source/Engine/Networking/NetworkReplicator.cpp

384 lines
13 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "NetworkReplicator.h"
#include "NetworkClient.h"
#include "NetworkManager.h"
#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/Core/Collections/Dictionary.h"
#include "Engine/Platform/CriticalSection.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Threading/ThreadLocal.h"
// Enables verbose logging for Network Replicator actions (dev-only)
#define NETWORK_REPLICATOR_DEBUG_LOG 1
PACK_STRUCT(struct NetworkMessageReplicatedObject
{
NetworkMessageIDs ID;
uint32 OwnerFrame;
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;
uint32 LastOwnerFrameSync = 0;
#if NETWORK_REPLICATOR_DEBUG_LOG
bool InvalidTypeWarn = false;
#endif
bool operator==(const NetworkReplicatedObject& other) const
{
return Object == other.Object;
}
bool operator==(const ScriptingObject* other) const
{
return Object == other;
}
bool operator==(const Guid& other) const
{
return ObjectId == other;
}
String ToString() const
{
return ObjectId.ToString();
}
};
inline uint32 GetHash(const NetworkReplicatedObject& key)
{
return GetHash(key.ObjectId);
}
struct Serializer
{
NetworkReplicator::SerializeFunc Methods[2];
void* Tags[2];
};
namespace
{
CriticalSection ObjectsLock;
HashSet<NetworkReplicatedObject> Objects;
Dictionary<Guid, Guid> IdsRemappingTable;
NetworkStream* CachedWriteStream = nullptr;
NetworkStream* CachedReadStream = nullptr;
Array<NetworkConnection> CachedTargets;
Dictionary<ScriptingTypeHandle, Serializer> SerializersTable;
}
class NetworkReplicationService : public EngineService
{
public:
NetworkReplicationService()
: EngineService(TEXT("Network Replication"), 1100)
{
}
void Dispose() override;
};
void NetworkReplicationService::Dispose()
{
NetworkInternal::NetworkReplicatorClear();
}
NetworkReplicationService NetworkReplicationServiceInstance;
void INetworkSerializable_Serialize(void* instance, NetworkStream* stream, void* tag)
{
((INetworkSerializable*)instance)->Serialize(stream);
}
void INetworkSerializable_Deserialize(void* instance, NetworkStream* stream, void* tag)
{
((INetworkSerializable*)instance)->Deserialize(stream);
}
NetworkReplicatedObject* ResolveObject(Guid objectId, Guid ownerId, char objectTypeName[128])
{
// Lookup object
IdsRemappingTable.TryGet(objectId, objectId);
const auto it = Objects.Find(objectId);
if (it != Objects.End())
return &it->Item;
// Try to find the object within the same parent (eg. spawned locally on both client and server)
IdsRemappingTable.TryGet(ownerId, ownerId);
const ScriptingTypeHandle objectType = Scripting::FindScriptingType(StringAnsiView(objectTypeName));
if (!objectType)
return nullptr;
for (auto& e : Objects)
{
auto& item = e.Item;
const ScriptingObject* obj = item.Object.Get();
if (item.OwnerId == ownerId &&
item.LastOwnerFrameSync == 0 &&
obj &&
obj->GetTypeHandle() == objectType)
{
// Boost future lookups by using indirection
#if NETWORK_REPLICATOR_DEBUG_LOG
LOG(Info, "[NetworkReplicator] Remap object ID={} into object {}:{}", objectId, item.ToString(), obj->GetType().ToString());
#endif
IdsRemappingTable.Add(objectId, item.ObjectId);
return &item;
}
}
return nullptr;
}
#if !COMPILE_WITHOUT_CSHARP
#include "Engine/Scripting/ManagedCLR/MUtils.h"
void INetworkSerializable_Managed(void* instance, NetworkStream* stream, void* tag)
{
auto signature = (Function<void(void*, void*)>::Signature)tag;
signature(instance, stream);
}
void NetworkReplicator::AddSerializer(const ScriptingTypeHandle& typeHandle, const Function<void(void*, void*)>& serialize, const Function<void(void*, void*)>& deserialize)
{
if (!typeHandle)
return;
// This assumes that C# glue code passed static method pointer (via Marshal.GetFunctionPointerForDelegate)
const Serializer serializer{ INetworkSerializable_Managed, INetworkSerializable_Managed, *(SerializeFunc*)&serialize, *(SerializeFunc*)&deserialize };
SerializersTable.Add(typeHandle, serializer);
}
#endif
void NetworkReplicator::AddSerializer(const ScriptingTypeHandle& typeHandle, SerializeFunc serialize, SerializeFunc deserialize, void* serializeTag, void* deserializeTag)
{
const Serializer serializer{ serialize, deserialize, serializeTag, deserializeTag };
SerializersTable.Add(typeHandle, serializer);
