wip network refactor

This commit is contained in:
2023-12-31 16:03:26 +02:00
parent dd5a86a8b7
commit 03810705bd
8 changed files with 108 additions and 50 deletions

View File

@@ -0,0 +1,620 @@
#if true
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using FlaxEngine;
using FlaxEngine.Assertions;
using FlaxEngine.Networking;
using Console = Game.Console;
namespace Game
{
public enum GameModeMessageType : byte
{
WelcomePlayer, // WelcomePlayerMessage
SpawnPlayer,
PlayerInput,
PlayerPosition, // world update
PlayerSnapshot, // send world state delta to client since last client's acknowledged frame
}
public static class WorldStateManager //FIXME: remove static for better init/cleanup
{
private class WorldState
{
public ulong frame;
public List<PlayerActor> actors;
public Dictionary<uint, PlayerFrame[]> playerFrameHistory;
public WorldState()
{
actors = new List<PlayerActor>();
playerFrameHistory = new Dictionary<uint, PlayerFrame[]>();
}
}
private class PlayerFrame
{
public ulong frame;
public Float3 position;
}
private static Dictionary<uint, PlayerActor> players;
private static Dictionary<uint, NetworkConnection> playerConnections;
public static Dictionary<uint, ulong> playerLastReceivedFrames;
private static Dictionary<uint, ulong> playerLastFrame;
private static bool welcomed = false;
private static WorldState serverWorldState;
private static WorldState clientWorldState;
private static GameMode gameMode;
private static ulong lastReceivedServerFrame = 0;
public static ulong ServerFrame => /*NetworkManager.server != null ? serverWorldState.frame :*/ lastReceivedServerFrame;
public static ulong ClientFrame => clientWorldState.frame;
public static float ServerTime = 0f;
public static float ClientTime = 0f;
public static void Init()
{
welcomed = false;
lastReceivedServerFrame = 0;
ServerTime = Time.GameTime;
ClientTime = 0f;
players = new Dictionary<uint, PlayerActor>();
playerConnections = new Dictionary<uint, NetworkConnection>();
playerLastReceivedFrames = new Dictionary<uint, ulong>();
playerLastFrame = new Dictionary<uint, ulong>();
serverWorldState = new WorldState();
clientWorldState = new WorldState();
gameMode = new GameMode();
NetworkManager.OnMessage += OnMessage;
Level.SceneLoaded += OnLevelLoaded;
//Scripting.LateUpdate += OnLateUpdatePre;
Scripting.LateFixedUpdate += OnLateUpdatePre;
}
public static void Cleanup()
{
NetworkManager.OnMessage -= OnMessage;
Level.SceneLoaded -= OnLevelLoaded;
//Scripting.LateUpdate -= OnLateUpdatePre;
Scripting.LateFixedUpdate -= OnLateUpdatePre;
foreach (var player in Level.GetActors<PlayerActor>())
{
FlaxEngine.Object.Destroy(player);
}
}
private static PlayerFrame GetPlayerFrame(uint playerIndex, ulong playerFrameIndex)
{
WorldState worldState = NetworkManager.server != null ? serverWorldState : clientWorldState;
PlayerFrame[] playerFrames = worldState.playerFrameHistory[playerIndex];
PlayerFrame playerFrame = playerFrames[playerFrameIndex % 120];
if (playerFrame.frame != playerFrameIndex)
return null;
return playerFrame;
}
public static void OnLevelLoaded(Scene scene, Guid assetGuid)
{
serverWorldState.frame = 0;
Console.Print("level loaded");
}
public static void OnLateUpdatePre()
{
try
{
NetworkManager.IsServer = NetworkManager.server != null;
NetworkManager.IsClient = (NetworkManager.client != null || NetworkManager.IsDemoPlaying) && NetworkManager.server == null;
NetworkManager.IsLocalClient = (NetworkManager.client != null || NetworkManager.IsDemoPlaying) && NetworkManager.server != null;
OnLateUpdate();
}
finally
{
NetworkManager.IsServer = false;
NetworkManager.IsClient = false;
NetworkManager.IsLocalClient = false;
}
}
public static void OnLateUpdate()
{
if (NetworkManager.IsServer)
{
foreach (KeyValuePair<uint,PlayerActor> kv in players)
{
var playerId = kv.Key;
var playerActor = kv.Value;
var playerFrames = serverWorldState.playerFrameHistory[playerId];
var playerFrame = playerFrames[serverWorldState.frame % 120];
playerFrame.frame = serverWorldState.frame;
//playerFrame.position = playerActor.Position;
PlayerMovement playerMovement = playerActor.GetScript<PlayerMovement>();
playerMovement.input.GetState(serverWorldState.frame, out var inputState, out var actorState);
playerFrame.position = actorState.position;
}
foreach (KeyValuePair<uint, PlayerActor> kv in players)
{
var otherPlayerId = kv.Key;
foreach (KeyValuePair<uint, PlayerActor> kv2 in players)
{
//if (kv2.Key == playerId)
// continue;
var playerActor = kv2.Value;
var playerId = kv2.Key;
// TODO: relevancy checks here etc.
