Space-Smash-Out/Assets/FishNet/Runtime/Object/NetworkBehaviour.Prediction.cs

1816 lines
75 KiB
C#

#if UNITY_EDITOR || DEVELOPMENT_BUILD
#define DEVELOPMENT
#endif
#if !PREDICTION_1
using FishNet.CodeGenerating;
using FishNet.Connection;
using FishNet.Documenting;
using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Managing.Predicting;
using FishNet.Managing.Server;
using FishNet.Managing.Timing;
using FishNet.Object.Prediction;
using FishNet.Object.Prediction.Delegating;
using FishNet.Serializing;
using FishNet.Serializing.Helping;
using FishNet.Transporting;
using FishNet.Utility;
using FishNet.Utility.Performance;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
namespace FishNet.Object
{
/* This class is placed in this file while it is in development.
* When everything is locked in the class will be integrated properly. */
internal static class ReplicateTickFinder
{
public enum DataPlacementResult
{
/// <summary>
/// Something went wrong; this should never be returned.
/// </summary>
Error,
/// <summary>
/// Tick was found on an index.
/// </summary>
Exact,
/// <summary>
/// Tick was not found because it is lower than any of the replicates.
/// This is also used when there are no datas.
/// </summary>
InsertBeginning,
/// <summary>
/// Tick was not found but can be inserted in the middle of the collection.
/// </summary>
InsertMiddle,
/// <summary>
/// Tick was not found because it is larger than any of the replicates.
/// </summary>
InsertEnd,
}
/// <summary>
/// Gets the index in replicates where the tick matches.
/// </summary>
public static int GetReplicateHistoryIndex<T>(uint tick, List<T> replicatesHistory, out DataPlacementResult findResult) where T : IReplicateData
{
int replicatesCount = replicatesHistory.Count;
if (replicatesCount == 0)
{
findResult = DataPlacementResult.InsertBeginning;
return 0;
}
uint firstTick = replicatesHistory[0].GetTick();
//Try to find by skipping ahead the difference between tick and start.
int diff = (int)(tick - firstTick);
/* If the difference is larger than replicatesCount
* then that means the replicates collection is missing
* entries. EG if replicates values were 4, 7, 10 and tick were
* 10 the difference would be 6. While replicates does contain the value
* there is no way it could be found by pulling index 'diff' since that
* would be out of bounds. This should never happen under normal conditions, return
* missing if it does. */
//Do not need to check less than 0 since we know if here tick is larger than first entry.
if (diff >= replicatesCount)
{
//Try to return value using brute force.
int index = FindIndexBruteForce(out findResult);
return index;
}
else if (diff < 0)
{
findResult = DataPlacementResult.InsertBeginning;
return 0;
}
else
{
/* If replicatesHistory contained the ticks
* of 1 2 3 4 5, and the tick is 3, then the difference
* would be 2 (because 3 - 1 = 2). As we can see index
* 2 of replicatesHistory does indeed return the proper tick. */
//Expected diff to be result but was not.
if (replicatesHistory[diff].GetTick() != tick)
{
//Try to return value using brute force.
int index = FindIndexBruteForce(out findResult);
return index;
}
//Exact was found, this is the most ideal situation.
else
{
findResult = DataPlacementResult.Exact;
return diff;
}
}
//Tries to find the index by brute forcing the collection.
int FindIndexBruteForce(out DataPlacementResult result)
{
/* Some quick exits to save perf. */
//If tick is lower than first then it must be inserted at the beginning.
if (tick < firstTick)
{
result = DataPlacementResult.InsertBeginning;
return 0;
}
//If tick is larger the last then it must be inserted at the end.
else if (tick > replicatesHistory[replicatesCount - 1].GetTick())
{
result = DataPlacementResult.InsertEnd;
return replicatesCount;
}
else
{
//Brute check.
for (int i = 0; i < replicatesCount; i++)
{
uint lTick = replicatesHistory[i].GetTick();
//Exact match found.
if (lTick == tick)
{
result = DataPlacementResult.Exact;
return i;
}
/* The checked data is greater than
* what was being searched. This means
* to insert right before it. */
else if (lTick > tick)
{
result = DataPlacementResult.InsertMiddle;
return i;
}
}
//Should be impossible to get here.
result = DataPlacementResult.Error;
return -1;
}
}
}
}
public abstract partial class NetworkBehaviour : MonoBehaviour
{
#region Public.
// /// <summary>
// /// True if this Networkbehaviour implements prediction methods.
// /// </summary>
// [APIExclude]
// [MakePublic]
// protected internal bool UsesPrediction;
/// <summary>
/// True if this NetworkBehaviour is reconciling.
/// If this NetworkBehaviour does not implemnent prediction methods this value will always be false.
/// Value will be false if there is no data to reconcile to, even if the PredictionManager IsReconciling.
/// Data may be missing if it were intentionally not sent, or due to packet loss.
/// </summary>
public bool IsBehaviourReconciling { get; internal set; }
#endregion
#region Private.
/// <summary>
/// Registered Replicate methods.
/// </summary>
private readonly Dictionary<uint, ReplicateRpcDelegate> _replicateRpcDelegates = new Dictionary<uint, ReplicateRpcDelegate>();
/// <summary>
/// Registered Reconcile methods.
/// </summary>
private readonly Dictionary<uint, ReconcileRpcDelegate> _reconcileRpcDelegates = new Dictionary<uint, ReconcileRpcDelegate>();
/// <summary>
/// Number of resends which may occur. This could be for client resending replicates to the server or the server resending reconciles to the client.
/// </summary>
private int _remainingResends;
/// <summary>
/// Last replicate tick read from remote. This can be the server reading a client or the other way around.
/// </summary>
private uint _lastReplicateReadRemoteTick;
/// <summary>
/// Tick when replicates should begun to run. This is set and used when inputs are just received and need to queue to create a buffer.
/// </summary>
private uint _replicateStartTick = TimeManager.UNSET_TICK;
/// <summary>
/// Last tick iterated during a replicate replay.
/// </summary>
private uint _lastReplicatedTick;
/// <summary>
/// Last tick read for a reconcile.
/// </summary>
private uint _lastReadReconcileTick;
/// <summary>
/// Last tick read for a replicate.
/// </summary>
private uint _lastReadReplicateTick;
#endregion
/// <summary>
/// Registers a RPC method.
/// Internal use.
/// </summary>
/// <param name="hash"></param>
/// <param name="del"></param>
[MakePublic]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void RegisterReplicateRpc(uint hash, ReplicateRpcDelegate del)
{
_replicateRpcDelegates[hash] = del;
}
/// <summary>
/// Registers a RPC method.
/// Internal use.
/// </summary>
/// <param name="hash"></param>
/// <param name="del"></param>
[MakePublic]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void RegisterReconcileRpc(uint hash, ReconcileRpcDelegate del)
{
_reconcileRpcDelegates[hash] = del;
}
/// <summary>
/// Called when a replicate is received.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void OnReplicateRpc(uint? methodHash, PooledReader reader, NetworkConnection sendingClient, Channel channel)
{
if (methodHash == null)
methodHash = ReadRpcHash(reader);
if (_replicateRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReplicateRpcDelegate del))
del.Invoke(reader, sendingClient, channel);
else
_networkObjectCache.NetworkManager.LogWarning($"Replicate not found for hash {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name}. Remainder of packet may become corrupt.");
}
/// <summary>
/// Called when a reconcile is received.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void OnReconcileRpc(uint? methodHash, PooledReader reader, Channel channel)
{
if (methodHash == null)
methodHash = ReadRpcHash(reader);
if (_reconcileRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReconcileRpcDelegate del))
del.Invoke(reader, channel);
else
_networkObjectCache.NetworkManager.LogWarning($"Reconcile not found for hash {methodHash.Value}. Remainder of packet may become corrupt.");
}
/// <summary>
/// Resets cached ticks used by prediction, such as last read and replicate tick.
