public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer) { _transport.Update(); TransportEvent e = new TransportEvent(); while (_transport.NextEvent(ref e)) { switch (e.type) { case TransportEvent.Type.Connect: OnConnect(e.ConnectionId); break; case TransportEvent.Type.Disconnect: OnDisconnect(e.ConnectionId); break; case TransportEvent.Type.Data: OnData(e.Data, clientNetworkConsumer, snapshotConsumer); break; } } if (clientConnection != null) { clientConnection.ProcessMapUpdate(clientNetworkConsumer); } }
public void ProcessSnapshot(ISnapshotConsumer consumer) { // Should we prune list for stuff that is also in despawns? foreach (var id in spawns) { GameDebug.Assert(entities[id].type != null, "Processing spawn of id {0} but type is null", id); consumer.ProcessEntitySpawn(serverTime, id, entities[id].type.typeId); } spawns.Clear(); foreach (var id in updates) { var info = entities[id]; GameDebug.Assert(info.type != null, "Processing update of id {0} but type is null", id); var reader = new NetworkReader(info.lastUpdate, info.type.schema); consumer.ProcessEntityUpdate(serverTime, id, ref reader); } updates.Clear(); foreach (var id in despawns) { consumer.ProcessEntityDespawn(serverTime, id); } despawns.Clear(); }
public void OnData(byte[] data, INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer) { if (clientConnection == null) { return; } clientConnection.ReadPackage(data, snapshotConsumer, clientNetworkConsumer); }
public void ProcessSnapshot(ISnapshotConsumer consumer) { if (m_Connection == null) { return; } m_Connection.ProcessSnapshot(consumer); }
public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer) { Profiler.BeginSample("NetworkClient.Update"); m_Transport.Update(); // Debug tracking of outstanding events if (NetworkConfig.netDebug.IntValue > 1 && m_Connection != null) { var outstandingPackages = m_Connection.outstandingPackages; for (var i = 0; i < outstandingPackages.m_Elements.Length; i++) { if (outstandingPackages.m_Sequences[i] != -1 && outstandingPackages.m_Elements[i].events.Count > 0) { GameDebug.Log("Outstanding Package: " + i + " (idx), " + outstandingPackages.m_Sequences[i] + " (seq), " + outstandingPackages.m_Elements[i].events.Count + " (numevs), " + ((GameNetworkEvents.EventType)outstandingPackages.m_Elements[i].events[0].type.typeId) + " (ev0)"); } } } TransportEvent e = new TransportEvent(); while (m_Transport.NextEvent(ref e)) { switch (e.type) { case TransportEvent.Type.Connect: OnConnect(e.connectionId); break; case TransportEvent.Type.Disconnect: OnDisconnect(e.connectionId); break; case TransportEvent.Type.Data: OnData(e.connectionId, e.data, e.dataSize, clientNetworkConsumer, snapshotConsumer); break; } } if (m_Connection != null) { m_Connection.ProcessMapUpdate(clientNetworkConsumer); } Profiler.EndSample(); }
public void ReadPackage(byte[] packageData, ISnapshotConsumer snapshotConsumer, INetworkCallbacks networkClientConsumer) { counters.bytesIn += packageData.Length; NetworkUtils.MemCopy(packageData, 0, packageBuffer, 0, packageData.Length); NetworkMessage content; int headerSize; var packageSequence = ProcessPackageHeader(packageBuffer, out content, out headerSize); // The package was dropped (duplicate or too old) or if it was a fragment not yet assembled, bail out here if (packageSequence == 0) { return; } var input = new RawInputStream(); input.Initialize(packageBuffer, headerSize); if ((content & NetworkMessage.ClientInfo) != 0) { ReadClientInfo(ref input); } if ((content & NetworkMessage.MapInfo) != 0) { ReadMapInfo(ref input); } if ((content & NetworkMessage.Snapshot) != 0) { ReadSnapshot(packageSequence, ref input, snapshotConsumer); // Make sure the callback actually picked up the snapshot data. It is important that // every snapshot gets processed by the game so that the spawns, despawns and updates lists // does not end up containing stuff from different snapshots //GameDebug.Assert(spawns.Count == 0 && despawns.Count == 0 && updates.Count == 0, "Game did not consume snapshots"); } if ((content & NetworkMessage.Events) != 0) { ReadEvents(ref input, networkClientConsumer); } }
