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|
#include "UnityPrefix.h"
#include "NetworkView.h"
#if ENABLE_NETWORK
#include "NetworkManager.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/BaseClasses/IsPlaying.h"
#include "PackStateSpecialized.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/Dynamics/RigidBody.h"
#include "Runtime/Animation/Animation.h"
#include "Runtime/Mono/MonoScriptCache.h"
#include "Runtime/Utilities/Utility.h"
#include "PackMonoRPC.h"
#include "BitStreamPacker.h"
#include "External/RakNet/builds/include/RakPeerInterface.h"
NetworkView::NetworkView (MemLabelId label, ObjectCreationMode mode)
: Super(label, mode)
, m_Node (this)
, m_AllNode(this)
{
m_OwnerAddress.binaryAddress = 0;
m_StateSynchronization = kReliableDeltaCompressed;
m_Group = 0;
m_InitState.clear();
m_Scope.clear();
m_HasReceivedInitialState = false;
}
void NetworkView::Update()
{
}
// This static RPC function executes the user scripted function by taking name and input from rpcParameters.
// Name contains the function name called and input contains the parameters for the function (in a BitStream).
static void NetworkViewRPCCallScript (RPCParameters *rpcParameters);
static void NetworkViewRPCCallScript (RPCParameters *rpcParameters)
{
NetworkManager& nm = GetNetworkManager ();
NetworkViewID viewID;
UInt8 mode = 0;
RakNet::BitStream input (rpcParameters->input, BITS_TO_BYTES(rpcParameters->numberOfBitsOfData), false);
viewID.Read(input);
input.ReadBits(&mode, kRPCModeNbBits);
NetworkLog(NULL, "Received RPC '%s'- mode %d - sender %s", rpcParameters->functionName, GetTargetMode(mode), rpcParameters->sender.ToString());
// Specific target handling.
// We might have to reroute the RPC call to another player.
if (GetTargetMode(mode) == kSpecificTarget)
{
bool relaySpecificTarget = false;
input.Read(relaySpecificTarget);
// We have to reroute the RPC call to another player
if (relaySpecificTarget)
{
NetworkPlayer relayTarget;
input.Read(relayTarget);
NetworkLog(NULL, "Relay RPC to specifc target - player ID %s", relayTarget);
RakNet::BitStream rerouted;
rerouted.Write(viewID);
rerouted.WriteBits(&mode, kRPCModeNbBits);
rerouted.Write0();
int unreadBits = input.GetNumberOfUnreadBits();
UInt8* data;
ALLOC_TEMP(data, UInt8, BITS_TO_BYTES (unreadBits));
input.ReadBits(data, unreadBits, false);
rerouted.WriteBits(data, unreadBits, false);
nm.PerformRPCRelaySpecific(rpcParameters->functionName, &rerouted, relayTarget);
return;
}
}
// Get the view and observer which should receive the rpc call
NetworkView* view = nm.ViewIDToNetworkView(viewID);
int group = 0;
if (view != NULL)
{
group = view->GetGroup();
}
else
{
NetworkWarning(NULL, "Could't invoke RPC function '%s' because the networkView '%s' doesn't exist", rpcParameters->functionName, viewID.ToString().c_str());
return;
}
// Unpack and invoke rpc call
if (nm.MayReceiveFromPlayer(rpcParameters->sender, group))
{
nm.PeformRPCRelayAll(rpcParameters->functionName, mode, viewID, group, rpcParameters->remoteTimestamp, rpcParameters->sender, input);
UnpackAndInvokeRPCMethod (view->GetGameObject(), rpcParameters->functionName, input, rpcParameters->sender, view->GetViewID(), rpcParameters->remoteTimestamp, view);
}
else
{
NetworkInfo (NULL, "RPC %s is ignored since the group of the network view is disabled.");
return;
}
}
void NetworkView::RPCCall (const std::string &function, int inMode, MonoArray* args)
{
NetworkManager& nm = GetNetworkManager();
if (!nm.IsConnected())
{
NetworkError(NULL, "Can't send RPC function since no connection was started.");
return;
}
if (!nm.MaySend(m_Group))
{
NetworkInfo (NULL, "RPC %s is ignored since the group of its network view is disabled.");
return;
}
UInt8 mode = inMode;
RakNet::BitStream parameters;
m_ViewID.Write(parameters);
parameters.WriteBits(&mode, kRPCModeNbBits);
int parameterOffset = parameters.GetWriteOffset();
