static void TestDelta <TInputStream, TOutputStream>(NetworkSchema schema, List <object> values, List <object> baselineValues) where TInputStream : NetworkCompression.IInputStream, new() where TOutputStream : NetworkCompression.IOutputStream, new() { var inputBuffer = new byte[1024 * 64]; var baselineBuffer = new byte[1024 * 64]; var deltaBuffer = new byte[1024 * 64]; var outputBuffer = new byte[1024 * 64]; NetworkTestUtils.WriteValues(values, inputBuffer, schema); if (baselineValues != null) { NetworkTestUtils.WriteValues(baselineValues, baselineBuffer, schema); } else { baselineBuffer = new byte[1024 * 64]; } var outputStream = new TOutputStream(); outputStream.Initialize(NetworkCompressionModel.DefaultModel, deltaBuffer, 0, null); uint hash = 0; DeltaWriter.Write(ref outputStream, schema, inputBuffer, baselineBuffer, zeroFieldsChanged, 0, ref hash); outputStream.Flush(); var inputStream = new TInputStream(); inputStream.Initialize(NetworkCompressionModel.DefaultModel, deltaBuffer, 0); hash = 0; DeltaReader.Read(ref inputStream, schema, outputBuffer, baselineBuffer, zeroFieldsChanged, 0, ref hash); NetworkTestUtils.ReadAndAssertValues(values, outputBuffer, schema); }
void WriteCommands <TOutputStream>(ClientPackageInfo packageInfo, ref TOutputStream output) where TOutputStream : NetworkCompression.IOutputStream { AddMessage(NetworkMessage.Commands); counters.commandsOut++; var includeSchema = commandSequenceAck == 0; output.WriteRawBits(includeSchema ? 1U : 0, 1); if (includeSchema) { NetworkSchema.WriteSchema(commandSchema, ref output); } var sequence = commandSequence; output.WriteRawBits(Sequence.ToUInt16(commandSequence), 16); packageInfo.commandSequence = commandSequence; packageInfo.commandTime = commandsOut[commandSequence].time; CommandInfo previous = defaultCommandInfo; CommandInfo command; while (commandsOut.TryGetValue(sequence, out command)) { // 1 bit to tell there is a command output.WriteRawBits(1, 1); output.WritePackedIntDelta(command.time, previous.time, NetworkConfig.commandTimeContext); uint hash = 0; DeltaWriter.Write(ref output, commandSchema, command.data, previous.data, zeroFieldsChanged, 0, ref hash); previous = command; --sequence; } output.WriteRawBits(0, 1); }
unsafe void WriteSnapshot(ref RawOutputStream output) { Profiler.BeginSample("NetworkServer.WriteSnapshot()"); AddMessageContentFlag(NetworkMessage.Snapshot); bool enableNetworkPrediction = network_prediction.IntValue != 0; //bool enableHashing = debug_hashing.IntValue != 0; // Check if the baseline from the client is too old. We keep N number of snapshots on the server // so if the client baseline is older than that we cannot generate the snapshot. Furthermore, we require // the client to keep the last N updates for any entity, so even though the client might have much older // baselines for some entities we cannot guarantee it. // TODO : Can we make this simpler? var haveBaseline = maxSnapshotAck != 0; if (_server.m_ServerSequence - maxSnapshotAck >= NetworkConfig.snapshotDeltaCacheSize - 2) // -2 because we want 3 baselines! { if (serverDebug.IntValue > 0) { GameDebug.Log("ServerSequence ahead of latest ack'ed snapshot by more than cache size. " + (haveBaseline ? "nobaseline" : "baseline")); } haveBaseline = false; } var baseline = haveBaseline ? maxSnapshotAck : 0; int snapshot0Baseline = baseline; int snapshot1Baseline = baseline; int snapshot2Baseline = baseline; int snapshot0BaselineClient = snapshotPackageBaseline; int snapshot1BaselineClient = snapshotPackageBaseline; int snapshot2BaselineClient = snapshotPackageBaseline; if (enableNetworkPrediction && haveBaseline) { var end = snapshotPackageBaseline - NetworkConfig.clientAckCacheSize; end = end < 0 ? 