PlayerMovement playerMovement = playerActor.GetScript<PlayerMovement>();
//PlayerActorState actorState = playerMovement.input.GetCurrentActorState();
//PlayerInputState inputState = playerMovement.input.GetCurrentInputState();
var playerFrame = playerLastFrame[playerId];
if (!playerMovement.input.GetState(playerFrame, out var inputState, out var actorState))
Console.Print("send input failure to client");
{
NetworkMessage message = NetworkManager.ServerBeginSendMessage();
message.WriteByte((byte)GameModeMessageType.PlayerPosition);
message.WriteUInt64(playerFrame);
message.WriteUInt32(kv2.Key);
message.WriteSingle(actorState.position.X);
message.WriteSingle(actorState.position.Y);
message.WriteSingle(actorState.position.Z);
message.WriteSingle(actorState.velocity.X);
message.WriteSingle(actorState.velocity.Y);
message.WriteSingle(actorState.velocity.Z);
message.WriteSingle(actorState.orientation.X);
message.WriteSingle(actorState.orientation.Y);
message.WriteSingle(actorState.orientation.Z);
message.WriteSingle(actorState.orientation.W);
message.WriteSingle(actorState.viewAngles.X);
message.WriteSingle(actorState.viewAngles.Y);
message.WriteSingle(actorState.viewAngles.Z);
message.WriteSingle(actorState.lastJumpTime);
message.WriteInt32(actorState.numJumps);
message.WriteBoolean(actorState.jumped);
//inputState.frame
message.WriteSingle(inputState.viewDeltaX);
message.WriteSingle(inputState.viewDeltaY);
message.WriteSingle(inputState.moveForward);
message.WriteSingle(inputState.moveRight);
message.WriteBoolean(inputState.attacking);
message.WriteBoolean(inputState.jumping);
NetworkManager.ServerEndSendMessage(ref message, playerConnections[otherPlayerId]);
}
}
}
}
if (NetworkManager.IsClient || NetworkManager.IsLocalClient)
{
//if (!welcomed)
// return;
if (welcomed)
foreach (PlayerActor playerActor in Level.GetActors<PlayerActor>())
{
var playerId = playerActor.PlayerId;
if (!clientWorldState.playerFrameHistory.ContainsKey(playerId))
{
var playerFrames = new PlayerFrame[120];
for (int j = 0; j < playerFrames.Length; j++)
playerFrames[j] = new PlayerFrame();
clientWorldState.playerFrameHistory.Add(playerId, playerFrames);
}
var playerFrameHistory = clientWorldState.playerFrameHistory[playerId];
var playerFrame = playerFrameHistory[ClientFrame % 120];
playerFrame.frame = ClientFrame;
playerFrame.position = playerActor.Position;
}
clientWorldState.frame++;
/*PlayerActor playerActor = Level.GetActors<PlayerActor>().FirstOrDefault(x =>
x.GetScript<PlayerMovement>().PlayerId == NetworkManager.LocalPlayerClientId);
if (playerActor == null)
return;*/
//var playerFrame = localPlayerFrameHistory[serverWorldState.frame % 120];
//playerFrame.frame = serverWorldState.frame;
//playerFrame.position = playerActor.Position;
/*{
NetworkMessage message = NetworkManager.ClientBeginSendMessage();
message.WriteByte((byte)GameModeMessageType.PlayerPosition);
message.WriteUInt64(worldState.frame);
message.WriteUInt32(NetworkManager.LocalPlayerClientId);
message.WriteSingle(playerActor.Position.X);
message.WriteSingle(playerActor.Position.Y);
message.WriteSingle(playerActor.Position.Z);
NetworkManager.ClientEndSendMessage(ref message);
}*/
}
else if (NetworkManager.IsLocalClient)
{
}
serverWorldState.frame++;