if (PackRPCParameters (GetGameObject(), function.c_str(), parameters, args, this))
{
// Call ourselves immediately
if (GetTargetMode(mode) == kAll)
{
parameters.SetReadOffset(parameterOffset);
UnpackAndInvokeRPCMethod (GetGameObject(), function.c_str(), parameters, nm.GetPlayerAddress(), GetViewID(), nm.GetTimestamp(), this);
}
// Send the RPC function via network
nm.PerformRPC(function, mode, parameters, m_ViewID, m_Group);
}
else
{
//NetworkError(NULL, "Could't relay remote function message to Unity object");
}
}
void NetworkView::RPCCallSpecificTarget (const std::string &function, NetworkPlayer target, MonoArray* args)
{
NetworkManager& nm = GetNetworkManager();
if (!nm.IsConnected())
{
NetworkError(NULL, "Can't send RPC function since no connection was started.");
return;
}
if (!nm.MaySend(m_Group))
{
NetworkInfo (NULL, "RPC %s is ignored since the group of its network view is disabled.");
return;
}
UInt8 mode = kSpecificTarget;
RakNet::BitStream parameters;
m_ViewID.Write(parameters);
parameters.WriteBits(&mode, kRPCModeNbBits);
PlayerTable *targetPlayer = GetNetworkManager().GetPlayerEntry(target);;
if (targetPlayer != NULL)
{
parameters.Write0();
}
else if (GetNetworkManager().IsClient())
{
parameters.Write1();
parameters.Write(target);
targetPlayer = GetNetworkManager().GetPlayerEntry(0);
}
else
{
NetworkError(this, "Can't send RPC function because the target is not connected to the server.");
return;
}
if (PackRPCParameters (GetGameObject(), function.c_str(), parameters, args, this))
{
// Send the rpc function via network
nm.PerformRPCSpecificTarget(const_cast<char*> (function.c_str()), targetPlayer, parameters, m_Group);
}
else
{
//NetworkError(NULL, "Could't relay remote function message to Unity object");
}
}
// Add this network view to the network manager so it will be synchronized over the network.
void NetworkView::AddToManager ()
{
if (m_StateSynchronization != kNoStateSynch)
GetNetworkManager ().AddNetworkView (m_Node);
else
GetNetworkManager ().AddNonSyncNetworkView (m_Node);
}
void NetworkView::RemoveFromManager ()
{
m_Node.RemoveFromList();
}
void NetworkView::SetupSceneViewID ()
{
// When in edit mode ensure that all objects get a view id.
// In play mode we maintain view id's
if (!IsWorldPlaying())
{
// No view id assigned, allocate new one
if (m_ViewID == NetworkViewID())
{
if (GetNetworkManager().GetDebugLevel() >= kInformational) LogString("Allocating scene view ID to new object");
m_ViewID = GetNetworkManager ().AllocateSceneViewID();
}
else
{
m_ViewID = GetNetworkManager ().ValidateSceneViewID(this, m_ViewID);
}
}
}
void NetworkView::AwakeFromLoad (AwakeFromLoadMode mode)
{
Super::AwakeFromLoad (mode);
GetNetworkManager().AddAllNetworkView(m_AllNode);
if (IsActive())
SetupSceneViewID ();
// When loading a new scene replace level prefix of all objects that are being loaded!
if (mode & kDidLoadFromDisk)
{
if (m_ViewID.IsSceneID())
m_ViewID.ReplaceLevelPrefix(GetNetworkManager().GetLevelPrefix());
}
if (IsPrefabParent())
m_ViewID.SetAllocatedID(0);
}
void NetworkView::SetObserved (Unity::Component* component)
{
m_Observed = component;
SetDirty();
}
Unity::Component* NetworkView::GetObserved ()
{
return m_Observed;
}
void NetworkView::Unpack (RakNet::BitStream& bitStream, NetworkMessageInfo& info, int msgType)
{
// Initial can always be received, but make sure that the last unpack state is clear
if (msgType == ID_STATE_INITIAL)
{
m_HasReceivedInitialState = true;
m_LastUnpackState.clear();
}
// Updates can only be received after some initial state was already sent! Except when delta compression is not being used.
else
{
if (!m_HasReceivedInitialState && m_StateSynchronization == kReliableDeltaCompressed)
{
NetworkError(NULL, "Received state update for view ID %s but no initial state has ever been sent. Ignoring message.\n", m_ViewID.ToString().c_str());
return;
}
}
// Calculate the last state to perform delta compression against!