/// This is generally used when the ticks will be different then what was previously used; eg: when ownership changes.
/// </summary>
internal void ResetPredictionTicks()
{
_lastReplicateReadRemoteTick = TimeManager.UNSET_TICK;
_lastReadReconcileTick = TimeManager.UNSET_TICK;
_lastReadReplicateTick = TimeManager.UNSET_TICK;
}
/// <summary>
/// Clears cached replicates for server and client. This can be useful to call on server and client after teleporting.
/// </summary>
public virtual void ClearReplicateCache() { }
/// <summary>
/// Clears cached replicates and histories.
/// </summary>
[MakePublic]
[APIExclude]
protected internal void ClearReplicateCache_Internal<T>(BasicQueue<T> replicatesQueue, List<T> replicatesHistory) where T : IReplicateData
{
while (replicatesQueue.Count > 0)
{
T data = replicatesQueue.Dequeue();
data.Dispose();
}
for (int i = 0; i < replicatesHistory.Count; i++)
replicatesHistory[i].Dispose();
replicatesHistory.Clear();
}
/// <summary>
/// Sends a RPC to target.
/// Internal use.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[MakePublic]
[APIExclude]
protected internal void Server_SendReconcileRpc<T>(uint hash, T reconcileData, Channel channel)
{
if (!IsSpawned)
return;
//No owner and no state forwarding, nothing to do.
bool stateForwarding = _networkObjectCache.EnableStateForwarding;
if (!Owner.IsValid && !stateForwarding)
return;
PooledWriter methodWriter = WriterPool.Retrieve();
/* Tick does not need to be written because it will always
* be the localTick of the server. For the clients, this will
* be the LastRemoteTick of the packet.
*
* The exception is for the owner, which we send the last replicate
* tick so the owner knows which to roll back to. */
methodWriter.Write(reconcileData);
PooledWriter writer;
#if DEVELOPMENT
if (NetworkManager.DebugManager.ReconcileRpcLinks && _rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
#else
if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
#endif
writer = CreateLinkedRpc(link, methodWriter, channel);
else
writer = CreateRpc(hash, methodWriter, PacketId.Reconcile, channel);
//If state forwarding is not enabled then only send to owner.
if (!stateForwarding)
{
Owner.WriteState(writer);
}
//State forwarding, send to all.
else
{
foreach (NetworkConnection nc in Observers)
nc.WriteState(writer);
}
methodWriter.Store();
writer.Store();
}
// /// <summary>
// /// Returns if there is a chance the transform may change after the tick.
// /// </summary>
// /// <returns></returns>
// protected internal bool PredictedTransformMayChange()
// {
// if (TimeManager.PhysicsMode == PhysicsMode.Disabled)
// return false;
// if (!_predictionInitialized)
// {
// _predictionInitialized = true;
// _predictionRigidbody = GetComponentInParent<Rigidbody>();
// _predictionRigidbody2d = GetComponentInParent<Rigidbody2D>();
// }
// /* Use distance when checking if changed because rigidbodies can twitch
//* or move an extremely small amount. These small moves are not worth
//* resending over because they often fix themselves each frame. */
// float changeDistance = 0.000004f;
// bool positionChanged = (transform.position - _lastMayChangePosition).sqrMagnitude > changeDistance;
// bool rotationChanged = (transform.rotation.eulerAngles - _lastMayChangeRotation.eulerAngles).sqrMagnitude > changeDistance;
// bool scaleChanged = (transform.localScale - _lastMayChangeScale).sqrMagnitude > changeDistance;
// bool transformChanged = (positionChanged || rotationChanged || scaleChanged);
// /* Returns true if transform.hasChanged, or if either
//* of the rigidbodies have velocity. */
// bool changed = (
// transformChanged ||
// (_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
// (_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
// );
// //If transform changed update last values.
// if (transformChanged)
// {
// _lastMayChangePosition = transform.position;
// _lastMayChangeRotation = transform.rotation;
// _lastMayChangeScale = transform.localScale;
// }
// return changed;
// }
/// <summary>
/// Called internally when an input from localTick should be replayed.
/// </summary>
internal virtual void Replicate_Replay_Start(uint replayTick) { }
/// <summary>
/// Replays inputs from replicates.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected internal void Replicate_Replay<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
//Reconcile data was not received so cannot replay.
if (!IsBehaviourReconciling)
return;
if (_networkObjectCache.IsOwner)
Replicate_Replay_Authoritative<T>(replayTick, del, replicatesHistory, channel);
else
Replicate_Replay_NonAuthoritative<T>(replayTick, del, replicatesHistory, channel);
}
/// <summary>
/// Replays an input for authoritative entity.
/// </summary>
protected internal void Replicate_Replay_Authoritative<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
ReplicateTickFinder.DataPlacementResult findResult;
int replicateIndex = ReplicateTickFinder.GetReplicateHistoryIndex<T>(replayTick, replicatesHistory, out findResult);
T data;
ReplicateState state;
//If found then the replicate has been received by the server.
if (findResult == ReplicateTickFinder.DataPlacementResult.Exact)
{
data = replicatesHistory[replicateIndex];
state = ReplicateState.ReplayedCreated;
del.Invoke(data, state, channel);
_lastReplicatedTick = data.GetTick();
_networkObjectCache.LastUnorderedReplicateTick = data.GetTick();
}
}
/// <summary>
/// Replays an input for non authoritative entity.
/// </summary>
protected internal void Replicate_Replay_NonAuthoritative<T>(uint replayTick, ReplicateUserLogicDelegate<T> del, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
T data;
ReplicateState state;
//If the first replay.
if (replayTick == (_networkObjectCache.PredictionManager.ServerStateTick + 1))
{
ReplicateTickFinder.DataPlacementResult findResult;
int replicateIndex = ReplicateTickFinder.GetReplicateHistoryIndex<T>(replayTick, replicatesHistory, out findResult);
//If not found then something went wrong.
if (findResult == ReplicateTickFinder.DataPlacementResult.Exact)
{
data = replicatesHistory[replicateIndex];
state = ReplicateState.ReplayedCreated;
}
else
{
SetDataToDefault();
}
}
//Not the first replay tick.
else
{
SetDataToDefault();
}
void SetDataToDefault()
{
data = default;
data.SetTick(replayTick);
state = ReplicateState.ReplayedFuture;
}
del.Invoke(data, state, channel);
if (_lastReplicatedTick < data.GetTick())
_lastReplicatedTick = data.GetTick();
_networkObjectCache.LastUnorderedReplicateTick = data.GetTick();
}
/// <summary>
/// Gets the next replicate in perform when server or non-owning client.