/*foreach (KeyValuePair<uint,PlayerActor> kv in players)
{
var playerId = kv.Key;
var playerActor = kv.Value;
var playerConnection = playerConnections[playerId];
if (NetworkManager.IsLocalClient && playerId == NetworkManager.LocalPlayerClientId)
continue;
{
NetworkMessage message = NetworkManager.ServerBeginSendMessage();
message.WriteByte((byte)GameModeMessageType.PlayerPosition);
message.WriteUInt64(0);
message.WriteSingle(playerActor.Position.X);
message.WriteSingle(playerActor.Position.Y);
message.WriteSingle(playerActor.Position.Z);
NetworkManager.ServerEndSendMessage(ref message, playerConnections[playerId]);
}
}*/
}
public static bool OnMessage(ref NetworkEvent networkEvent)
{
byte messageTypeByte = networkEvent.Message.ReadByte();
if (!Enum.IsDefined(typeof(GameModeMessageType), messageTypeByte))
{
//Console.PrintError($"GameModeManager: Unsupported message type received from client: {messageTypeByte}");
return false;
}
GameModeMessageType messageType = (GameModeMessageType)messageTypeByte;
//Console.Print($"GameModeManager: {messageType}");
switch (messageType)
{
case GameModeMessageType.WelcomePlayer:
{
welcomed = true;
if (NetworkManager.IsClient || NetworkManager.IsLocalClient)
{
WelcomePlayerMessage welcomePlayer = WelcomePlayerMessage.Read(ref networkEvent.Message);
if (!NetworkManager.IsLocalClient)
serverWorldState.frame = welcomePlayer.frame;
//lastReceivedServerFrame = welcomePlayer.frame;
clientWorldState.frame += welcomePlayer.frame;
ClientTime = welcomePlayer.time;
foreach (var playerInfo in welcomePlayer.players)
{
SpawnPlayer(playerInfo.playerId, playerInfo.playerPosition, new Float3(0));
var playerFrames = new PlayerFrame[120];
for (int j = 0; j < playerFrames.Length; j++)
playerFrames[j] = new PlayerFrame();
clientWorldState.playerFrameHistory.Add(playerInfo.playerId, playerFrames);
}
Console.Print("received welcome: frame " + serverWorldState.frame);
if (!players.ContainsKey(NetworkManager.LocalPlayerClientId)) // listen server
players.Add(NetworkManager.LocalPlayerClientId, null);
//playerConnections.Add(NetworkManager.LocalPlayerClientId, connection);
}
break;
}
case GameModeMessageType.SpawnPlayer:
{
uint playerId = networkEvent.Message.ReadUInt32();
ulong playerFrameIndex = networkEvent.Message.ReadUInt64();
if (!clientWorldState.playerFrameHistory.ContainsKey(playerId))
{
var playerFrames = new PlayerFrame[120];
for (int j = 0; j < playerFrames.Length; j++)
playerFrames[j] = new PlayerFrame();
clientWorldState.playerFrameHistory.Add(playerId, playerFrames);
}
SpawnPlayer(playerId,
new Float3(networkEvent.Message.ReadSingle(), networkEvent.Message.ReadSingle(), networkEvent.Message.ReadSingle()),
new Float3(networkEvent.Message.ReadSingle(), networkEvent.Message.ReadSingle(), networkEvent.Message.ReadSingle()));
//if (NetworkManager.IsClient)
players[playerId].GetScript<PlayerMovement>().input.frame = ClientFrame;
break;
}
case GameModeMessageType.PlayerInput:
{
uint playerId = networkEvent.Sender.ConnectionId;
PlayerInputState inputState = new PlayerInputState();
inputState.frame = networkEvent.Message.ReadUInt64();
inputState.viewDeltaX = networkEvent.Message.ReadSingle();
inputState.viewDeltaY = networkEvent.Message.ReadSingle();