PackState writeState;
PackState* writeStatePtr = NULL;
UInt8* readData = NULL;
int readSize = 0;
if (m_StateSynchronization == kReliableDeltaCompressed)
{
writeState.resize(m_LastUnpackState.size());
writeStatePtr = &writeState;
readData = &m_LastUnpackState[0];
readSize = m_LastUnpackState.size();
}
// Pack state
BitstreamPacker packer (bitStream, writeStatePtr, readData, readSize, true);
Unity::Component* observed = GetObserved ();
Rigidbody* body = dynamic_pptr_cast<Rigidbody*> (observed);
Transform* transform = dynamic_pptr_cast<Transform*> (observed);
Animation* animation = dynamic_pptr_cast<Animation*> (observed);
MonoBehaviour* mono = dynamic_pptr_cast<MonoBehaviour*> (observed);
if (body)
SerializeRigidbody(*body, packer);
else if (transform)
UnpackTransform(*transform, packer);
else if (animation)
SerializeAnimation(*animation, packer);
else if (mono)
SerializeMono(*mono, packer, info);
else if (observed)
{
ErrorStringObject ("Network View synchronization error. Received packet but the observed class is not supported as a synchronization type", this);
}
else
{
LogStringObject("Receiving state for an object whose network view exists but the observed object no longer exists", this);
}
NetworkLog(NULL, "Received state update for view ID %s\n", m_ViewID.ToString().c_str());
m_LastUnpackState.swap(writeState);
}
bool NetworkView::Pack(RakNet::BitStream &stream, PackState* writeStatePtr, UInt8* readData, int &readSize, int msgID)
{
// Pack the state with the appropriate specialized packer
Unity::Component* observed = GetObserved ();
Rigidbody* body = dynamic_pptr_cast<Rigidbody*> (observed);
Transform* transform = dynamic_pptr_cast<Transform*> (observed);
Animation* animation = dynamic_pptr_cast<Animation*> (observed);
MonoBehaviour* mono = dynamic_pptr_cast<MonoBehaviour*> (observed);
bool doSend = false;
stream.Reset();
if (GetNetworkManager().GetUseProxy() && GetNetworkManager().IsClient())
{
stream.Write((unsigned char) ID_PROXY_CLIENT_MESSAGE);
}
// For now always include timestamp
bool useTimeStamp = true;
RakNetTime timeStamp = GetNetworkManager().GetTimestamp();
if (useTimeStamp)
{
stream.Write((unsigned char)ID_TIMESTAMP);
stream.Write(timeStamp);
}
// Msg type
stream.Write((unsigned char)msgID);
// View ID
m_ViewID.Write(stream);
// Pack data
BitstreamPacker packer (stream, writeStatePtr, readData, readSize, false);
NetworkMessageInfo info;
info.timestamp = -1.0;
info.sender = -1;
info.viewID = GetViewID();
if (body)
doSend |= SerializeRigidbody(*body, packer);
else if (transform)
doSend |= PackTransform(*transform, packer);
else if (animation)
doSend |= SerializeAnimation(*animation, packer);
else if (mono)
doSend |= SerializeMono(*mono, packer, info);
else if (observed)
{
NetworkError (this, "Network View synchronization of %s is not supported. Pack the state manually from a script.", this);
return false;
}
return doSend;
}
inline bool MayReceiveGroup (PlayerTable& table, int group)
{
return (table.mayReceiveGroups & (1<<group)) != 0;
}
// When broadcast is enabled, every connected peer gets the message except the one given in the system address
// TODO: Optimize code for initial/update proxied clients, they could go into seperate list(s) and get different streams (no memcpy)
// Right now real stream is memcpd'd into a stream with proxy header for each client which is proxied
void NetworkView::Send (SystemAddress systemAddress, bool broadcast)
{
// Calculate the last state to perform delta compression against!