unsafe void ReadSnapshot <TInputStream>(int sequence, ref TInputStream input, ISnapshotConsumer consumer) where TInputStream : NetworkCompression.IInputStream { //input.SetStatsType(NetworkCompressionReader.Type.SnapshotSchema); counters.snapshotsIn++; // Snapshot may be delta compressed against one or more baselines // Baselines are indicated by sequence number of the package it was in var haveBaseline = input.ReadRawBits(1) == 1; var baseSequence = (int)input.ReadPackedIntDelta(sequence - 1, NetworkConfig.baseSequenceContext); bool enableNetworkPrediction = input.ReadRawBits(1) != 0; bool enableHashing = input.ReadRawBits(1) != 0; int baseSequence1 = 0; int baseSequence2 = 0; if (enableNetworkPrediction) { baseSequence1 = (int)input.ReadPackedIntDelta(baseSequence - 1, NetworkConfig.baseSequence1Context); baseSequence2 = (int)input.ReadPackedIntDelta(baseSequence1 - 1, NetworkConfig.baseSequence2Context); } if (clientDebug.IntValue > 2) { if (enableNetworkPrediction) { GameDebug.Log((haveBaseline ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2); } else { GameDebug.Log((haveBaseline ? "Snap [BL]" : "Snap [ ]") + "(" + sequence + ") " + baseSequence); } } if (!haveBaseline) { counters.fullSnapshotsIn++; } GameDebug.Assert(!haveBaseline || (sequence > baseSequence && sequence - baseSequence < NetworkConfig.snapshotDeltaCacheSize), "Attempting snapshot encoding with invalid baseline: {0}:{1}", sequence, baseSequence); var snapshotInfo = snapshots.Acquire(sequence); snapshotInfo.serverTime = (int)input.ReadPackedIntDelta(haveBaseline ? snapshots[baseSequence].serverTime : 0, NetworkConfig.serverTimeContext); var temp = (int)input.ReadRawBits(8); serverSimTime = temp * 0.1f; // Only update time if received in-order.. // TODO consider dropping out of order snapshots // TODO detecting out-of-order on pack sequences if (snapshotInfo.serverTime > serverTime) { serverTime = snapshotInfo.serverTime; snapshotReceivedTime = NetworkUtils.stopwatch.ElapsedMilliseconds; } else { GameDebug.Log(string.Format("NetworkClient. Dropping out of order snaphot. Server time:{0} snapshot time:{1}", serverTime, snapshotInfo.serverTime)); } counters.AddSectionStats("snapShotHeader", input.GetBitPosition2(), new Color(0.5f, 0.5f, 0.5f)); // Used by thinclient that wants to very cheaply just do minimal handling of // snapshots if (m_DropSnapshots) { return; } // Read schemas var schemaCount = input.ReadPackedUInt(NetworkConfig.schemaCountContext); for (int schemaIndex = 0; schemaIndex < schemaCount; ++schemaIndex) { var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.schemaTypeIdContext); var entityType = new EntityTypeInfo() { typeId = typeId }; entityType.schema = NetworkSchema.ReadSchema(ref input); counters.AddSectionStats("snapShotSchemas", input.GetBitPosition2(), new Color(0.0f, (schemaIndex & 1) == 1 ? 0.5f : 1.0f, 1.0f)); entityType.baseline = new uint[NetworkConfig.maxEntitySnapshotDataSize]; NetworkSchema.CopyFieldsToBuffer(entityType.schema, ref input, entityType.baseline); if (!entityTypes.ContainsKey(typeId)) { entityTypes.Add(typeId, entityType); } counters.AddSectionStats("snapShotSchemas", input.GetBitPosition2(), new Color(1.0f, (schemaIndex & 1) == 1 ? 