inputState.moveForward = networkEvent.Message.ReadSingle();
inputState.moveRight = networkEvent.Message.ReadSingle();
inputState.attacking = networkEvent.Message.ReadBoolean();
inputState.jumping = networkEvent.Message.ReadBoolean();
UpdatePlayerInput(playerId, inputState);
playerLastReceivedFrames[playerId] = inputState.frame;
break;
}
case GameModeMessageType.PlayerPosition:
{
//uint playerId = networkEvent.Sender.ConnectionId;
PlayerInputState inputState = default; //?
PlayerActorState actorState;
ulong reportedFrame = networkEvent.Message.ReadUInt64();
uint reportedPlayerId = networkEvent.Message.ReadUInt32();
actorState.position.X = networkEvent.Message.ReadSingle();
actorState.position.Y = networkEvent.Message.ReadSingle();
actorState.position.Z = networkEvent.Message.ReadSingle();
actorState.velocity.X = networkEvent.Message.ReadSingle();
actorState.velocity.Y = networkEvent.Message.ReadSingle();
actorState.velocity.Z = networkEvent.Message.ReadSingle();
actorState.orientation.X = networkEvent.Message.ReadSingle();
actorState.orientation.Y = networkEvent.Message.ReadSingle();
actorState.orientation.Z = networkEvent.Message.ReadSingle();
actorState.orientation.W = networkEvent.Message.ReadSingle();
actorState.viewAngles.X = networkEvent.Message.ReadSingle();
actorState.viewAngles.Y = networkEvent.Message.ReadSingle();
actorState.viewAngles.Z = networkEvent.Message.ReadSingle();
actorState.lastJumpTime = networkEvent.Message.ReadSingle();
actorState.numJumps = networkEvent.Message.ReadInt32();
actorState.jumped = networkEvent.Message.ReadBoolean();
inputState.frame = reportedFrame;
inputState.viewDeltaX = networkEvent.Message.ReadSingle();
inputState.viewDeltaY = networkEvent.Message.ReadSingle();
inputState.moveForward = networkEvent.Message.ReadSingle();
inputState.moveRight = networkEvent.Message.ReadSingle();
inputState.attacking = networkEvent.Message.ReadBoolean();
inputState.jumping = networkEvent.Message.ReadBoolean();
//if (actorState.viewAngles != new Float3(90f, 0f, 0f))
// Console.Print($"{reportedFrame} has viewangles: {actorState.viewAngles}");
//Assert.IsTrue(reportedFrame >= lastReceivedServerFrame);
if (reportedPlayerId == NetworkManager.LocalPlayerClientId && reportedFrame < lastReceivedServerFrame)
{
//Console.Print($"packet wrong order, last received: {lastReceivedServerFrame}, new: {reportedFrame}");
break;
}
if (NetworkManager.IsClient)
{
if (reportedPlayerId == NetworkManager.LocalPlayerClientId)
lastReceivedServerFrame = reportedFrame;
//Console.Print($"we drifted, corrected. client frame: {serverWorldState.frame}, server frame: {reportedFrame}");
PlayerActor playerActor = Level.GetActors<PlayerActor>().FirstOrDefault(x =>
x.GetScript<PlayerMovement>().PlayerId == reportedPlayerId);
if (playerActor != null)
{
PlayerInput playerInput = playerActor.GetScript<PlayerMovement>().input;
if (NetworkManager.IsLocalClient && reportedPlayerId == NetworkManager.LocalPlayerClientId)
{ }
else
playerInput.SetState(reportedFrame, inputState, actorState);
if (!NetworkManager.IsLocalClient && playerInput is PlayerInputNetwork)
{
playerActor.Position = actorState.position;
playerActor.GetScript<PlayerMovement>().movementState.currentVelocity = actorState.velocity;
