174 lines
5.1 KiB
C++
174 lines
5.1 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "NetworkReplicator.h"
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#include "NetworkClient.h"
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#include "NetworkManager.h"
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#include "NetworkInternal.h"
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#include "NetworkStream.h"
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#include "INetworkSerializable.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Collections/HashSet.h"
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#include "Engine/Platform/CriticalSection.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/ScriptingObjectReference.h"
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#include "Engine/Threading/Threading.h"
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// Enables verbose logging for Network Replicator actions (dev-only)
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#define NETWORK_REPLICATOR_DEBUG_LOG 1
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struct NetworkReplicatedObject
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{
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ScriptingObjectReference<ScriptingObject> Object;
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Guid OwnerId;
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#if NETWORK_REPLICATOR_DEBUG_LOG
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Guid ObjectId;
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bool InvalidTypeWarn = false;
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#endif
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bool operator==(const NetworkReplicatedObject& other) const
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{
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return Object == other.Object;
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}
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bool operator==(const ScriptingObject* other) const
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{
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return Object == other;
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}
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String ToString() const
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{
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#if NETWORK_REPLICATOR_DEBUG_LOG
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return ObjectId.ToString();
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#else
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return Object.GetID().ToString();
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#endif
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}
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};
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inline uint32 GetHash(const NetworkReplicatedObject& key)
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{
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return GetHash(key.Object.Get());
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}
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namespace
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{
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CriticalSection ObjectsLock;
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HashSet<NetworkReplicatedObject> Objects;
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NetworkStream* CachedStream = nullptr;
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}
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class NetworkReplicationService : public EngineService
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{
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public:
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NetworkReplicationService()
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: EngineService(TEXT("Network Replication"), 1100)
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{
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}
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void Dispose() override;
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};
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void NetworkReplicationService::Dispose()
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{
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NetworkInternal::NetworkReplicatorClear();
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}
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NetworkReplicationService NetworkReplicationServiceInstance;
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void NetworkReplicator::AddObject(ScriptingObject* obj, ScriptingObject* owner)
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{
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if (!obj || NetworkManager::State == NetworkConnectionState::Offline)
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return;
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CHECK(owner && owner != obj);
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ScopeLock lock(ObjectsLock);
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if (Objects.Contains(obj))
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return;
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// Add object to the list
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NetworkReplicatedObject item;
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item.Object = obj;
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item.OwnerId = owner->GetID();
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#if NETWORK_REPLICATOR_DEBUG_LOG
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item.ObjectId = obj->GetID();
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LOG(Info, "[NetworkReplicator] Add new object {}:{}, owned by {}:{}", item.ToString(), obj->GetType().ToString(), item.OwnerId.ToString(), owner->GetType().ToString());
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#endif
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Objects.Add(MoveTemp(item));
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}
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void NetworkInternal::NetworkReplicatorClear()
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{
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ScopeLock lock(ObjectsLock);
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// Cleanup
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#if NETWORK_REPLICATOR_DEBUG_LOG
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LOG(Info, "[NetworkReplicator] Shutdown");
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#endif
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Objects.Clear();
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Objects.SetCapacity(0);
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SAFE_DELETE(CachedStream);
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}
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void NetworkInternal::NetworkReplicatorUpdate()
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{
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PROFILE_CPU();
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ScopeLock lock(ObjectsLock);
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if (Objects.Count() == 0)
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return;
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if (CachedStream == nullptr)
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CachedStream = New<NetworkStream>();
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// 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)
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// TODO: per-object sync interval (in frames) - could be scaled by hierarchy (eg. game could slow down sync rate for objects far from player)
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// TODO: network authority (eg. object owned by client)
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if (NetworkManager::IsClient())
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{
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// TODO: client logic to apply replication changes
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}
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else
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{
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// Brute force synchronize all networked objects with clients
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for (auto it = Objects.Begin(); it.IsNotEnd(); ++it)
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{
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auto& item = it->Item;
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ScriptingObject* obj = item.Object.Get();
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if (!obj)
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{
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// Object got deleted
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#if NETWORK_REPLICATOR_DEBUG_LOG
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LOG(Info, "[NetworkReplicator] Remove object {}, owned by {}", item.ToString(), item.OwnerId.ToString());
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#endif
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Objects.Remove(it);
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continue;
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}
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// Serialize object
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// TODO: cache per-type serialization thunk to boost CPU performance
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CachedStream->Initialize(1024);
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if (auto* serializable = ScriptingObject::ToInterface<INetworkSerializable>(obj))
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{
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serializable->Serialize(CachedStream);
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}
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else
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{
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#if NETWORK_REPLICATOR_DEBUG_LOG
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if (!item.InvalidTypeWarn)
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{
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item.InvalidTypeWarn = true;
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LOG(Error, "[NetworkReplicator] Cannot serialize object {} (missing serialization logic)", item.ToString());
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}
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#endif
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continue;
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}
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// TODO: how to serialize object? in memory to MemoryWriteStream? handle both C++ and C# without any memory alloc!
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// Brute force object to all clients
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for (NetworkClient* client : NetworkManager::Clients)
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{
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// TODO: split object data (eg. more messages) if needed
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// TODO: send message from Peer to client->Connection
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}
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}
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}
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}
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