/// </summary>
/// </summary>
[MakePublic]
[APIExclude]
protected internal void Replicate_NonAuthoritative<T>(ReplicateUserLogicDelegate<T> del, BasicQueue<T> replicatesQueue, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
bool ownerlessAndServer = (!Owner.IsValid && IsServerStarted);
if (IsOwner || ownerlessAndServer)
return;
TimeManager tm = _networkObjectCache.TimeManager;
uint localTick = tm.LocalTick;
//Server is not initialized.
if (!_networkObjectCache.IsServerInitialized)
{
uint tick;
if (replicatesHistory.Count > 0)
{
tick = replicatesHistory[^1].GetTick() + 1;
}
else
{
if (_lastReplicatedTick != TimeManager.UNSET_TICK)
tick = _lastReplicatedTick++;
else
tick = _networkObjectCache.TimeManager.LastPacketTick.Value();
}
T data = default(T);
data.SetTick(tick);
ReplicateData(data, ReplicateState.CurrentFuture);
}
//If here then server is initialized.
else
{
int count = replicatesQueue.Count;
/* If count is 0 then data must be set default
* and as predicted. */
if (count == 0)
{
uint tick = (_lastReplicatedTick + 1);
T data = default(T);
data.SetTick(tick);
ReplicateData(data, ReplicateState.CurrentFuture);
}
//Not predicted, is user created.
else
{
//Check to unset start tick, which essentially voids it resulting in inputs being run immediately.
if (localTick >= _replicateStartTick)
_replicateStartTick = TimeManager.UNSET_TICK;
/* As said above, if start tick is unset then replicates
* can run. When still set that means the start condition has
* not been met yet. */
if (_replicateStartTick == TimeManager.UNSET_TICK)
{
ReplicateData(replicatesQueue.Dequeue(), ReplicateState.CurrentCreated);
count--;
PredictionManager pm = PredictionManager;
bool consumeExcess = (!pm.DropExcessiveReplicates || IsClientOnlyStarted);
//Allow 1 over expected before consuming.
int leaveInBuffer = 1;
//Only consume if the queue count is over leaveInBuffer.
if (consumeExcess && count > leaveInBuffer)
{
byte maximumAllowedConsumes = 1;
int maximumPossibleConsumes = (count - leaveInBuffer);
int consumeAmount = Mathf.Min(maximumAllowedConsumes, maximumPossibleConsumes);
for (int i = 0; i < consumeAmount; i++)
ReplicateData(replicatesQueue.Dequeue(), ReplicateState.CurrentCreated);
}
}
}
}
void ReplicateData(T data, ReplicateState state)
{
uint dataTick = data.GetTick();
_lastReplicatedTick = dataTick;
if (state == ReplicateState.CurrentCreated)
_networkObjectCache.SetReplicateTick(dataTick, true);
//Add to history.
replicatesHistory.Add(data);
del.Invoke(data, state, channel);
}
}
/// <summary>
/// Returns if a replicates data changed and updates resends as well data tick.
/// </summary>
/// <param name="enqueueData">True to enqueue data for replaying.</param>
/// <returns>True if data has changed..</returns>
[MakePublic] //internal
[APIExclude]
protected internal void Replicate_Authoritative<T>(ReplicateUserLogicDelegate<T> del, uint methodHash, BasicQueue<T> replicatesQueue, List<T> replicatesHistory, T data, Channel channel) where T : IReplicateData
{
bool ownerlessAndServer = (!Owner.IsValid && IsServerStarted);
if (!IsOwner && !ownerlessAndServer)
return;
Func<T, bool> isDefaultDel = PublicPropertyComparer<T>.IsDefault;
if (isDefaultDel == null)
{
NetworkManager.LogError($"ReplicateComparers not found for type {typeof(T).FullName}");
return;
}
PredictionManager pm = NetworkManager.PredictionManager;
uint localTick = TimeManager.LocalTick;
/* The following code is to remove replicates from replicatesHistory
* which exceed the buffer allowance. Replicates are kept for up to
* x seconds to clients can re-run them during a reconcile. The reconcile
* method removes old histories but given the server does not reconcile,
* it will never perform that operation.
* The server would not actually need to keep replicates history except
* when it is also client(clientHost). This is because the clientHost must
* send redundancies to other clients still, therefor that redundancyCount
* must be the allowance when clientHost. */
if (IsHostStarted)
{
int replicatesHistoryCount = replicatesHistory.Count;
int maxCount = pm.RedundancyCount;
//Number to remove which is over max count.
int removeCount = (replicatesHistoryCount - maxCount);
//If there are any to remove.
if (removeCount > 0)
{
//Dispose first.
for (int i = 0; i < removeCount; i++)
replicatesHistory[i].Dispose();
//Then remove range.
replicatesHistory.RemoveRange(0, removeCount);
}
}
data.SetTick(localTick);
replicatesHistory.Add(data);
//Check to reset resends.
bool isDefault = isDefaultDel.Invoke(data);
bool mayChange = false;// PredictedTransformMayChange();
bool resetResends = (mayChange || !isDefault);
byte redundancyCount = PredictionManager.RedundancyCount;
if (resetResends)
_remainingResends = redundancyCount;
bool sendData = (_remainingResends > 0);
if (sendData)
{
/* If not server then send to server.
* If server then send to clients. */
bool toServer = !IsServerStarted;
Replicate_SendAuthoritative(toServer, methodHash, redundancyCount, replicatesHistory, localTick, channel);
_remainingResends--;
}
//Update last replicate tick.
_networkObjectCache.SetReplicateTick(data.GetTick(), true);
//Owner always replicates with new data.
del.Invoke(data, ReplicateState.CurrentCreated, channel);
}
/// <summary>
/// Sends a Replicate to server or clients.
/// </summary>
private void Replicate_SendAuthoritative<T>(bool toServer, uint hash, int pastInputs, List<T> replicatesHistory, uint queuedTick, Channel channel) where T : IReplicateData
{
/* Do not use IsSpawnedWithWarning because the server
* will still call this a tick or two as clientHost when
* an owner disconnects. This comes from calling Replicate(default)
* for the server-side processing in NetworkBehaviours. */
if (!IsSpawned)
return;
int historyCount = replicatesHistory.Count;
//Nothing to send; should never be possible.
if (historyCount <= 0)
return;
//Number of past inputs to send.
if (historyCount < pastInputs)
pastInputs = historyCount;
/* Where to start writing from. When passed
* into the writer values from this offset
* and forward will be written.
* Always write up to past inputs. */
int offset = (historyCount - pastInputs);
//Write history to methodWriter.
PooledWriter methodWriter = WriterPool.Retrieve(WriterPool.LENGTH_BRACKET);
/* If going to clients from the server then
* write the queueTick. */
if (!toServer)
methodWriter.WriteTickUnpacked(queuedTick);
methodWriter.WriteReplicate<T>(replicatesHistory, offset, TimeManager.LocalTick);
_transportManagerCache.CheckSetReliableChannel(methodWriter.Length + MAXIMUM_RPC_HEADER_SIZE, ref channel);
PooledWriter writer = CreateRpc(hash, methodWriter, PacketId.Replicate, channel);
/* toServer will never be true if clientHost.
