280 lines
9.1 KiB
C++
280 lines
9.1 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/Platform/CriticalSection.h"
|
|
#include "Engine/Engine/EngineService.h"
|
|
#include "Engine/Profiler/ProfilerCPU.h"
|
|
#include "Engine/Scripting/ScriptingObjectReference.h"
|
|
#include "Engine/Threading/Threading.h"
|
|
|
|
// 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
|
|
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.Object.Get());
|
|
}
|
|
|
|
namespace
|
|
{
|
|
CriticalSection ObjectsLock;
|
|
HashSet<NetworkReplicatedObject> Objects;
|
|
NetworkStream* CachedWriteStream = nullptr;
|
|
NetworkStream* CachedReadStream = nullptr;
|
|
Array<NetworkConnection> CachedTargets;
|
|
}
|
|
|
|
class NetworkReplicationService : public EngineService
|
|
{
|
|
public:
|
|
NetworkReplicationService()
|
|
: EngineService(TEXT("Network Replication"), 1100)
|
|
{
|
|
}
|
|
|
|
void Dispose() override;
|
|
};
|
|
|
|
void NetworkReplicationService::Dispose()
|
|
{
|
|
NetworkInternal::NetworkReplicatorClear();
|
|
}
|
|
|
|
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)
|
|
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);
|
|
SAFE_DELETE(CachedWriteStream);
|
|
SAFE_DELETE(CachedReadStream);
|
|
CachedTargets.Resize(0);
|
|
}
|
|
|
|
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
|
|
}
|
|
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
|
|
// TODO: cache per-type serialization thunk to boost CPU performance
|
|
stream->Initialize();
|
|
if (auto* serializable = ScriptingObject::ToInterface<INetworkSerializable>(obj))
|
|
{
|
|
serializable->Serialize(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
|
|
continue;
|
|
}
|
|
|
|
// 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
|
|
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
|
|
}
|
|
}
|