0.5f : 1.0f, 1.0f)); } // Remove any despawning entities that belong to older base sequences for (int i = 0; i < entities.Count; i++) { var e = entities[i]; if (e.type == null) { continue; } if (e.despawnSequence > 0 && e.despawnSequence <= baseSequence) { e.Reset(); } } // Read new spawns m_TempSpawnList.Clear(); var previousId = 1; var spawnCount = input.ReadPackedUInt(NetworkConfig.spawnCountContext); for (var spawnIndex = 0; spawnIndex < spawnCount; ++spawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // Register the entity var typeId = (ushort)input.ReadPackedUInt(NetworkConfig.spawnTypeIdContext); //TODO: use another encoding GameDebug.Assert(entityTypes.ContainsKey(typeId), "Spawn request with unknown type id {0}", typeId); byte fieldMask = (byte)input.ReadRawBits(8); // TODO (petera) need an max entity id for safety while (id >= entities.Count) { entities.Add(new EntityInfo()); } // Incoming spawn of different type than what we have for this id, so immediately nuke // the one we have to make room for the incoming if (entities[id].type != null && entities[id].type.typeId != typeId) { // This should only ever happen in case of no baseline as normally the server will // not reuse an id before all clients have acknowledged its despawn. GameDebug.Assert(haveBaseline == false, "Spawning entity but we already have with different type?"); GameDebug.Log("REPLACING old entity: " + id + " because snapshot gave us new type for this id"); despawns.Add(id); entities[id].Reset(); } // We can receive spawn information in several snapshots before our ack // has reached the server. Only pass on spawn to game layer once if (entities[id].type == null) { var e = entities[id]; e.type = entityTypes[typeId]; e.fieldMask = fieldMask; spawns.Add(id); } m_TempSpawnList.Add(id); } counters.AddSectionStats("snapShotSpawns", input.GetBitPosition2(), new Color(0, 0.58f, 0)); // Read despawns var despawnCount = input.ReadPackedUInt(NetworkConfig.despawnCountContext); // If we have no baseline, we need to clear all entities that are not being spawned if (!haveBaseline) { GameDebug.Assert(despawnCount == 0, "There should not be any despawns in a non-baseline snapshot"); for (int i = 0, c = entities.Count; i < c; ++i) { var e = entities[i]; if (e.type == null) { continue; } if (m_TempSpawnList.Contains(i)) { continue; } GameDebug.Log("NO BL SO PRUNING Stale entity: " + i); despawns.Add(i); e.Reset(); } } for (var despawnIndex = 0; despawnIndex < despawnCount; ++despawnIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; // we may see despawns many times, only handle if we still have the entity GameDebug.Assert(id < entities.Count, "Getting despawn for id {0} but we only know about entities up to {1}", id, entities.Count); if (entities[id].type == null) { continue; } var entity = entities[id]; // Already in the process of being despawned. This happens with same-snapshot spawn/despawn cases if (entity.despawnSequence > 0) { continue; } // If we are spawning and despawning in same snapshot, delay actual deletion of // entity as we need it around to be able to read the update part of the snapshot if (m_TempSpawnList.Contains(id)) { entity.despawnSequence = sequence; // keep until baseSequence >= despawnSequence } else { entity.Reset(); // otherwise remove right away; no further updates coming, not even in this snap } // Add to despawns list so we can request despawn from game later GameDebug.Assert(!despawns.Contains(id), "Double despawn in same snaphot? {0}", id); despawns.Add(id); } counters.AddSectionStats("snapShotDespawns", input.GetBitPosition2(), new Color(0.49f, 0, 0)); // Predict all active entities for (var id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // NOTE : As long as the server haven't gotten the spawn acked, it will keep sending // delta relative to 0, so we need to check if the entity was in the spawn list to determine // if the delta is relative to the last update or not int baseline0Time = 0; uint[] baseline0 = info.type.baseline; GameDebug.Assert(baseline0 != null, "Unable to find schema baseline for type {0}", info.type.typeId); if (haveBaseline && !m_TempSpawnList.Contains(id)) { baseline0 = info.baselines.FindMax(baseSequence); GameDebug.Assert(baseline0 != null, "Unable to find baseline for seq {0} for id {1}", baseSequence, id); baseline0Time = snapshots[baseSequence].serverTime; } if (enableNetworkPrediction) { uint num_baselines = 1; // 1 because either we have schema baseline or we have a real baseline int baseline1Time = 0; int baseline2Time = 0; uint[] baseline1 = null; uint[] baseline2 = null; if (baseSequence1 != baseSequence) { baseline1 = info.baselines.FindMax(baseSequence1); if (baseline1 != null) { num_baselines = 2; baseline1Time = snapshots[baseSequence1].serverTime; } if (baseSequence2 != baseSequence1) { baseline2 = info.baselines.FindMax(baseSequence2); if (baseline2 != null) { num_baselines = 3; baseline2Time = snapshots[baseSequence2].serverTime; } } } // TODO (petera) are these clears needed? for (int i = 0, c = info.fieldsChangedPrediction.Length; i < c; ++i) { info.fieldsChangedPrediction[i] = 0; } for (int i = 0; i < NetworkConfig.maxEntitySnapshotDataSize; i++) { info.prediction[i] = 0; fixed(uint *prediction = info.prediction, baseline0p = baseline0, baseline1p = baseline1, baseline2p = baseline2) { NetworkPrediction.PredictSnapshot(prediction, info.fieldsChangedPrediction, info.type.schema, num_baselines, (uint)baseline0Time, baseline0p, (uint)baseline1Time, baseline1p, (uint)baseline2Time, baseline2p, (uint)snapshotInfo.serverTime, info.fieldMask); } } else { var f = info.fieldsChangedPrediction; for (var i = 0; i < f.Length; ++i) { f[i] = 0; } for (int i = 0, c = info.type.schema.GetByteSize() / 4; i < c; ++i) { info.prediction[i] = baseline0[i]; } } } // Read updates var updateCount = input.ReadPackedUInt(NetworkConfig.updateCountContext); for (var updateIndex = 0; updateIndex < updateCount; ++updateIndex) { var id = (int)input.ReadPackedIntDelta(previousId, NetworkConfig.idContext); previousId = id; var info = entities[id]; uint hash = 0; // Copy prediction to temp buffer as we now overwrite info.prediction with fully unpacked // state by applying incoming delta to prediction. for (int i = 0, c = info.type.schema.GetByteSize() / 4; i < c; ++i) { tempSnapshotBuffer[i] = info.prediction[i]; } DeltaReader.Read(ref input, info.type.schema, info.prediction, tempSnapshotBuffer, info.fieldsChangedPrediction, info.fieldMask, ref hash); if (enableHashing) { uint hashCheck = input.ReadRawBits(32); if (hash != hashCheck) { GameDebug.Log("Hash check fail for entity " + id); if (enableNetworkPrediction) { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (haveBaseline ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + " - " + baseSequence1 + " - " + baseSequence2 + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } else { GameDebug.Assert(false, "Snapshot (" + snapshotInfo.serverTime + ") " + (haveBaseline ? "Snap [BL]" : "Snap [ ]") + " " + baseSequence + ". Sche: " + schemaCount + " Spwns: " + spawnCount + " Desp: " + despawnCount + " Upd: " + updateCount); } } } } if (enableNetworkPrediction) { counters.AddSectionStats("snapShotUpdatesPredict", input.GetBitPosition2(), haveBaseline ? new Color(0.09f, 0.38f, 0.93f) : Color.cyan); } else { counters.AddSectionStats("snapShotUpdatesNoPredict", input.GetBitPosition2(), haveBaseline ? new Color(0.09f, 0.38f, 0.93f) : Color.cyan); } uint snapshotHash = 0; // sum of hash for all (updated or not) entity snapshots uint numEnts = 0; for (int id = 0; id < entities.Count; id++) { var info = entities[id]; if (info.type == null) { continue; } // Skip despawned that have not also been spawned in this snapshot if (info.despawnSequence > 0 && !spawns.Contains(id)) { continue; } // If just spawned or if new snapshot is different from the last we deserialized, // we need to deserialize. Otherwise just ignore; no reason to deserialize the same // values again int schemaSize = info.type.schema.GetByteSize(); if (info.baselines.GetSize() == 0 || NetworkUtils.MemCmp(info.prediction, 0, info.lastUpdate, 0, schemaSize) != 0) { var data = info.baselines.Insert(sequence); for (int i = 0; i < schemaSize / 4; ++i) data[i] = info.prediction[i]; } if (sequence > info.lastUpdateSequence) { if (!updates.Contains(id)) { updates.Add(id); } for (int i = 0; i < schemaSize / 4; ++i) { info.lastUpdate[i] = info.prediction[i]; } info.lastUpdateSequence = sequence; } } if (enableHashing && info.despawnSequence == 0) { snapshotHash += NetworkUtils.SimpleHash(info.prediction, schemaSize); numEnts++; } }