* When clientHost and here replicates will
* always just send to clients, while
* excluding clientHost. */
if (toServer)
{
NetworkManager.TransportManager.SendToServer((byte)channel, writer.GetArraySegment(), false);
}
else
{
/* If going to clients from server, then only send
* if state forwarding is enabled. */
if (_networkObjectCache.EnableStateForwarding)
{
//Exclude owner and if clientHost, also localClient.
_networkConnectionCache.Clear();
_networkConnectionCache.Add(Owner);
if (IsClientStarted)
_networkConnectionCache.Add(ClientManager.Connection);
NetworkManager.TransportManager.SendToClients((byte)channel, writer.GetArraySegment(), Observers, _networkConnectionCache, false);
}
}
/* If sending as reliable there is no reason
* to perform resends, so clear remaining resends. */
if (channel == Channel.Reliable)
_remainingResends = 0;
methodWriter.StoreLength();
writer.StoreLength();
}
/// <summary>
/// Reads a replicate the client.
/// </summary>
/// <param name="replicateDataOnly">Data from the reader which only applies to the replicate.</param>
[MakePublic]
internal void Replicate_Reader<T>(uint hash, PooledReader reader, NetworkConnection sender, ref T[] arrBuffer, BasicQueue<T> replicatesQueue, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
/* This will never be received on owner, except in the condition
* the server is the owner and also a client. In such condition
* the method is exited after data is parsed. */
PredictionManager pm = _networkObjectCache.PredictionManager;
TimeManager tm = _networkObjectCache.TimeManager;
bool fromServer = (reader.Source == Reader.DataSource.Server);
uint tick;
/* If coming from the server then read the tick. Server sends tick
* if authority or if relaying from another client. The tick which
* arrives will be the tick the replicate will run on the server. */
if (fromServer)
tick = reader.ReadTickUnpacked();
/* When coming from a client it will always be owner.
* Client sends out replicates soon as they are run.
* It's safe to use the LastRemoteTick from the client
* in addition to QueuedInputs. */
else
tick = (tm.LastPacketTick.LastRemoteTick);
int receivedReplicatesCount = reader.ReadReplicate<T>(ref arrBuffer, tick);
//If received on clientHost simply ignore after parsing data.
if (fromServer && IsHostStarted)
return;
/* Replicate rpc readers relay to this method and
* do not have an owner check in the generated code.
* Only server needs to check for owners. Clients
* should accept the servers data regardless.
*
* If coming from a client and that client is not owner then exit. */
if (!fromServer && !OwnerMatches(sender))
return;
//Early exit if old data.
if (TimeManager.LastPacketTick.LastRemoteTick < _lastReplicateReadRemoteTick)
return;
_lastReplicateReadRemoteTick = TimeManager.LastPacketTick.LastRemoteTick;
//If from a client that is not clientHost do some safety checks.
if (!fromServer && !Owner.IsLocalClient)
{
if (receivedReplicatesCount > pm.RedundancyCount)
{
sender.Kick(reader, KickReason.ExploitAttempt, LoggingType.Common, $"Connection {sender.ToString()} sent too many past replicates. Connection will be kicked immediately.");
return;
}
}
Replicate_EnqueueReceivedReplicate<T>(receivedReplicatesCount, arrBuffer, replicatesQueue, replicatesHistory, channel);
Replicate_SendNonAuthoritative<T>(hash, replicatesQueue, channel);
}
/// <summary>
/// Sends data from a reader which only contains the replicate packet.
/// </summary>
[MakePublic]
internal void Replicate_SendNonAuthoritative<T>(uint hash, BasicQueue<T> replicatesQueue, Channel channel) where T : IReplicateData
{
if (!IsServerStarted)
return;
if (!_networkObjectCache.EnableStateForwarding)
return;
int queueCount = replicatesQueue.Count;
//None to send.
if (queueCount == 0)
return;
int redundancyCount = (int)Mathf.Min(_networkObjectCache.PredictionManager.RedundancyCount, queueCount);
//If the only observer is the owner then there is no need to write.
int observersCount = Observers.Count;
//Quick exit for no observers other than owner.
if (observersCount == 0 || (Owner.IsValid && observersCount == 1))
return;
PooledWriter methodWriter = WriterPool.Retrieve(WriterPool.LENGTH_BRACKET);
uint localTick = _networkObjectCache.TimeManager.LocalTick;
/* Write when the last entry will run.
*
* Typically the last entry will run on localTick + (queueCount - 1).
* 1 is subtracted from queueCount because in most cases the first entry
* is going to run same tick.
* An exception is when the replicateStartTick is set, then there is going
* to be a delayed based on start tick difference. */
uint runTickOflastEntry = localTick + ((uint)queueCount - 1);
//If start tick is set then add on the delay.
if (_replicateStartTick != TimeManager.UNSET_TICK)
runTickOflastEntry += (_replicateStartTick - TimeManager.LocalTick);
//Write the run tick now.
methodWriter.WriteTickUnpacked(runTickOflastEntry);
//Write the replicates.
methodWriter.WriteReplicate<T>(replicatesQueue, redundancyCount, runTickOflastEntry);
PooledWriter writer = CreateRpc(hash, methodWriter, PacketId.Replicate, channel);
//Exclude owner and if clientHost, also localClient.
_networkConnectionCache.Clear();
if (Owner.IsValid)
_networkConnectionCache.Add(Owner);
if (IsClientStarted && !Owner.IsLocalClient)
_networkConnectionCache.Add(ClientManager.Connection);
NetworkManager.TransportManager.SendToClients((byte)channel, writer.GetArraySegment(), Observers, _networkConnectionCache, false);
methodWriter.StoreLength();
writer.StoreLength();
}
/// <summary>
/// Handles a received replicate packet.
/// </summary>
private void Replicate_EnqueueReceivedReplicate<T>(int receivedReplicatesCount, T[] arrBuffer, BasicQueue<T> replicatesQueue, List<T> replicatesHistory, Channel channel) where T : IReplicateData
{
int startQueueCount = replicatesQueue.Count;
/* Owner never gets this for their own object so
* this can be processed under the assumption data is only
* handled on unowned objects. */
PredictionManager pm = PredictionManager;
//Maximum number of replicates allowed to be queued at once.
int maximmumReplicates = (IsServerStarted) ? pm.GetMaximumServerReplicates() : pm.MaximumPastReplicates;
for (int i = 0; i < receivedReplicatesCount; i++)
{
T entry = arrBuffer[i];
uint tick = entry.GetTick();
//Skip if old data.
if (tick <= _lastReadReplicateTick)
{
entry.Dispose();
continue;
}
_lastReadReplicateTick = tick;
//Cannot queue anymore, discard oldest.
if (replicatesQueue.Count >= maximmumReplicates)
{
T data = replicatesQueue.Dequeue();
data.Dispose();
}
/* Check if replicate is already in history.
* This can occur when the replicate method has a predicted
* state for the tick, but a user created replicate comes
* through afterwards.
*
* Only perform this check if not the server, since server
* does not reconcile it will never use replicatesHistory.
* The server also does not predict replicates in the same way
* a client does. When an owner sends a replicate to the server
* the server only uses the owner tick to check if it's an old replicate.