PackState writeState;
PackState* writeStatePtr = NULL;
UInt8* readData = NULL;
int readSize = 0;
typedef std::vector<PlayerTable> Addresses;
Addresses initialStateAddresses;
Addresses updateStateAddresses;
// If doing broadcast, check if there is any intial state which needs to be sent
std::vector<PlayerTable> players = GetNetworkManager().GetPlayerAddresses();
updateStateAddresses.reserve(players.size());
// Find the players which need update or initial state
for (int i = 0; i != players.size(); i++)
{
// Calculate if we should include address based:
// * broadcast flag and ignore address
// * single cast must match address
bool include = broadcast && systemAddress != players[i].playerAddress;
include |= !broadcast && systemAddress == players[i].playerAddress;
bool maySendToPlayer = GetNetworkManager().MaySendToPlayer(players[i].playerAddress, m_Group);
if (((include && maySendToPlayer) || GetNetworkManager().IsClient()) && CheckScope(players[i].initIndex) )
{
bool hasInitialState = GetInitStateStatus(players[i].initIndex);
if (!hasInitialState)
{
initialStateAddresses.push_back(players[i]);
SetInitState(players[i].initIndex, true);
}
else
{
updateStateAddresses.push_back(players[i]);
}
}
}
RakPeerInterface* peer = GetNetworkManager().GetPeer();
// Send update state data
if (!updateStateAddresses.empty())
{
if (m_StateSynchronization == kReliableDeltaCompressed)
{
writeState.clear();
writeState.reserve(m_LastPackState.size());
writeStatePtr = &writeState;
readData = &m_LastPackState[0];
readSize = m_LastPackState.size();
}
else
{
writeStatePtr = NULL;
readData = NULL;
readSize = 0;
}
RakNet::BitStream stream;
RakNet::BitStream relayStream;
bool doSend = Pack(stream, writeStatePtr, readData, readSize, ID_STATE_UPDATE);
if (doSend)
{
PacketReliability reliability;
if (m_StateSynchronization == kReliableDeltaCompressed)
reliability = RELIABLE_ORDERED;
else
reliability = UNRELIABLE_SEQUENCED;
for (int i=0;i<updateStateAddresses.size();i++)
{
if (updateStateAddresses[i].relayed == true)
{
relayStream.Reset();
relayStream.Write((MessageID) ID_PROXY_SERVER_MESSAGE);
relayStream.Write(updateStateAddresses[i].playerAddress);
relayStream.Write((char*)stream.GetData(), stream.GetNumberOfBytesUsed());
if (!peer->Send (&relayStream, (PacketPriority)HIGH_PRIORITY, reliability, kDefaultChannel, GetNetworkManager().GetProxyAddress(), false))
NetworkError (this, "Failed to send relayed state update");
NetworkLog(this, "Sending state update relay message through proxy, destination is %s", updateStateAddresses[i].playerAddress.ToString());
}
else
{
if (!peer->Send (&stream, (PacketPriority)HIGH_PRIORITY, reliability, kDefaultChannel, updateStateAddresses[i].playerAddress, false))
NetworkError (this, "Failed to send state update");
}
}
NetworkLog(this, "Sending generic state update, broadcast %s, view ID '%s'\n", (broadcast)?"on":"off", m_ViewID.ToString().c_str());
m_LastPackState.swap(writeState);
}
}
// Send initial state data
if (!initialStateAddresses.empty())
{
if (m_StateSynchronization == kReliableDeltaCompressed)
{
writeState.clear();
writeState.reserve(m_LastPackState.size());
writeStatePtr = &writeState;
readData = NULL;
readSize = 0;
}
else
{
writeStatePtr = NULL;
readData = NULL;
readSize = 0;
}
RakNet::BitStream stream;
RakNet::BitStream relayStream;
Pack(stream, writeStatePtr, readData, readSize, ID_STATE_INITIAL);
for (int i=0;i<initialStateAddresses.size();i++)
{
if (initialStateAddresses[i].relayed == true)
{
relayStream.Reset();
relayStream.Write((MessageID) ID_PROXY_SERVER_MESSAGE);
relayStream.Write(initialStateAddresses[i].playerAddress);
relayStream.Write((char*)stream.GetData(), stream.GetNumberOfBytesUsed());
if (!peer->Send (&relayStream, (PacketPriority)HIGH_PRIORITY, (PacketReliability)RELIABLE_ORDERED, kDefaultChannel, GetNetworkManager().GetProxyAddress(), false))
NetworkError (this, "Failed to send relayed initial update");
NetworkLog(NULL, "Sending initial state relay message through proxy, destination is %s", initialStateAddresses[i].playerAddress.ToString());
}
else
{
if (!peer->Send (&stream, (PacketPriority)HIGH_PRIORITY, RELIABLE_ORDERED, kDefaultChannel, initialStateAddresses[i].playerAddress, false))
NetworkError (this, "Failed to send initial update");
}
}
NetworkLog(this, "Sending generic initial state update, broadcast %s, view ID '%s'\n", (broadcast)?"on":"off", m_ViewID.ToString().c_str());
m_LastPackState.swap(writeState);
}
}
void NetworkView::SendToAllButOwner()
{
Send(m_OwnerAddress, true);
}
NetworkViewID NetworkView::GetViewID()
{
return m_ViewID;
}
void NetworkView::SetViewID(NetworkViewID viewID)
{
NetworkManager& nm = GetNetworkManager();
NetworkLog(NULL, "Assigning a view ID: old view ID '%s', new view ID '%s'\n", m_ViewID.ToString().c_str(), viewID.ToString().c_str());
// If this viewID does not belong to my pool of IDs (i.e. another player)
if ( nm.WasViewIdAllocatedByMe(viewID) )
{
m_OwnerAddress = nm.GetPlayerAddress();
}
// Since this is our own view object, send our playerId address to server
else
{
// If we are a server, look up from player address table
if (nm.IsServer())
{
NetworkPlayer player = nm.GetNetworkViewIDOwner(viewID);
m_OwnerAddress = nm.GetSystemAddressFromIndex(player);
}
// If we are a client, we default to server owning, since we don't know the players anyway.
