/*************************************************************************/ /* networked_controller.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ /** @author AndreaCatania */ #include "networked_controller.h" #include "core/config/engine.h" #include "core/io/marshalls.h" #include "core/os/os.h" #include "scene_synchronizer.h" #include "scene_synchronizer_debugger.h" #include #define METADATA_SIZE 1 #define DOLL_EPOCH_METADATA_SIZE (DataBuffer::get_bit_taken(DataBuffer::DATA_TYPE_REAL, DataBuffer::COMPRESSION_LEVEL_1) + DataBuffer::get_bit_taken(DataBuffer::DATA_TYPE_INT, DataBuffer::COMPRESSION_LEVEL_1)) void NetworkedController::_bind_methods() { ClassDB::bind_method(D_METHOD("set_server_controlled", "server_controlled"), &NetworkedController::set_server_controlled); ClassDB::bind_method(D_METHOD("get_server_controlled"), &NetworkedController::get_server_controlled); ClassDB::bind_method(D_METHOD("set_player_input_storage_size", "size"), &NetworkedController::set_player_input_storage_size); ClassDB::bind_method(D_METHOD("get_player_input_storage_size"), &NetworkedController::get_player_input_storage_size); ClassDB::bind_method(D_METHOD("set_max_redundant_inputs", "max_redundant_inputs"), &NetworkedController::set_max_redundant_inputs); ClassDB::bind_method(D_METHOD("get_max_redundant_inputs"), &NetworkedController::get_max_redundant_inputs); ClassDB::bind_method(D_METHOD("set_tick_speedup_notification_delay", "delay_in_ms"), &NetworkedController::set_tick_speedup_notification_delay); ClassDB::bind_method(D_METHOD("get_tick_speedup_notification_delay"), &NetworkedController::get_tick_speedup_notification_delay); ClassDB::bind_method(D_METHOD("set_network_traced_frames", "size"), &NetworkedController::set_network_traced_frames); ClassDB::bind_method(D_METHOD("get_network_traced_frames"), &NetworkedController::get_network_traced_frames); ClassDB::bind_method(D_METHOD("set_min_frames_delay", "val"), &NetworkedController::set_min_frames_delay); ClassDB::bind_method(D_METHOD("get_min_frames_delay"), &NetworkedController::get_min_frames_delay); ClassDB::bind_method(D_METHOD("set_max_frames_delay", "val"), &NetworkedController::set_max_frames_delay); ClassDB::bind_method(D_METHOD("get_max_frames_delay"), &NetworkedController::get_max_frames_delay); ClassDB::bind_method(D_METHOD("set_tick_acceleration", "acceleration"), &NetworkedController::set_tick_acceleration); ClassDB::bind_method(D_METHOD("get_tick_acceleration"), &NetworkedController::get_tick_acceleration); ClassDB::bind_method(D_METHOD("set_doll_sync_rate", "rate"), &NetworkedController::set_doll_sync_rate); ClassDB::bind_method(D_METHOD("get_doll_sync_rate"), &NetworkedController::get_doll_sync_rate); ClassDB::bind_method(D_METHOD("set_doll_min_frames_delay", "delay"), &NetworkedController::set_doll_min_frames_delay); ClassDB::bind_method(D_METHOD("get_doll_min_frames_delay"), &NetworkedController::get_doll_min_frames_delay); ClassDB::bind_method(D_METHOD("set_doll_max_frames_delay", "delay"), &NetworkedController::set_doll_max_frames_delay); ClassDB::bind_method(D_METHOD("get_doll_max_frames_delay"), &NetworkedController::get_doll_max_frames_delay); ClassDB::bind_method(D_METHOD("set_doll_net_sensitivity", "sensitivity"), &NetworkedController::set_doll_net_sensitivity); ClassDB::bind_method(D_METHOD("get_doll_net_sensitivity"), &NetworkedController::get_doll_net_sensitivity); ClassDB::bind_method(D_METHOD("set_doll_interpolation_max_overshot", "speedup"), &NetworkedController::set_doll_interpolation_max_overshot); ClassDB::bind_method(D_METHOD("get_doll_interpolation_max_overshot"), &NetworkedController::get_doll_interpolation_max_overshot); ClassDB::bind_method(D_METHOD("set_doll_connection_stats_frame_span", "speedup"), &NetworkedController::set_doll_connection_stats_frame_span); ClassDB::bind_method(D_METHOD("get_doll_connection_stats_frame_span"), &NetworkedController::get_doll_connection_stats_frame_span); ClassDB::bind_method(D_METHOD("get_current_input_id"), &NetworkedController::get_current_input_id); ClassDB::bind_method(D_METHOD("player_get_pretended_delta"), &NetworkedController::player