* But when running the replicate, the server applies it's local tick and
* sends that to spectators. This ensures that replicates received by a client
* with an unstable connection are not skipped. */
//Add automatically if server.
if (_networkObjectCache.IsServerStarted)
{
replicatesQueue.Enqueue(entry);
}
//Run checks to replace data if not server.
else
{
/* See if replicate tick is in history. Keep in mind
* this is the localTick from the server, not the localTick of
* the client which is having their replicate relayed. */
ReplicateTickFinder.DataPlacementResult findResult;
int index = ReplicateTickFinder.GetReplicateHistoryIndex(tick, replicatesHistory, out findResult);
/* Exact entry found. This is the most likely
* scenario. Client would have already run the tick
* in the future, and it's now being replaced with
* the proper data. */
if (findResult == ReplicateTickFinder.DataPlacementResult.Exact)
{
T prevEntry = replicatesHistory[index];
prevEntry.Dispose();
replicatesHistory[index] = entry;
}
else if (findResult == ReplicateTickFinder.DataPlacementResult.InsertMiddle)
{
replicatesHistory.Insert(index, entry);
}
else if (findResult == ReplicateTickFinder.DataPlacementResult.InsertEnd)
{
replicatesHistory.Add(entry);
}
/* Insert beginning should not happen unless the data is REALLY old.
* This would mean the network was in an unplayable state. Discard the
* data. */
if (findResult == ReplicateTickFinder.DataPlacementResult.InsertBeginning)
{
entry.Dispose();
}
}
}
/* If entries are being added after nothing then
* start the queued inputs delay. Only the server needs
* to do this since clients implement the queue delay
* by holding reconcile x ticks rather than not running received
* x ticks. */
if (_networkObjectCache.IsServerInitialized && startQueueCount == 0 && replicatesQueue.Count > 0)
//_replicateStartTick = (_networkObjectCache.TimeManager.LocalTick);
_replicateStartTick = (_networkObjectCache.TimeManager.LocalTick + pm.StateInterpolation);
}
/// <summary>
/// Override this method to create your reconcile data, and call your reconcile method.
/// </summary>
public virtual void CreateReconcile() { }
/// <summary>
/// Sends a reconcile to clients.
/// </summary>
public void Reconcile_Server<T>(uint methodHash, T data, Channel channel) where T : IReconcileData
{
if (!IsServerStarted)
return;
//Tick does not need to be set for reconciles since they come in as state updates, which have the tick included globally.
Server_SendReconcileRpc(methodHash, data, channel);
}
/// <summary>
/// This is called when the networkbehaviour should perform a reconcile.
/// Codegen overrides this calling Reconcile_Client with the needed data.
/// </summary>
internal virtual void Reconcile_Client_Start() { }
/// <summary>
/// Processes a reconcile for client.
/// </summary>
[APIExclude]
[MakePublic]
protected internal void Reconcile_Client<T, T2>(ReconcileUserLogicDelegate<T> reconcileDel, List<T2> replicatesHistory, T data) where T : IReconcileData where T2 : IReplicateData
{
//No data to reconcile to.
if (!IsBehaviourReconciling)
return;
if (replicatesHistory.Count > 0)
{
/* Remove replicates up to reconcile. Since the reconcile
* is the state after a replicate for it's tick we no longer
* need any replicates prior. */
//Find the closest entry which can be removed.
int removalCount = 0;
uint dataTick = data.GetTick();
//A few quick tests.
if (replicatesHistory.Count > 0)
{
/* If the last entry in history is less or equal
* to datatick then all histories need to be removed
* as reconcile is beyond them. */
if (replicatesHistory[^1].GetTick() <= dataTick)
{
removalCount = replicatesHistory.Count;
}
//Somewhere in between. Find what to remove up to.
else
{
for (int i = 0; i < replicatesHistory.Count; i++)
{
uint entryTick = replicatesHistory[i].GetTick();
/* Soon as an entry beyond dataTick is
* found remove up to that entry. */
if (entryTick > dataTick)
{
removalCount = i;
break;
}
}
}
}
for (int i = 0; i < removalCount; i++)
replicatesHistory[i].Dispose();
replicatesHistory.RemoveRange(0, removalCount);
}
//Call reconcile user logic.
reconcileDel?.Invoke(data, Channel.Reliable);
}
internal void Reconcile_Client_End()
{
IsBehaviourReconciling = false;
}
/// <summary>
/// Reads a reconcile for the client.
/// </summary>
public void Reconcile_Reader<T>(PooledReader reader, ref T data, Channel channel) where T : IReconcileData
{
T newData = reader.Read<T>();
uint tick = (IsOwner) ? PredictionManager.ClientStateTick : PredictionManager.ServerStateTick;
//Do not process if an old state.
if (tick < _lastReadReconcileTick)
return;
data = newData;
data.SetTick(tick);
IsBehaviourReconciling = true;
//Also set on NetworkObject since at least one behaviour is reconciling.
_networkObjectCache.IsObjectReconciling = true;
_lastReadReconcileTick = tick;
}
}
}
#else
using FishNet.CodeGenerating;
using FishNet.Connection;
using FishNet.Managing;
using FishNet.Managing.Logging;
using FishNet.Managing.Predicting;
using FishNet.Managing.Server;
using FishNet.Managing.Timing;
using FishNet.Object.Prediction;
using FishNet.Object.Prediction.Delegating;
using FishNet.Serializing;
using FishNet.Serializing.Helping;
using FishNet.Transporting;
using FishNet.Utility;
using FishNet.Utility.Performance;
using GameKit.Dependencies.Utilities;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using UnityScene = UnityEngine.SceneManagement.Scene;
[assembly: InternalsVisibleTo(UtilityConstants.CODEGEN_ASSEMBLY_NAME)]
namespace FishNet.Object
{
public abstract partial class NetworkBehaviour : MonoBehaviour
{
#region Public.
/// <summary>
/// Gets the last tick this NetworkBehaviour reconciled with.
/// </summary>
public uint GetLastReconcileTick() => _lastReconcileTick;
/// <summary>
/// Sets the last tick this NetworkBehaviour reconciled with.
/// </summary>
internal void SetLastReconcileTick(uint value, bool updateGlobals = true)
{
_lastReconcileTick = value;
if (updateGlobals)
PredictionManager.LastReconcileTick = value;
}
/// <summary>
///
/// </summary>
private uint _lastReplicateTick;
/// <summary>
/// Gets the last tick this NetworkBehaviour replicated with.
/// </summary>
public uint GetLastReplicateTick() => _lastReplicateTick;
/// <summary>
/// Sets the last tick this NetworkBehaviour replicated with.
/// For internal use only.
/// </summary>
private void SetLastReplicateTick(uint value, bool updateGlobals = true)
{
_lastReplicateTick = value;
if (updateGlobals)
{
Owner.LocalReplicateTick = TimeManager.LocalTick;
PredictionManager.LastReplicateTick = value;
}
}
/// <summary>
/// True if this NetworkBehaviour has reconcile data.
/// </summary>
public bool ClientHasReconcileData { get; internal set; }
/// <summary>
/// True if this NetworkBehaviour is currently reconciling.
/// </summary>
public bool IsBehaviourReconciling { get; internal set; }
#endregion
#region Private.
/// <summary>
/// Registered Replicate methods.
/// </summary>
private readonly Dictionary<uint, ReplicateRpcDelegate> _replicateRpcDelegates = new Dictionary<uint, ReplicateRpcDelegate>();
/// <summary>
/// Registered Reconcile methods.
/// </summary>
private readonly Dictionary<uint, ReconcileRpcDelegate> _reconcileRpcDelegates = new Dictionary<uint, ReconcileRpcDelegate>();
/// <summary>
/// True if initialized compnents for prediction.
/// </summary>
private bool _predictionInitialized;
/// <summary>
/// Rigidbody found on this object. This is used for prediction.
/// </summary>
private Rigidbody _predictionRigidbody;
/// <summary>
/// Rigidbody2D found on this object. This is used for prediction.
/// </summary>
private Rigidbody2D _predictionRigidbody2d;
/// <summary>
/// Last position for TransformMayChange.
/// </summary>
private Vector3 _lastMayChangePosition;
/// <summary>
/// Last rotation for TransformMayChange.
/// </summary>
private Quaternion _lastMayChangeRotation;
/// <summary>
/// Last scale for TransformMayChange.
/// </summary>
private Vector3 _lastMayChangeScale;
/// <summary>
/// Number of resends which may occur. This could be for client resending replicates to the server or the server resending reconciles to the client.
/// </summary>
private int _remainingResends;
/// <summary>
/// Last replicate tick read from remote. This can be the server reading a client or the other way around.
/// </summary>
private uint _lastReplicateReadRemoteTick;
/// <summary>
/// Last sent replicate by owning client or server to non-owners.
/// </summary>
private uint _lastSentReplicateTick;
/// <summary>
/// Last enqueued replicate tick on the server.
/// </summary>
private uint _lastReceivedReplicateTick;
/// <summary>
/// Last tick of a reconcile received from the server.
/// </summary>
private uint _lastReceivedReconcileTick;
/// <summary>
/// Last tick a reconcile occured.
/// </summary>
private uint _lastReconcileTick;
#endregion
/// <summary>
/// Registers a RPC method.
/// Internal use.
/// </summary>
/// <param name="hash"></param>
/// <param name="del"></param>
[MakePublic]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void RegisterReplicateRpc(uint hash, ReplicateRpcDelegate del)
{
_replicateRpcDelegates[hash] = del;
}
/// <summary>
/// Registers a RPC method.
/// Internal use.
/// </summary>
/// <param name="hash"></param>
/// <param name="del"></param>
[MakePublic]
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void RegisterReconcileRpc(uint hash, ReconcileRpcDelegate del)
{
_reconcileRpcDelegates[hash] = del;
}
/// <summary>
/// Called when a replicate is received.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void OnReplicateRpc(uint? methodHash, PooledReader reader, NetworkConnection sendingClient, Channel channel)
{
if (methodHash == null)
methodHash = ReadRpcHash(reader);
if (sendingClient == null)
{
_networkObjectCache.NetworkManager.LogError($"NetworkConnection is null. Replicate {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name} will not complete. Remainder of packet may become corrupt.");
return;
}
if (_replicateRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReplicateRpcDelegate del))
del.Invoke(reader, sendingClient, channel);
else
_networkObjectCache.NetworkManager.LogWarning($"Replicate not found for hash {methodHash.Value} on {gameObject.name}, behaviour {GetType().Name}. Remainder of packet may become corrupt.");
}
/// <summary>
/// Called when a reconcile is received.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void OnReconcileRpc(uint? methodHash, PooledReader reader, Channel channel)
{
if (methodHash == null)
methodHash = ReadRpcHash(reader);
if (_reconcileRpcDelegates.TryGetValueIL2CPP(methodHash.Value, out ReconcileRpcDelegate del))
del.Invoke(reader, channel);
else
_networkObjectCache.NetworkManager.LogWarning($"Reconcile not found for hash {methodHash.Value}. Remainder of packet may become corrupt.");
}
/// <summary>
/// Clears cached replicates. This can be useful to call on server and client after teleporting.
/// </summary>
/// <param name="asServer">True to reset values for server, false to reset values for client.</param>
public void ClearReplicateCache(bool asServer)
{
ResetLastPredictionTicks();
ClearReplicateCache_Virtual(asServer);
}
/// <summary>
/// Clears cached replicates for server and client. This can be useful to call on server and client after teleporting.
/// </summary>
public void ClearReplicateCache()
{
ResetLastPredictionTicks();
ClearReplicateCache_Virtual(true);
ClearReplicateCache_Virtual(false);
}
/// <summary>
/// Clears cached replicates.
/// For internal use only.
/// </summary>
/// <param name="asServer"></param>
[MakePublic]
internal virtual void ClearReplicateCache_Virtual(bool asServer) { }
/// <summary>
/// Resets last predirection tick values.
/// </summary>
private void ResetLastPredictionTicks()
{
_lastSentReplicateTick = 0;
_lastReceivedReplicateTick = 0;
_lastReceivedReconcileTick = 0;
SetLastReconcileTick(0, false);
SetLastReplicateTick(0, false);
}
/// <summary>
/// Writes number of past inputs from buffer to writer and sends it to the server.
/// Internal use.
/// </summary>
private void Owner_SendReplicateRpc<T>(uint hash, List<T> replicates, Channel channel) where T : IReplicateData
{
if (!IsSpawnedWithWarning())
return;
int bufferCount = replicates.Count;
int lastBufferIndex = (bufferCount - 1);
//Nothing to send; should never be possible.
if (lastBufferIndex < 0)
return;
//Number of past inputs to send.
int pastInputs = Mathf.Min(PredictionManager.RedundancyCount, bufferCount);
/* Where to start writing from. When passed
* into the writer values from this offset
* and forward will be written. */
int offset = bufferCount - pastInputs;
if (offset < 0)
offset = 0;
uint lastReplicateTick = _lastSentReplicateTick;
if (lastReplicateTick > 0)
{
uint diff = TimeManager.LocalTick - GetLastReplicateTick();
offset += (int)diff - 1;
if (offset >= replicates.Count)
return;
}
_lastSentReplicateTick = TimeManager.LocalTick;
//Write history to methodWriter.
PooledWriter methodWriter = WriterPool.Retrieve(WriterPool.LENGTH_BRACKET);
methodWriter.WriteReplicate<T>(replicates, offset);
PooledWriter writer;
//if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
//writer = CreateLinkedRpc(link, methodWriter, Channel.Unreliable);
//else //todo add support for -> server rpc links.
_transportManagerCache.CheckSetReliableChannel(methodWriter.Length + MAXIMUM_RPC_HEADER_SIZE, ref channel);
writer = CreateRpc(hash, methodWriter, PacketId.Replicate, channel);
NetworkManager.TransportManager.SendToServer((byte)channel, writer.GetArraySegment(), false);
/* If being sent as reliable then clear buffer
* since we know it will get there.
* Also reset remaining resends. */
if (channel == Channel.Reliable)
{
replicates.Clear();
_remainingResends = 0;
}
methodWriter.StoreLength();
writer.StoreLength();
}
/// <summary>
/// Sends a RPC to target.
