protected override void OnCreate()
        {
            var reliabilityParams = new ReliableUtility.Parameters {
                WindowSize = 32
            };

#if UNITY_EDITOR || DEVELOPMENT_BUILD
            var netParams = new NetworkConfigParameter
            {
                maxConnectAttempts  = NetworkParameterConstants.MaxConnectAttempts,
                connectTimeoutMS    = NetworkParameterConstants.ConnectTimeoutMS,
                disconnectTimeoutMS = NetworkParameterConstants.DisconnectTimeoutMS,
                maxFrameTimeMS      = 100
            };

            m_ClientPacketDelay = ClientPacketDelayMs;
            var jitter = ClientPacketJitterMs;
            if (jitter > m_ClientPacketDelay)
            {
                jitter = m_ClientPacketDelay;
            }
            m_ClientPacketDrop = ClientPacketDropRate;
            int networkRate = 60; // TODO: read from some better place
            // All 3 packet types every frame stored for maximum delay, doubled for safety margin
            int maxPackets      = 2 * (networkRate * 3 * m_ClientPacketDelay + 999) / 1000;
            var simulatorParams = new SimulatorUtility.Parameters
            {
                MaxPacketSize        = NetworkParameterConstants.MTU, MaxPacketCount = maxPackets,
                PacketDelayMs        = m_ClientPacketDelay, PacketJitterMs = jitter,
                PacketDropPercentage = m_ClientPacketDrop
            };
            m_Driver = new UdpNetworkDriver(netParams, simulatorParams, reliabilityParams);
            UnityEngine.Debug.Log($"Using simulator with latency={m_ClientPacketDelay} packet drop={m_ClientPacketDrop}");
#else
            m_Driver = new UdpNetworkDriver(reliabilityParams);
#endif

            m_ConcurrentDriver             = m_Driver.ToConcurrent();
            m_UnreliablePipeline           = NetworkPipeline.Null;
            m_ReliablePipeline             = NetworkPipeline.Null;
            m_DriverListening              = false;
            m_Barrier                      = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>();
            numNetworkIds                  = new NativeArray <int>(1, Allocator.Persistent);
            freeNetworkIds                 = new NativeQueue <int>(Allocator.Persistent);
            rpcQueue                       = World.GetOrCreateSystem <RpcSystem>().GetRpcQueue <RpcSetNetworkId>();
            m_NetworkStreamConnectionQuery = EntityManager.CreateEntityQuery(typeof(NetworkStreamConnection));
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            m_NetStats = new NativeArray <uint>(1, Allocator.Persistent);
            m_GhostStatsCollectionSystem = World.GetOrCreateSystem <GhostStatsCollectionSystem>();
#endif
        }
Exemple #2
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        protected override void OnCreate()
        {
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            m_GhostStatsCollectionSystem = World.GetOrCreateSystem <GhostStatsCollectionSystem>();
            m_NetStats = new NativeArray <uint>(2, Allocator.Persistent);
#endif
            serverSimulationSystemGroup = World.GetExistingSystem <ServerSimulationSystemGroup>();
            m_CompressionModel          = new NetworkCompressionModel(Allocator.Persistent);
            RequireForUpdate(EntityManager.CreateEntityQuery(
                                 ComponentType.ReadOnly <NetworkStreamInGame>(),
                                 ComponentType.ReadOnly <IncomingCommandDataStreamBufferComponent>(),
                                 ComponentType.ReadOnly <NetworkSnapshotAckComponent>(),
                                 ComponentType.ReadOnly <CommandTargetComponent>(),
                                 ComponentType.Exclude <NetworkStreamDisconnected>()));
            if (typeof(TCommandData) != typeof(NullCommandData))
            {
                RequireForUpdate(EntityManager.CreateEntityQuery(ComponentType.ReadWrite <TCommandData>()));
            }
        }
Exemple #3
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        protected override void OnCreate()
        {
            if (World.GetExistingSystem <ServerSimulationSystemGroup>() != null)
            {
                DriverConstructor.CreateServerDriver(World, out m_Driver, out m_UnreliablePipeline, out m_ReliablePipeline);
            }
            else
            {
                DriverConstructor.CreateClientDriver(World, out m_Driver, out m_UnreliablePipeline, out m_ReliablePipeline);
            }


            m_ConcurrentDriver             = m_Driver.ToConcurrent();
            m_DriverListening              = false;
            m_Barrier                      = World.GetOrCreateSystem <BeginSimulationEntityCommandBufferSystem>();
            numNetworkIds                  = new NativeArray <int>(1, Allocator.Persistent);
            freeNetworkIds                 = new NativeQueue <int>(Allocator.Persistent);
            rpcQueue                       = World.GetOrCreateSystem <RpcSystem>().GetRpcQueue <RpcSetNetworkId>();
            m_NetworkStreamConnectionQuery = EntityManager.CreateEntityQuery(typeof(NetworkStreamConnection));
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            m_NetStats = new NativeArray <uint>(1, Allocator.Persistent);
            m_GhostStatsCollectionSystem = World.GetOrCreateSystem <GhostStatsCollectionSystem>();
#endif
        }