playerActor.GetScript<PlayerMovement>().movementState.lastJumped = actorState.lastJumpTime;
playerActor.GetScript<PlayerMovement>().movementState.numJumps = actorState.numJumps;
playerActor.GetScript<PlayerMovement>().movementState.jumped = actorState.jumped;
playerActor.GetScript<PlayerMovement>().SetCameraEulerAngles(actorState.viewAngles, true);
}
//playerActor.SetPosition(reportedPosition);
}
}
break;
}
default:
Console.PrintError($"GameModeManager: Unhandled message type: {messageType}");
return false;
}
return true;
}
public static bool OnClientConnecting(NetworkConnection connection)
{
//if (connection.ConnectionId != NetworkManager.LocalPlayerClientId)
{
Console.Print("sending welcome: frame " + serverWorldState.frame);
WelcomePlayerMessage welcomeMessage = new WelcomePlayerMessage();
welcomeMessage.frame = serverWorldState.frame;
welcomeMessage.time = ServerTime;
welcomeMessage.players = new WelcomePlayerMessage.PlayerInfo[serverWorldState.actors.Count];
for (int i = 0; i < serverWorldState.actors.Count; i++)
{
PlayerActor playerActor = serverWorldState.actors[i];
ref WelcomePlayerMessage.PlayerInfo playerInfo = ref welcomeMessage.players[i];
playerInfo.playerId = playerActor.GetScript<PlayerMovement>().PlayerId;
playerInfo.playerPosition = playerActor.Position;
playerActor.GetScript<PlayerMovement>().input.SetState(serverWorldState.frame, new PlayerInputState(), new PlayerActorState()
{
position = playerActor.Position,
velocity = playerActor.GetScript<PlayerMovement>().movementState.currentVelocity,
orientation = playerActor.GetScript<PlayerMovement>().rootActor.Orientation,
viewAngles = playerActor.GetScript<PlayerMovement>().viewAngles,
lastJumpTime = playerActor.GetScript<PlayerMovement>().movementState.lastJumped,
numJumps = playerActor.GetScript<PlayerMovement>().movementState.numJumps,
jumped = playerActor.GetScript<PlayerMovement>().movementState.jumped,
//onGround = playerActor.GetScript<PlayerMovement>().movementState.onGround,
});
}
NetworkMessage message = NetworkManager.ServerBeginSendMessage();
welcomeMessage.Write(ref message);
NetworkManager.ServerEndSendMessage(ref message, connection);
}
return true;
}
public static bool OnClientConnected(NetworkConnection connection)
{
uint playerId = connection.ConnectionId;
if (NetworkManager.LocalPlayerClientId == 0)
NetworkManager.LocalPlayerClientId = playerId;
var spawns = Level.GetActors<Actor>().Where(x => x.Name.StartsWith("PlayerSpawn_")).ToArray();
Console.Print($"found {spawns.Length} spawns");
var randomSpawn = spawns.First();
Float3 position = randomSpawn.Position + new Float3(0f, 4.1f, 0f);
Float3 eulerAngles = randomSpawn.Orientation.EulerAngles;
players.Add(playerId, null);
playerConnections.Add(playerId, connection);
var playerFrames = new PlayerFrame[120];
for (int i = 0; i < playerFrames.Length; i++)
playerFrames[i] = new PlayerFrame();
serverWorldState.playerFrameHistory.Add(playerId, playerFrames);
SpawnPlayer(playerId, position, eulerAngles);
{
NetworkMessage message = NetworkManager.ServerBeginSendMessage();
message.WriteByte((byte)GameModeMessageType.SpawnPlayer);
message.WriteUInt32(playerId);
message.WriteUInt64(serverWorldState.frame);
message.WriteSingle(position.X);
message.WriteSingle(position.Y);