}
bool NetworkReplicator::InvokeSerializer(const ScriptingTypeHandle& typeHandle, void* instance, NetworkStream* stream, bool serialize)
{
if (!typeHandle || !instance || !stream)
return true;
// Get serializers pair from table
Serializer serializer;
if (!SerializersTable.TryGet(typeHandle, serializer))
{
// Fallback to INetworkSerializable interface (if type implements it)
const ScriptingType& type = typeHandle.GetType();
const ScriptingType::InterfaceImplementation* interface = type.GetInterface(INetworkSerializable::TypeInitializer);
if (interface)
{
serializer.Methods[0] = INetworkSerializable_Serialize;
serializer.Methods[1] = INetworkSerializable_Deserialize;
SerializersTable.Add(typeHandle, serializer);
}
else
return true;
}
// Invoke serializer
const byte idx = serialize ? 0 : 1;
serializer.Methods[idx](instance, stream, serializer.Tags[idx]);
return false;
}
void NetworkReplicator::AddObject(ScriptingObject* obj, ScriptingObject* owner)
{
if (!obj || NetworkManager::State == NetworkConnectionState::Offline)
return;
CHECK(owner && owner != obj);
ScopeLock lock(ObjectsLock);
if (Objects.Contains(obj))
return;
// Add object to the list
NetworkReplicatedObject item;
item.Object = obj;
item.ObjectId = obj->GetID();
item.OwnerId = owner->GetID();
#if NETWORK_REPLICATOR_DEBUG_LOG
LOG(Info, "[NetworkReplicator] Add new object {}:{}, owned by {}:{}", item.ToString(), obj->GetType().ToString(), item.OwnerId.ToString(), owner->GetType().ToString());
#endif
Objects.Add(MoveTemp(item));
}
void NetworkInternal::NetworkReplicatorClear()
{
ScopeLock lock(ObjectsLock);
// Cleanup
#if NETWORK_REPLICATOR_DEBUG_LOG
LOG(Info, "[NetworkReplicator] Shutdown");
#endif
Objects.Clear();
Objects.SetCapacity(0);
IdsRemappingTable.Clear();
IdsRemappingTable.SetCapacity(0);
SAFE_DELETE(CachedWriteStream);
SAFE_DELETE(CachedReadStream);
CachedTargets.Resize(0);
}
void NetworkInternal::NetworkReplicatorPreUpdate()
{
// Inject ObjectsLookupIdMapping to properly map networked object ids into local object ids (deserialization with Scripting::TryFindObject will remap objects)
Scripting::ObjectsLookupIdMapping.Set(&IdsRemappingTable);
}
void NetworkInternal::NetworkReplicatorUpdate()
{
PROFILE_CPU();
ScopeLock lock(ObjectsLock);
if (Objects.Count() == 0)
return;
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 that can affect server)
if (NetworkManager::IsClient())
{
// TODO: client logic to apply replication changes
// TODO: client logic to send owned objects to the server
}
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)
{
auto& item = it->Item;
ScriptingObject* obj = item.Object.Get();
if (!obj)
{
// Object got deleted
#if NETWORK_REPLICATOR_DEBUG_LOG
LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.OwnerId.ToString());
#endif
Objects.Remove(it);
continue;
}
// Serialize object
stream->Initialize();
const bool failed = NetworkReplicator::InvokeSerializer(obj->GetTypeHandle(), obj, stream, true);
if (failed)
{
#if NETWORK_REPLICATOR_DEBUG_LOG
if (!item.InvalidTypeWarn)
{
item.InvalidTypeWarn = true;
LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().ToString());
}
#endif
continue;
}
// Send object to clients
{
const uint32 size = stream->GetPosition();
ASSERT(size <= MAX_uint16)
NetworkMessageReplicatedObject msgData;
msgData.ID = NetworkMessageIDs::ReplicatedObject;
msgData.OwnerFrame = NetworkManager::Frame;
msgData.ObjectId = item.ObjectId;
msgData.OwnerId = item.OwnerId;
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
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
}
}
}
// Clear networked objects mapping table
Scripting::ObjectsLookupIdMapping.Set(nullptr);
}
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;
// Drop object replication if it has old data (eg. newer message was already processed due to unordered channel usage)
if (item.LastOwnerFrameSync >= msgData.OwnerFrame)
return;
item.LastOwnerFrameSync = 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)
{
#if NETWORK_REPLICATOR_DEBUG_LOG
if (failed && !item.InvalidTypeWarn)
{
item.InvalidTypeWarn = true;
LOG(Error, "[NetworkReplicator] Cannot serialize object {} of type {} (missing serialization logic)", item.ToString(), obj->GetType().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
}
}