public void ReadPackage <TInputStream>(byte[] packageData, int packageSize, NetworkCompressionModel compressionModel, INetworkClientCallbacks networkClientConsumer, ISnapshotConsumer snapshotConsumer) where TInputStream : struct, NetworkCompression.IInputStream { counters.bytesIn += packageSize; NetworkMessage content; byte[] assembledData; int assembledSize; int headerSize; var packageSequence = ProcessPackageHeader(packageData, packageSize, out content, out assembledData, out assembledSize, out headerSize); // Reset stats counters.ClearSectionStats(); counters.AddSectionStats("header", headerSize * 8, Color.white); // The package was dropped (duplicate or too old) or if it was a fragment not yet assembled, bail out here if (packageSequence == 0) { return; } var input = default(TInputStream); // new TInputStream(); due to bug new generates garbage here input.Initialize(compressionModel, assembledData, headerSize); if ((content & NetworkMessage.ClientInfo) != 0) { ReadClientInfo(ref input); } counters.AddSectionStats("clientInfo", input.GetBitPosition2(), Color.green); if ((content & NetworkMessage.MapInfo) != 0) { ReadMapInfo(ref input); } counters.AddSectionStats("mapInfo", input.GetBitPosition2(), new Color(0.65f, 0.16f, 0.16f)); // The package was received out of order but older than the last map reset, // so we ignore the remaining data if (mapInfo.ackSequence == 0 || packageSequence < mapInfo.ackSequence) { return; } if ((content & NetworkMessage.Snapshot) != 0) { ReadSnapshot(packageSequence, ref input, snapshotConsumer); // Make sure the callback actually picked up the snapshot data. It is important that // every snapshot gets processed by the game so that the spawns, despawns and updates lists // does not end up containing stuff from different snapshots GameDebug.Assert(spawns.Count == 0 && despawns.Count == 0 && updates.Count == 0, "Game did not consume snapshots"); } // We have to skip this if we dropped snapshot as we will then be in the middle of the input stream if ((content & NetworkMessage.Events) != 0 && !m_DropSnapshots) { ReadEvents(ref input, networkClientConsumer); } counters.AddSectionStats("events", input.GetBitPosition2(), new Color(1.0f, 0.84f, 0.0f)); counters.AddSectionStats("unknown", assembledSize * 8, Color.black); counters.packageContentStatsPackageSequence = packageSequence; }
void OnData(int connectionId, byte[] data, int size, INetworkClientCallbacks networkClientConsumer, ISnapshotConsumer snapshotConsumer) { // Block A number of incoming packets. -1 for all if (clientBlockIn.IntValue > 0) { clientBlockIn.Value = (clientBlockIn.IntValue - 1).ToString(); } if (clientBlockIn.IntValue != 0) { return; } // SHould these be asserts? if (m_Connection != null && m_Connection.connectionId == connectionId) { #pragma warning disable 0162 // unreached code switch (NetworkConfig.ioStreamType) { case NetworkCompression.IOStreamType.Raw: { m_Connection.ReadPackage <RawInputStream>(data, size, m_Connection.compressionModel, networkClientConsumer, snapshotConsumer); break; } case NetworkCompression.IOStreamType.Huffman: { m_Connection.ReadPackage <HuffmanInputStream>(data, size, m_Connection.compressionModel, networkClientConsumer, snapshotConsumer); break; } default: GameDebug.Assert(false); break; } #pragma warning restore } }