else
{
m_OwnerAddress.binaryAddress = 0;
}
}
// Make sure all current players get added into the scope of this network view
m_Scope.resize(nm.GetInitIndexSize(), true);
m_ViewID = viewID;
}
void NetworkView::SetGroup(unsigned group)
{
if (group < kMaxGroups)
{
m_Group = group;
}
else
{
ErrorString("Groups must be between 0 and 31.");
}
}
void NetworkView::Reset ()
{
Super::Reset();
if (!m_Observed && GetGameObjectPtr())
m_Observed = QueryComponent(Transform);
}
void NetworkView::SetStateSynchronization (int sync)
{
m_StateSynchronization = sync;
SetDirty();
}
void NetworkView::SetInitState(int index, bool isSent)
{
if (index < m_InitState.size())
{
m_InitState[index] = isSent;
NetworkInfo(NULL, "Initial state being sent to index %d", index);
}
else
{
if (isSent)
{
m_InitState.resize(index + 1, false);
m_InitState[index] = isSent;
}
}
}
bool NetworkView::GetInitStateStatus(int index)
{
if (index < m_InitState.size())
{
return m_InitState[index];
}
else
{
return false;
}
}
void NetworkView::ClearInitStateAndOwner()
{
m_InitState.clear();
m_OwnerAddress.binaryAddress = 0;
}
// Get initIndex for player and set/unset according to bool
bool NetworkView::SetPlayerScope(NetworkPlayer playerIndex, bool relevancy)
{
std::vector<PlayerTable> players = GetNetworkManager().GetPlayerAddresses();
unsigned int initIndex = 0xFFFFFFFF;
// Find the players which need update or initial state
for (int i = 0; i != players.size(); i++)
{
if (playerIndex == players[i].playerIndex)
{
initIndex = players[i].initIndex;
break;
}
}
if (initIndex != 0xFFFFFFFF)
{
SetScope(initIndex, relevancy);
return true;
}
else
{
NetworkError(NULL, "Player index %d not found when setting scope in network view %s", playerIndex, m_ViewID.ToString().c_str());
return false;
}
}
void NetworkView::SetScope(unsigned int initIndex, bool relevancy)
{
if (initIndex < m_Scope.size())
{
// Unset means this is in scope (so if relevancy==true => scope==0)
m_Scope[initIndex] = relevancy;
NetworkInfo(NULL, "Scope index %d is now %s scope for %s", initIndex, relevancy?"in":"out of", m_ViewID.ToString().c_str());
}
else
{
m_Scope.resize(initIndex + 1, false);
m_Scope[initIndex] = relevancy;
NetworkInfo(NULL, "New scope index %d is now %s scope for %s", initIndex, relevancy?"in":"out of", m_ViewID.ToString().c_str());
}
}
// Check if given index is in this network views scope
bool NetworkView::CheckScope(int initIndex)
{
if (initIndex < m_Scope.size())
{
return m_Scope[initIndex];
}
else
{
// Scope does not exist, create it with default value
SetScope(initIndex, true);
return true;
}
}
SystemAddress NetworkView::GetOwnerAddress ()
{
return m_OwnerAddress;
}
NetworkView::~NetworkView ()
{
}
template<class TransferFunc>
void NetworkView::Transfer (TransferFunc& transfer) {
Super::Transfer (transfer);
TRANSFER(m_StateSynchronization);
TRANSFER(m_Observed);
transfer.Transfer(m_ViewID, "m_ViewID", kNotEditableMask);
}
void RegisterRPC (const char* name)
{
GetNetworkManager().RegisterRPC(name, NetworkViewRPCCallScript);
}
void NetworkView::InitializeClass ()
{
RegisterMonoRPC(RegisterRPC);
}
void NetworkView::CleanupClass ()
{
}
IMPLEMENT_CLASS_HAS_INIT (NetworkView)
IMPLEMENT_OBJECT_SERIALIZE (NetworkView)
#endif // ENABLE_NETWORK
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