0 : end; var a = snapshotPackageBaseline - 1; while (a > end) { if (snapshotAcks[a % NetworkConfig.clientAckCacheSize]) { var base1 = snapshotSeqs[a % NetworkConfig.clientAckCacheSize]; if (_server.m_ServerSequence - base1 < NetworkConfig.snapshotDeltaCacheSize - 2) { snapshot1Baseline = base1; snapshot1BaselineClient = a; snapshot2Baseline = snapshotSeqs[a % NetworkConfig.clientAckCacheSize]; snapshot2BaselineClient = a; } break; } a--; } a--; while (a > end) { if (snapshotAcks[a % NetworkConfig.clientAckCacheSize]) { var base2 = snapshotSeqs[a % NetworkConfig.clientAckCacheSize]; if (_server.m_ServerSequence - base2 < NetworkConfig.snapshotDeltaCacheSize - 2) { snapshot2Baseline = base2; snapshot2BaselineClient = a; } break; } a--; } } output.WriteRawBits(haveBaseline ? 1u : 0, 1); output.WritePackedIntDelta(snapshot0BaselineClient, outSequence - 1, NetworkConfig.baseSequenceContext); output.WriteRawBits(enableNetworkPrediction ? 1u : 0u, 1); //output.WriteRawBits(enableHashing ? 1u : 0u, 1); if (enableNetworkPrediction) { output.WritePackedIntDelta(haveBaseline ? snapshot1BaselineClient : 0, snapshot0BaselineClient - 1, NetworkConfig.baseSequence1Context); output.WritePackedIntDelta(haveBaseline ? snapshot2BaselineClient : 0, snapshot1BaselineClient - 1, NetworkConfig.baseSequence2Context); } // NETTODO: For us serverTime == tick but network layer only cares about a growing int output.WritePackedIntDelta(_server.serverTime, haveBaseline ? maxSnapshotTime : 0, NetworkConfig.serverTimeContext); // NETTODO: a more generic way to send stats var temp = _server.m_ServerSimTime * 10; output.WriteRawBits((byte)temp, 8); _server.m_TempTypeList.Clear(); _server.m_TempSpawnList.Clear(); _server.m_TempDespawnList.Clear(); _server.m_TempUpdateList.Clear(); _server.m_PredictionIndex = 0; for (int id = 0, c = _server.m_Entities.Count; id < c; id++) { var entity = _server.m_Entities[id]; // Skip freed if (entity.spawnSequence == 0) { continue; } bool spawnedSinceBaseline = (entity.spawnSequence > baseline); bool despawned = (entity.despawnSequence > 0); // Note to future self: This is a bit tricky... We consider lifetimes of entities // re the baseline (last ack'ed, so in the past) and the snapshot we are building (now) // There are 6 cases (S == spawn, D = despawn): // // --------------------------------- time -----------------------------------> // // BASELINE SNAPSHOT // | | // v v // 1. S-------D IGNORE // 2. S------------------D SEND DESPAWN // 3. S-------------------------------------D SEND UPDATE // 4. S-----D IGNORE // 5. S-----------------D SEND SPAWN + UPDATE // 6. S----------D INVALID (FUTURE) // if (despawned && entity.despawnSequence <= baseline) { continue; // case 1: ignore } if (despawned && !spawnedSinceBaseline) { _server.m_TempDespawnList.Add(id); // case 2: despawn continue; } if (spawnedSinceBaseline && despawned) { continue; // case 4: ignore } if (spawnedSinceBaseline) { _server.m_TempSpawnList.Add(id); // case 5: send spawn + update } // case 5. and 3. fall through to here and gets updated // Send data from latest tick var tickToSend = _server.m_ServerSequence; // If despawned, however, we have stopped generating updates so pick latest valid if (despawned) { tickToSend = Mathf.Max(entity.updateSequence, entity.despawnSequence - 1); } { var entityType = _server.m_EntityTypes[entity.typeId]; var snapshot = entity.snapshots[tickToSend]; // NOTE : As long as the server haven't gotten the spawn acked, it will keep sending // delta relative to 0 as we cannot know if we have a valid baseline on the