message.WriteSingle(position.Z);
message.WriteSingle(eulerAngles.X);
message.WriteSingle(eulerAngles.Y);
message.WriteSingle(eulerAngles.Z);
NetworkManager.ServerEndSendMessage(ref message, connection);
}
return true;
}
private static void SpawnPlayer(uint playerId, Float3 position, Vector3 eulerAngles)
{
if (NetworkManager.IsServer && !playerLastFrame.ContainsKey(playerId))
playerLastFrame.Add(playerId, serverWorldState.frame);
if (NetworkManager.IsLocalClient && playerId == NetworkManager.LocalPlayerClientId)
return; // Handled by listenserver
//spawned = true;
string prefabPath = Path.Combine(AssetManager.ContentPath, "Common");
var playerPrefab = Content.Load<Prefab>(Path.Combine(prefabPath, "PlayerPrefab.prefab"));
if (playerPrefab == null)
Console.PrintError("GameModeManager: Failed to find PlayerPrefab");
PlayerActor playerActor = PrefabManager.SpawnPrefab(playerPrefab).As<PlayerActor>();
playerActor.Initialize(playerId, position, eulerAngles);
//playerActor.Teleport(position, eulerAngles);
if (!players.ContainsKey(playerId))
players.Add(playerId, null);
players[playerId] = playerActor;
PlayerInput playerInput = playerActor.GetScript<PlayerMovement>().input;
playerInput.frame = (NetworkManager.IsServer) ? serverWorldState.frame : ClientFrame;
if (NetworkManager.IsServer)
{
serverWorldState.actors.Add(playerActor);
if (!playerLastReceivedFrames.ContainsKey(playerId))
playerLastReceivedFrames.Add(playerId, 0);
}
}
private static void UpdatePlayerInput(uint playerId, PlayerInputState inputState)
{
if (playerId == NetworkManager.LocalPlayerClientId)
{
playerLastFrame[playerId] = inputState.frame;
return;
}
PlayerActor playerActor = players[playerId];
PlayerMovement playerMovement = playerActor.GetScript<PlayerMovement>();
playerActor.UpdateNetworkInput(inputState);
ulong startFrame = playerLastFrame[playerId];
if (startFrame >= inputState.frame)
return; // dropped frame, ignore
// simulate at least one or more frame when receiving input frames from player. missing frames use inputs from previous frames
var simframs = 0;
ulong frame = startFrame+1;
PlayerInputState prevInputState;
playerMovement.input.GetState(frame - 1, out prevInputState, out var _);
for (; frame <= inputState.frame; frame++)
{
if (!playerMovement.input.GetState(frame, out var lastInputState, out var lastActorState))
{
// dropped frame, use previous input
lastInputState = prevInputState;
lastInputState.frame = frame;
}
playerMovement.ApplyInputToCamera(lastInputState, true);
playerMovement.SimulatePlayerMovement(lastInputState);
playerMovement.input.SetState(frame, lastInputState, new PlayerActorState()
{
position = playerActor.Position,
velocity = playerMovement.movementState.currentVelocity,
orientation = playerMovement.rootActor.Orientation,
viewAngles = playerMovement.viewAngles,
lastJumpTime = playerMovement.movementState.lastJumped,
numJumps = playerMovement.movementState.numJumps,
jumped = playerMovement.movementState.jumped,
//onGround = playerMovement.movementState.onGround,
});
simframs++;
prevInputState = lastInputState;
}
if (playerActor.Position.Length < 1.0f)
simframs = simframs;
playerLastFrame[playerId] = inputState.frame;//frame;
if (simframs > 1)
Console.Print($"simulated {simframs} frames");
}
}
}
#endif