# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
202 lines
4.7 KiB
C++
202 lines
4.7 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "NetworkLagDriver.h"
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#include "ENetDriver.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Networking/NetworkStats.h"
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NetworkLagDriver::NetworkLagDriver(const SpawnParams& params)
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: ScriptingObject(params)
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{
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}
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NetworkLagDriver::~NetworkLagDriver()
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{
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SetDriver(nullptr);
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}
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void NetworkLagDriver::SetDriver(INetworkDriver* value)
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{
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if (_driver == value)
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return;
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// Cleanup created proxy driver object
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if (auto* driver = FromInterface(_driver, INetworkDriver::TypeInitializer))
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Delete(driver);
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_driver = value;
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}
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String NetworkLagDriver::DriverName()
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{
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if (!_driver)
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return String::Empty;
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return _driver->DriverName();
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}
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bool NetworkLagDriver::Initialize(NetworkPeer* host, const NetworkConfig& config)
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{
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if (!_driver)
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{
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// Use ENet as default
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_driver = New<ENetDriver>();
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}
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if (!_driver)
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{
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LOG(Error, "Missing Driver for Network Lag simulation.");
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return true;
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}
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if (_driver->Initialize(host, config))
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return true;
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Engine::Update.Bind<NetworkLagDriver, &NetworkLagDriver::OnUpdate>(this);
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return false;
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}
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void NetworkLagDriver::Dispose()
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{
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if (!_driver)
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return;
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Engine::Update.Unbind<NetworkLagDriver, &NetworkLagDriver::OnUpdate>(this);
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_driver->Dispose();
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_messages.Clear();
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_events.Clear();
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}
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bool NetworkLagDriver::Listen()
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{
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if (!_driver)
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return false;
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return _driver->Listen();
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}
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bool NetworkLagDriver::Connect()
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{
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if (!_driver)
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return false;
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return _driver->Connect();
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}
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void NetworkLagDriver::Disconnect()
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{
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if (!_driver)
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return;
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return _driver->Disconnect();
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}
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void NetworkLagDriver::Disconnect(const NetworkConnection& connection)
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{
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if (!_driver)
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return;
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_driver->Disconnect(connection);
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}
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bool NetworkLagDriver::PopEvent(NetworkEvent* eventPtr)
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{
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if (!_driver)
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return false;
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// Try to pop event from the queue
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for (int32 i = 0; i < _events.Count(); i++)
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{
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auto& e = _events[i];
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if (e.Lag > 0.0)
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continue;
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*eventPtr = e.Event;
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_events.RemoveAtKeepOrder(i);
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return true;
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}
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// Consume any incoming events
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while (_driver->PopEvent(eventPtr))
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{
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auto& e = _events.AddOne();
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e.Lag = (double)Lag;
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e.Event = *eventPtr;
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}
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return false;
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}
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void NetworkLagDriver::SendMessage(const NetworkChannelType channelType, const NetworkMessage& message)
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{
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auto& msg = _messages.AddOne();
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msg.Lag = (double)Lag;
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msg.Type = 0;
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msg.Message = message;
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msg.MessageData.Set(message.Buffer, message.Length);
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}
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void NetworkLagDriver::SendMessage(NetworkChannelType channelType, const NetworkMessage& message, NetworkConnection target)
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{
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auto& msg = _messages.AddOne();
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msg.Lag = (double)Lag;
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msg.Type = 1;
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msg.Message = message;
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msg.Target = target;
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msg.MessageData.Set(message.Buffer, message.Length);
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}
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void NetworkLagDriver::SendMessage(const NetworkChannelType channelType, const NetworkMessage& message, const Array<NetworkConnection, HeapAllocation>& targets)
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{
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auto& msg = _messages.AddOne();
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msg.Lag = (double)Lag;
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msg.Type = 2;
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msg.Message = message;
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msg.Targets = targets;
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msg.MessageData.Set(message.Buffer, message.Length);
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}
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NetworkDriverStats NetworkLagDriver::GetStats()
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{
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if (!_driver)
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return NetworkDriverStats();
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return _driver->GetStats();
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}
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NetworkDriverStats NetworkLagDriver::GetStats(NetworkConnection target)
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{
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if (!_driver)
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return NetworkDriverStats();
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return _driver->GetStats(target);
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}
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void NetworkLagDriver::OnUpdate()
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{
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if (!_driver)
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return;
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// Update all pending messages and events
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const double deltaTime = Time::Update.UnscaledDeltaTime.GetTotalMilliseconds();
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for (int32 i = 0; i < _messages.Count(); i++)
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{
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auto& msg = _messages[i];
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msg.Lag -= deltaTime;
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if (msg.Lag > 0.0)
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continue;
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// Fix message to point to the current buffer
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msg.Message.Buffer = msg.MessageData.Get();
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switch (msg.Type)
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{
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case 0:
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_driver->SendMessage(msg.ChannelType, msg.Message);
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break;
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case 1:
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_driver->SendMessage(msg.ChannelType, msg.Message, msg.Target);
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break;
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case 2:
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_driver->SendMessage(msg.ChannelType, msg.Message, msg.Targets);
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break;
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}
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_messages.RemoveAt(i);
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}
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for (int32 i = 0; i < _events.Count(); i++)
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{
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auto& e = _events[i];
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e.Lag -= deltaTime;
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}
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}
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