client or not uint num_baselines = 1; // if there is no normal baseline, we use schema baseline so there is always one uint *baseline0 = entityType.baseline; int time0 = maxSnapshotTime; if (haveBaseline && entity.spawnSequence <= maxSnapshotAck) { baseline0 = entity.snapshots[snapshot0Baseline].start; } if (enableNetworkPrediction) { uint *baseline1 = entityType.baseline; uint *baseline2 = entityType.baseline; int time1 = maxSnapshotTime; int time2 = maxSnapshotTime; if (haveBaseline && entity.spawnSequence <= maxSnapshotAck) { GameDebug.Assert(_server.m_Snapshots[snapshot0Baseline % _server.m_Snapshots.Length].serverTime == maxSnapshotTime, "serverTime == maxSnapshotTime"); GameDebug.Assert(entity.snapshots.Exists(snapshot0Baseline), "Exists(snapshot0Baseline)"); // Newly spawned entities might not have earlier baselines initially if (snapshot1Baseline != snapshot0Baseline && entity.snapshots.Exists(snapshot1Baseline)) { num_baselines = 2; baseline1 = entity.snapshots[snapshot1Baseline].start; time1 = _server.m_Snapshots[snapshot1Baseline % _server.m_Snapshots.Length].serverTime; if (snapshot2Baseline != snapshot1Baseline && entity.snapshots.Exists(snapshot2Baseline)) { num_baselines = 3; baseline2 = entity.snapshots[snapshot2Baseline].start; //time2 = entity.snapshots[snapshot2Baseline].serverTime; time2 = _server.m_Snapshots[snapshot2Baseline % _server.m_Snapshots.Length].serverTime; } } } entity.prediction = _server.m_Prediction + _server.m_PredictionIndex; NetworkPrediction.PredictSnapshot(entity.prediction, entity.fieldsChangedPrediction, entityType.schema, num_baselines, (uint)time0, baseline0, (uint)time1, baseline1, (uint)time2, baseline2, (uint)_server.serverTime, entity.GetFieldMask(ConnectionId)); _server.m_PredictionIndex += entityType.schema.GetByteSize() / 4; //_server.statsProcessedOutgoing += entityType.schema.GetByteSize(); if (UnsafeUtility.MemCmp(entity.prediction, snapshot.start, entityType.schema.GetByteSize()) != 0) { _server.m_TempUpdateList.Add(id); } if (serverDebug.IntValue > 2) { GameDebug.Log((haveBaseline ? "Upd [BL]" : "Upd [ ]") + "num_baselines: " + num_baselines + " serverSequence: " + tickToSend + " " + snapshot0Baseline + "(" + snapshot0BaselineClient + "," + time0 + ") - " + snapshot1Baseline + "(" + snapshot1BaselineClient + "," + time1 + ") - " + snapshot2Baseline + "(" + snapshot2BaselineClient + "," + time2 + "). Sche: " + _server.m_TempTypeList.Count + " Spwns: " + _server.m_TempSpawnList.Count + " Desp: " + _server.m_TempDespawnList.Count + " Upd: " + _server.m_TempUpdateList.Count); } } else { var prediction = baseline0; var fcp = entity.fieldsChangedPrediction; for (int i = 0, l = fcp.Length; i < l; ++i) { fcp[i] = 0; } if (UnsafeUtility.MemCmp(prediction, snapshot.start, entityType.schema.GetByteSize()) != 0) { _server.m_TempUpdateList.Add(id); } if (serverDebug.IntValue > 2) { GameDebug.Log((haveBaseline ? "Upd [BL]" : "Upd [ ]") + snapshot0Baseline + "(" + snapshot0BaselineClient + "," + time0 + "). Sche: " + _server.m_TempTypeList.Count + " Spwns: " + _server.m_TempSpawnList.Count + " Desp: " + _server.m_TempDespawnList.Count + " Upd: " + _server.m_TempUpdateList.Count); } } } } if (serverDebug.IntValue > 1 && (_server.m_TempSpawnList.Count > 0 || _server.m_TempDespawnList.Count > 0)) { GameDebug.Log(ConnectionId + ": spwns: " + string.Join(",", _server.m_TempSpawnList) + " despwans: " + string.Join(",", _server.m_TempDespawnList)); } foreach (var pair in _server.m_EntityTypes) { if (pair.Value.createdSequence > maxSnapshotAck) { _server.m_TempTypeList.Add(pair.Value); } } output.WritePackedUInt((uint)_server.m_TempTypeList.Count, NetworkConfig.schemaCountContext); foreach (var typeInfo in _server.m_TempTypeList) { output.WritePackedUInt(typeInfo.typeId, NetworkConfig.schemaTypeIdContext); NetworkSchema.WriteSchema(typeInfo.schema, ref output); GameDebug.Assert(typeInfo.baseline != null); NetworkSchema.CopyFieldsFromBuffer(typeInfo.schema, typeInfo.baseline, ref output); } int previousId = 1; output.WritePackedUInt((uint)_server.m_TempSpawnList.Count, NetworkConfig.spawnCountContext); foreach (var id in _server.m_TempSpawnList) { output.WritePackedIntDelta(id, previousId, NetworkConfig.idContext); previousId = id; var entity = _server.m_Entities[id]; output.WritePackedUInt((uint)entity.typeId, NetworkConfig.spawnTypeIdContext); output.WriteRawBits(entity.GetFieldMask(ConnectionId), 8); } output.WritePackedUInt((uint)_server.m_TempDespawnList.Count, NetworkConfig.despawnCountContext); foreach (var id in _server.m_TempDespawnList) { output.WritePackedIntDelta(id, previousId, NetworkConfig.idContext); previousId = id; } int numUpdates = _server.m_TempUpdateList.Count; output.WritePackedUInt((uint)numUpdates, NetworkConfig.updateCountContext); foreach (var id in _server.m_TempUpdateList) { var entity = _server.m_Entities[id]; var entityType = _server.m_EntityTypes[entity.typeId]; uint *prediction = null; if (enableNetworkPrediction) { prediction = entity.prediction; } else { prediction = entityType.baseline; if (haveBaseline && entity.spawnSequence <= maxSnapshotAck) { prediction = entity.snapshots[snapshot0Baseline].start; } } output.WritePackedIntDelta(id, previousId, NetworkConfig.idContext); previousId = id; // TODO It is a mess that we have to repeat the logic about tickToSend from above here int tickToSend = _server.m_ServerSequence; if (entity.despawnSequence > 0) { tickToSend = Mathf.Max(entity.despawnSequence - 1, entity.updateSequence); } GameDebug.Assert(_server.m_ServerSequence - tickToSend < NetworkConfig.snapshotDeltaCacheSize); if (!entity.snapshots.Exists(tickToSend)) { GameDebug.Log("maxSnapAck: " + maxSnapshotAck); GameDebug.Log("lastWritten: " + snapshotServerLastWritten); GameDebug.Log("spawn: " + entity.spawnSequence); GameDebug.Log("despawn: " + entity.despawnSequence); GameDebug.Log("update: " + entity.updateSequence); GameDebug.Log("tick: " + _server.m_ServerSequence); GameDebug.Log("id: " + id); GameDebug.Log("snapshots: " + entity.snapshots.ToString()); GameDebug.Log("WOULD HAVE crashed looking for " + tickToSend + " changing to " + (entity.despawnSequence - 1)); tickToSend = entity.despawnSequence - 1; GameDebug.Assert(false, "Unable to find " + tickToSend + " in snapshots. Would update have worked?"); } var snapshotInfo = entity.snapshots[tickToSend]; // NOTE : As long as the server haven't gotten the spawn acked, it will keep sending // delta relative to 0 as we cannot know if we have a valid baseline on the client or not uint entity_hash = 0; DeltaWriter.Write(ref output, entityType.schema, snapshotInfo.start, prediction, entity.fieldsChangedPrediction, entity.GetFieldMask(ConnectionId), ref entity_hash); } if (!haveBaseline && serverDebug.IntValue > 0) { Debug.Log("Sending no-baseline snapshot. C: " + ConnectionId + " Seq: " + outSequence + " Max: " + maxSnapshotAck + " Total entities sent: " + _server.m_TempUpdateList.Count + " Type breakdown:"); //foreach (var c in _server.m_EntityTypes) { // Debug.Log(c.Value.name + " " + c.Key + " #" + (c.Value.stats_count) + " " + (c.Value.stats_bits / 8) + " bytes"); //} } snapshotSeqs[outSequence % NetworkConfig.clientAckCacheSize] = _server.m_ServerSequence; snapshotServerLastWritten = _server.m_ServerSequence; Profiler.EndSample(); }