/// Internal use.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void Server_SendReconcileRpc<T>(uint hash, T reconcileData, Channel channel)
{
if (!IsSpawned)
return;
if (!Owner.IsActive)
return;
PooledWriter methodWriter = WriterPool.Retrieve();
methodWriter.WriteUInt32(GetLastReplicateTick());
methodWriter.Write(reconcileData);
PooledWriter writer;
#if DEVELOPMENT
if (NetworkManager.DebugManager.ReconcileRpcLinks && _rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
#else
if (_rpcLinks.TryGetValueIL2CPP(hash, out RpcLinkType link))
#endif
writer = CreateLinkedRpc(link, methodWriter, channel);
else
writer = CreateRpc(hash, methodWriter, PacketId.Reconcile, channel);
_networkObjectCache.NetworkManager.TransportManager.SendToClient((byte)channel, writer.GetArraySegment(), Owner);
methodWriter.Store();
writer.Store();
}
/// <summary>
/// Returns if there is a chance the transform may change after the tick.
/// </summary>
/// <returns></returns>
protected internal bool PredictedTransformMayChange()
{
if (TimeManager.PhysicsMode == PhysicsMode.Disabled)
return false;
if (!_predictionInitialized)
{
_predictionInitialized = true;
_predictionRigidbody = GetComponentInParent<Rigidbody>();
_predictionRigidbody2d = GetComponentInParent<Rigidbody2D>();
}
/* Use distance when checking if changed because rigidbodies can twitch
* or move an extremely small amount. These small moves are not worth
* resending over because they often fix themselves each frame. */
float changeDistance = 0.000004f;
bool positionChanged = (transform.position - _lastMayChangePosition).sqrMagnitude > changeDistance;
bool rotationChanged = (transform.rotation.eulerAngles - _lastMayChangeRotation.eulerAngles).sqrMagnitude > changeDistance;
bool scaleChanged = (transform.localScale - _lastMayChangeScale).sqrMagnitude > changeDistance;
bool transformChanged = (positionChanged || rotationChanged || scaleChanged);
/* Returns true if transform.hasChanged, or if either
* of the rigidbodies have velocity. */
bool changed = (
transformChanged ||
(_predictionRigidbody != null && (_predictionRigidbody.velocity != Vector3.zero || _predictionRigidbody.angularVelocity != Vector3.zero)) ||
(_predictionRigidbody2d != null && (_predictionRigidbody2d.velocity != Vector2.zero || _predictionRigidbody2d.angularVelocity != 0f))
);
//If transform changed update last values.
if (transformChanged)
{
_lastMayChangePosition = transform.position;
_lastMayChangeRotation = transform.rotation;
_lastMayChangeScale = transform.localScale;
}
return changed;
}
/// <summary>
/// Checks conditions for a replicate.
/// </summary>
/// <param name="asServer">True if checking as server.</param>
/// <returns>Returns true if to exit the replicate early.</returns>
[MakePublic] //internal
internal bool Replicate_ExitEarly_A(bool asServer, bool replaying, bool allowServerControl)
{
bool isOwner = IsOwner;
//Server.
if (asServer)
{
//No owner, do not try to replicate 'owner' input.
if (!Owner.IsActive && !allowServerControl)
{
ClearReplicateCache(true);
return true;
}
//Is client host, no need to use CSP; trust client.
if (isOwner)
{
ClearReplicateCache();
return true;
}
}
//Client.
else
{
//Server does not replay; this should never happen.
if (replaying && IsServerStarted)
return true;
//Spectators cannot replicate.
if (!isOwner)
{
ClearReplicateCache(false);
return true;
}
}
//Checks pass.
return false;
}
/// <summary>
/// Gets the next replicate in perform when server or non-owning client.
/// </summary>
[MakePublic] //internal
internal void Replicate_NonOwner<T>(ReplicateUserLogicDelegate<T> del, BasicQueue<T> q, T serverControlData, bool allowServerControl, Channel channel) where T : IReplicateData
{
//If to allow server control make sure there is no owner.
if (allowServerControl && !Owner.IsValid)
{
uint tick = TimeManager.LocalTick;
serverControlData.SetTick(tick);
SetLastReplicateTick(tick);
del.Invoke(serverControlData, true, channel, false);
}
//Using client inputs.
else
{
int count = q.Count;
if (count > 0)
{
ReplicateData(q.Dequeue());
count--;
PredictionManager pm = PredictionManager;
bool consumeExcess = !pm.DropExcessiveReplicates;
//Number of entries to leave in buffer when consuming.
int leaveInBuffer = (int)pm.QueuedInputs;
//Only consume if the queue count is over leaveInBuffer.
if (consumeExcess && count > leaveInBuffer)
{
byte maximumAllowedConsumes = pm.MaximumReplicateConsumeCount;
int maximumPossibleConsumes = (count - leaveInBuffer);
int consumeAmount = Mathf.Min(maximumAllowedConsumes, maximumPossibleConsumes);
for (int i = 0; i < consumeAmount; i++)
ReplicateData(q.Dequeue());
}
void ReplicateData(T data)
{
uint tick = data.GetTick();
SetLastReplicateTick(tick);
del.Invoke(data, true, channel, false);
}
_remainingResends = pm.RedundancyCount;
}
else
{
del.Invoke(default, true, channel, false);
}
}
}
/// <summary>
/// Returns if a replicates data changed and updates resends as well data tick.
/// </summary>
/// <param name="enqueueData">True to enqueue data for replaying.</param>
/// <returns>True if data has changed..</returns>
[MakePublic] //internal
internal void Replicate_Owner<T>(ReplicateUserLogicDelegate<T> del, uint methodHash, List<T> replicates, T data, Channel channel) where T : IReplicateData
{
//Only check to enque/send if not clientHost.
if (!IsServerStarted)
{
Func<T, bool> isDefaultDel = PublicPropertyComparer<T>.IsDefault;
if (isDefaultDel == null)
{
NetworkManager.LogError($"ReplicateComparers not found for type {typeof(T).FullName}");
return;
}
//If there's no datas then reset last replicate send tick.
if (replicates.Count == 0)
_lastSentReplicateTick = 0;
PredictionManager pm = NetworkManager.PredictionManager;
bool isDefault = isDefaultDel.Invoke(data);
bool mayChange = PredictedTransformMayChange();
bool resetResends = (pm.UsingRigidbodies || mayChange || !isDefault);
/* If there is going to be a resend then enqueue data no matter what.
* Then ensures there are no data gaps for ticks. EG, input may
* look like this...
* Move - tick 0.
* Idle - tick 1.
* Move - tick 2.
*
* If there were no 'using rigidbodies' then resetResends may be false.
* As result the queue would be filled like this...
* Move - tick 0.
* Move - tick 2.
*
* The ticks are not sent per data, just once and incremented once per data.
* Due to this the results would actually be...
* Move - tick 0.
* Move - tick 1 (should be tick 2!).
*
* But by including data if there will be resends the defaults will become added. */
if (resetResends)
_remainingResends = pm.RedundancyCount;
bool enqueueData = (_remainingResends > 0);
if (enqueueData)
{
/* Replicates will be limited to 1 second
* worth on the client. That means the client
* will only lose replays if they do not receive
* a response back from the server for over a second.
* When a client drops a replay it does not necessarily mean
* they will be out of synchronization, but rather they
* will not be able to reconcile that tick. */
/* Even though limit is 1 second only remove entries if over 2 seconds
* to prevent constant remove calls to the collection. */
int maximumReplicates = (TimeManager.TickRate * 2);
//If over then remove half the replicates.
if (replicates.Count >= maximumReplicates)
{
int removeCount = (maximumReplicates / 2);
//Dispose first.
for (int i = 0; i < removeCount; i++)
replicates[i].Dispose();
//Then remove.
replicates.RemoveRange(0, removeCount);
}
uint localTick = TimeManager.LocalTick;
//Update tick on the data to current.
data.SetTick(localTick);
//Add to collection.
replicates.Add(data);
}
//If theres resends left.
if (_remainingResends > 0)
{
_remainingResends--;
Owner_SendReplicateRpc<T>(methodHash, replicates, channel);
//Update last replicate tick.
SetLastReplicateTick(TimeManager.LocalTick);
}
}
del.Invoke(data, false, channel, false);
}
/// <summary>
/// Reads a replicate the client.
/// </summary>
[MakePublic] //Internal.
internal void Replicate_Reader<T>(PooledReader reader, NetworkConnection sender, T[] arrBuffer, BasicQueue<T> replicates, Channel channel) where T : IReplicateData
{
PredictionManager pm = PredictionManager;
/* Data can be read even if owner is not valid because user
* may switch ownership on an object and recv a replicate from
* the previous owner. */
int receivedReplicatesCount = reader.ReadReplicate<T>(ref arrBuffer, TimeManager.LastPacketTick.LastRemoteTick, out _);
/* Replicate rpc readers relay to this method and
* do not have an owner check in the generated code. */
if (!OwnerMatches(sender))
return;
if (receivedReplicatesCount > pm.RedundancyCount)
{
sender.Kick(reader, KickReason.ExploitAttempt, LoggingType.Common, $"Connection {sender.ToString()} sent too many past replicates. Connection will be kicked immediately.");
return;
}
Replicate_HandleReceivedReplicate<T>(receivedReplicatesCount, arrBuffer, replicates, channel);
}
private void Replicate_HandleReceivedReplicate<T>(int receivedReplicatesCount, T[] arrBuffer, BasicQueue<T> replicates, Channel channel) where T : IReplicateData
{
PredictionManager pm = PredictionManager;
bool consumeExcess = !pm.DropExcessiveReplicates;
//Maximum number of replicates allowed to be queued at once.
int replicatesCountLimit = (consumeExcess) ? (TimeManager.TickRate * 2) : pm.GetMaximumServerReplicates();
for (int i = 0; i < receivedReplicatesCount; i++)
{
uint tick = arrBuffer[i].GetTick();
if (tick > _lastReceivedReplicateTick)
{
//Cannot queue anymore, discard oldest.
if (replicates.Count >= replicatesCountLimit)
{
T data = replicates.Dequeue();
data.Dispose();
}
replicates.Enqueue(arrBuffer[i]);
_lastReceivedReplicateTick = tick;
}
}
}
/// <summary>
/// Checks conditions for a reconcile.
/// </summary>
/// <param name="asServer">True if checking as server.</param>
/// <returns>Returns true if able to continue.</returns>
[MakePublic] //internal
internal bool Reconcile_ExitEarly_A(bool asServer, out Channel channel)
{
channel = Channel.Unreliable;
//Server.
if (asServer)
{
if (_remainingResends <= 0)
return true;
_remainingResends--;
if (_remainingResends == 0)
channel = Channel.Reliable;
}
//Client.
else
{
if (!ClientHasReconcileData)
return true;
/* If clientHost then invoke reconciles but
* don't actually reconcile. This is done
* because certain user code may
* rely on those events running even as host. */
if (IsServerStarted)
{
PredictionManager.InvokeOnReconcile(this, true);
PredictionManager.InvokeOnReconcile(this, false);
return true;
}
}
//Checks pass.
return false;
}
/// <summary>
/// Updates lastReconcileTick as though running asServer.
/// </summary>
/// <param name="ird">Data to set tick on.</param>
[MakePublic]
internal void Reconcile_Server<T>(uint methodHash, T data, Channel channel) where T : IReconcileData
{
/* //todo
* the codegen right now calls this if asServer
* and Reconcile_Client if not.
* They both need to be called and each handled appropriately,
* like done for the replicate method.
* Do not forget to make this into a new method using defines,
* for for predictionv1 and v2. */
//Server always uses last replicate tick as reconcile tick.
uint tick = _lastReplicateTick;
data.SetTick(tick);
SetLastReconcileTick(tick);
PredictionManager.InvokeServerReconcile(this, true);
Server_SendReconcileRpc(methodHash, data, channel);
PredictionManager.InvokeServerReconcile(this, false);
}
/// <summary>
/// Processes a reconcile for client.
/// </summary>
[MakePublic]
internal void Reconcile_Client<T, T2>(ReconcileUserLogicDelegate<T> reconcileDel, ReplicateUserLogicDelegate<T2> replicateULDel, List<T2> replicates, T data, Channel channel) where T : IReconcileData where T2 : IReplicateData
{
uint tick = data.GetTick();
/* If the first entry in cllection has a tick higher than
* the received tick then something went wrong, do not reconcile. */
if (replicates.Count > 0 && replicates[0].GetTick() > tick)
return;
UnityScene scene = gameObject.scene;
PhysicsScene ps = scene.GetPhysicsScene();
PhysicsScene2D ps2d = scene.GetPhysicsScene2D();
//This must be set before reconcile is invoked.
SetLastReconcileTick(tick);
//Invoke that reconcile is starting.
PredictionManager.InvokeOnReconcile(this, true);
//Call reconcile user logic.
reconcileDel?.Invoke(data, false, channel);
//True if the timemanager is handling physics simulations.
bool tmPhysics = (TimeManager.PhysicsMode == PhysicsMode.TimeManager);
//Sync transforms if using tm physics.
if (tmPhysics)
{
Physics.SyncTransforms();
Physics2D.SyncTransforms();
}
//Remove excess from buffered inputs.
int queueIndex = -1;
for (int i = 0; i < replicates.Count; i++)
{
if (replicates[i].GetTick() == tick)
{
queueIndex = i;
break;
}
}
//Now found, weird.
if (queueIndex == -1)
replicates.Clear();
//Remove up to found, including it.
else
replicates.RemoveRange(0, queueIndex + 1);
//Number of replays which will be performed.
int replays = replicates.Count;
float tickDelta = (float)TimeManager.TickDelta;
for (int i = 0; i < replays; i++)
{
T2 rData = replicates[i];
uint replayTick = rData.GetTick();
PredictionManager.InvokeOnReplicateReplay(scene, replayTick, ps, ps2d, true);
//Replay the data using the replicate logic delegate.
replicateULDel.Invoke(rData, false, channel, true);
if (tmPhysics)
{
ps.Simulate(tickDelta);
ps2d.Simulate(tickDelta);
}
PredictionManager.InvokeOnReplicateReplay(scene, replayTick, ps, ps2d, false);
}
//Reconcile ended.
PredictionManager.InvokeOnReconcile(this, false);
}
/// <summary>
/// Reads a reconcile the client.
/// </summary>
public void Reconcile_Reader<T>(PooledReader reader, ref T data, Channel channel) where T : IReconcileData
{
uint tick = reader.ReadUInt32();
T newData = reader.Read<T>();
//Tick is old or already processed.
if (tick <= _lastReceivedReconcileTick)
return;
//Only owner reconciles. Maybe ownership changed then packet arrived out of order.
if (!IsOwner)
return;
data = newData;
data.SetTick(tick);
ClientHasReconcileData = true;
_lastReceivedReconcileTick = tick;
}
}
}
#endif