_get_pretended_delta); ClassDB::bind_method(D_METHOD("mark_epoch_as_important"), &NetworkedController::mark_epoch_as_important); ClassDB::bind_method(D_METHOD("set_doll_collect_rate_factor", "peer", "factor"), &NetworkedController::set_doll_collect_rate_factor); ClassDB::bind_method(D_METHOD("set_doll_peer_active", "peer_id", "active"), &NetworkedController::set_doll_peer_active); ClassDB::bind_method(D_METHOD("_rpc_server_send_inputs"), &NetworkedController::_rpc_server_send_inputs); ClassDB::bind_method(D_METHOD("_rpc_set_server_controlled"), &NetworkedController::_rpc_set_server_controlled); ClassDB::bind_method(D_METHOD("_rpc_notify_fps_acceleration"), &NetworkedController::_rpc_notify_fps_acceleration); ClassDB::bind_method(D_METHOD("_rpc_doll_notify_sync_pause"), &NetworkedController::_rpc_doll_notify_sync_pause); ClassDB::bind_method(D_METHOD("_rpc_doll_send_epoch_batch"), &NetworkedController::_rpc_doll_send_epoch_batch); ClassDB::bind_method(D_METHOD("is_server_controller"), &NetworkedController::is_server_controller); ClassDB::bind_method(D_METHOD("is_player_controller"), &NetworkedController::is_player_controller); ClassDB::bind_method(D_METHOD("is_doll_controller"), &NetworkedController::is_doll_controller); ClassDB::bind_method(D_METHOD("is_nonet_controller"), &NetworkedController::is_nonet_controller); ClassDB::bind_method(D_METHOD("__on_sync_paused"), &NetworkedController::__on_sync_paused); BIND_VMETHOD(MethodInfo("_collect_inputs", PropertyInfo(Variant::REAL, "delta"), PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); BIND_VMETHOD(MethodInfo("_controller_process", PropertyInfo(Variant::REAL, "delta"), PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); BIND_VMETHOD(MethodInfo(Variant::BOOL, "_are_inputs_different", PropertyInfo(Variant::OBJECT, "inputs_A", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"), PropertyInfo(Variant::OBJECT, "inputs_B", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); BIND_VMETHOD(MethodInfo(Variant::INT, "_count_input_size", PropertyInfo(Variant::OBJECT, "inputs", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); BIND_VMETHOD(MethodInfo("_collect_epoch_data", PropertyInfo(Variant::OBJECT, "buffer", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); BIND_VMETHOD(MethodInfo("_apply_epoch", PropertyInfo(Variant::REAL, "delta"), PropertyInfo(Variant::REAL, "interpolation_alpha"), PropertyInfo(Variant::OBJECT, "past_buffer", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"), PropertyInfo(Variant::OBJECT, "future_buffer", PROPERTY_HINT_RESOURCE_TYPE, "DataBuffer"))); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "server_controlled"), "set_server_controlled", "get_server_controlled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "input_storage_size", PROPERTY_HINT_RANGE, "5,2000,1"), "set_player_input_storage_size", "get_player_input_storage_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_redundant_inputs", PROPERTY_HINT_RANGE, "0,1000,1"), "set_max_redundant_inputs", "get_max_redundant_inputs"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tick_speedup_notification_delay", PROPERTY_HINT_RANGE, "0,5000,1"), "set_tick_speedup_notification_delay", "get_tick_speedup_notification_delay"); ADD_PROPERTY(PropertyInfo(Variant::INT, "network_traced_frames", PROPERTY_HINT_RANGE, "1,1000,1"), "set_network_traced_frames", "get_network_traced_frames"); ADD_PROPERTY(PropertyInfo(Variant::INT, "min_frames_delay", PROPERTY_HINT_RANGE, "0,100,1"), "set_min_frames_delay", "get_min_frames_delay"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_frames_delay", PROPERTY_HINT_RANGE, "0,100,1"), "set_max_frames_delay", "get_max_frames_delay"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tick_acceleration", PROPERTY_HINT_RANGE, "0.1,20.0,0.01"), "set_tick_acceleration", "get_tick_acceleration"); ADD_PROPERTY(PropertyInfo(Variant::INT, "doll_sync_rate", PROPERTY_HINT_RANGE, "1,240,1"), "set_doll_sync_rate", "get_doll_sync_rate"); ADD_PROPERTY(PropertyInfo(Variant::INT, "doll_min_frames_delay", PROPERTY_HINT_RANGE, "0,240,1"), "set_doll_min_frames_delay", "get_doll_min_frames_delay"); ADD_PROPERTY(PropertyInfo(Variant::INT, "doll_max_frames_delay", PROPERTY_HINT_RANGE, "0,240,1"), "set_doll_max_frames_delay", "get_doll_max_frames_delay"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "doll_net_sensitivity", PROPERTY_HINT_RANGE, "0,1.0,0.00001"), "set_doll_net_sensitivity", "get_doll_net_sensitivity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "doll_interpolation_max_overshot", PROPERTY_HINT_RANGE, "0.01,5.0,0.01"), "set_doll_interpolation_max_overshot", "get_doll_interpolation_max_overshot"); ADD_PROPERTY(PropertyInfo(Variant::INT, "doll_connection_stats_frame_span", PROPERTY_HINT_RANGE, "1,1000,1"), "set_doll_connection_stats_frame_span", "get_doll_connection_stats_frame_span"); ADD_SIGNAL(MethodInfo("doll_sync_started")); ADD_SIGNAL(MethodInfo("doll_sync_paused")); ADD_SIGNAL(MethodInfo("controller_reset")); ADD_SIGNAL(MethodInfo("input_missed", PropertyInfo(Variant::INT, "missing_input_id"))); ADD_SIGNAL(MethodInfo("client_speedup_adjusted", PropertyInfo(Variant::INT, "input_worst_receival_time_ms"), PropertyInfo(Variant::INT, "optimal_frame_delay"), PropertyInfo(Variant::INT, "current_frame_delay"), PropertyInfo(Variant::INT, "distance_to_optimal"))); } NetworkedController::NetworkedController() { rpc_config("_rpc_server_send_inputs", MultiplayerAPI::RPC_MODE_REMOTE); rpc_config("_rpc_set_server_controlled", MultiplayerAPI::RPC_MODE_REMOTE); rpc_config("_rpc_notify_fps_acceleration", MultiplayerAPI::RPC_MODE_REMOTE); rpc_config("_rpc_doll_notify_sync_pause", MultiplayerAPI::RPC_MODE_REMOTE); rpc_config("_rpc_doll_send_epoch_batch", MultiplayerAPI::RPC_MODE_REMOTE); } NetworkedController::~NetworkedController() { if (controller != nullptr) { memdelete(controller); controller = nullptr; controller_type = CONTROLLER_TYPE_NULL; } } void NetworkedController::set_server_controlled(bool p_server_controlled) { if (server_controlled == p_server_controlled) { // It's the same, nothing to do. return; } if (is_networking_initialized()) { if (is_server_controller()) { // This is the server, let's start the procedure to switch controll mode. #ifdef DEBUG_ENABLED CRASH_COND_MSG(scene_synchronizer == nullptr, "When the `NetworkedController` is a server, the `scene_synchronizer` is always set."); #endif // First update the variable. server_controlled = p_server_controlled; // Notify the `SceneSynchronizer` about it. scene_synchronizer->notify_controller_control_mode_changed(this); // Tell the client to do the switch too. if (get_network_master() != 1) { rpc_id( get_network_master(), "_rpc_set_server_controlled", server_controlled); } else { SceneSynchronizerDebugger::singleton()->debug_warning(this, "The node is owned by the server, there is no client that can control it; please assign the proper authority."); } } else if (is_player_controller() || is_doll_controller()) { SceneSynchronizerDebugger::singleton()->debug_warning(this, "You should never call the function `set_server_controlled` on the client, this has an effect only if called on the server."); } else if (is_nonet_controller()) { // There is no networking, the same instance is both the client and the // server already, nothing to do. server_controlled = p_server_controlled; } else { #ifdef DEBUG_ENABLED CRASH_NOW_MSG("Unreachable, all the cases are handled."); #endif } } else { // This called during initialization or on the editor, nothing special just // set it. server_controlled = p_server_controlled; } #ifdef DEBUG_ENABLED if (has_method("_collect_inputs") == false && server_controlled == false) { WARN_PRINT("In your script you must inherit the virtual method `_collect_inputs` to correctly use the `NetworkedController`."); } if (has_method("_controller_process") == false && server_controlled == false) { WARN_PRINT("In your script you must inherit the virtual method `_controller_process` to correctly use the `NetworkedController`."); } if (has_method("_are_inputs_different") == false && server_controlled == false) { WARN_PRINT("In your script you must inherit the virtual method `_are_inputs_different` to correctly use the `NetworkedController`."); } if (has_method("_count_input_size") == false && server_controlled == false) { WARN_PRINT("In your script you must inherit the virtual method `_count_input_size` to correctly use the `NetworkedController`."); } #endif } bool NetworkedController::get_server_controlled() const { return server_controlled; } void NetworkedController::set_player_input_storage_size(int p_size) { player_input_storage_size = p_size; } int NetworkedController::get_player_input_storage_size() const { return player_input_storage_size; } void NetworkedController::set_max_redundant_inputs(int p_max) { max_redundant_inputs = p_max; } int NetworkedController::get_max_redundant_inputs() const { return max_redundant_inputs; } void NetworkedController::set_tick_speedup_notification_delay(int p_delay) { tick_speedup_notification_delay = p_delay; } int NetworkedController::get_tick_speedup_notification_delay() const { return tick_speedup_notification_delay; } void NetworkedController::set_network_traced_frames(int p_size) { network_traced_frames = p_size; } int NetworkedController::get_network_traced_frames() const { return network_traced_frames; } void NetworkedController::set_min_frames_delay(int p_val) { min_frames_delay = p_val; } int NetworkedController::get_min_frames_delay() const { return min_frames_delay; } void NetworkedController::set_max_frames_delay(int p_val) { max_frames_delay = p_val; } int NetworkedController::get_max_frames_delay() const { return max_frames_delay; } void NetworkedController::set_tick_acceleration(double p_acceleration) { tick_acceleration = p_acceleration; } double NetworkedController::get_tick_acceleration() const { return tick_acceleration; } void NetworkedController::set_doll_sync_rate(uint32_t p_rate) { doll_sync_rate = p_rate; } uint32_t NetworkedController::get_doll_sync_rate() const { return doll_sync_rate; } void NetworkedController::set_doll_min_frames_delay(int p_min) { doll_min_frames_delay = p_min; } int NetworkedController::get_doll_min_frames_delay() const { return doll_min_frames_delay; } void NetworkedController::set_doll_max_frames_delay(int p_max) { doll_max_frames_delay = p_max; } int NetworkedController::get_doll_max_frames_delay() const { return doll_max_frames_delay; } void NetworkedController::set_doll_net_sensitivity(real_t p_sensitivity) { doll_net_sensitivity = p_sensitivity; } real_t NetworkedController::get_doll_net_sensitivity() const { return doll_net_sensitivity; } void NetworkedController::set_doll_interpolation_max_overshot(real_t p_speedup) { doll_interpolation_max_overshot = p_speedup; } real_t NetworkedController::get_doll_interpolation_max_overshot() const { return doll_interpolation_max_overshot; } void NetworkedController::set_doll_connection_stats_frame_span(int p_span) { doll_connection_stats_frame_span = MAX(1, p_span); } int NetworkedController::get_doll_connection_stats_frame_span() const { return doll_connection_stats_frame_span; } uint32_t NetworkedController::get_current_input_id() const { ERR_FAIL_NULL_V(controller, 0); return controller->get_current_input_id(); } real_t NetworkedController::player_get_pretended_delta() const { ERR_FAIL_COND_V_MSG(is_player_controller() == false, 1.0, "This function can be called only on client."); return get_player_controller()->pretended_delta; } void NetworkedController::mark_epoch_as_important() { ERR_FAIL_COND_MSG(is_server_controller() == false, "This function must be called only within the function `collect_epoch_data`."); get_server_controller()->is_epoch_important = true; } void NetworkedController::set_doll_collect_rate_factor(int p_peer, real_t p_factor) { ERR_FAIL_COND_MSG(is_server_controller() == false, "This function can be called only on server."); ServerController *server_controller = static_cast(controller); const uint32_t pos = server_controller->find_peer(p_peer); if (pos == UINT32_MAX) { // This peers seems disabled, nothing to do here. return; } server_controller->peers[pos].doll_sync_rate_factor = CLAMP(p_factor, 0.001, 1.0); } void NetworkedController::set_doll_peer_active(int p_peer_id, bool p_active) { ERR_FAIL_COND_MSG(is_server_controller() == false, "You can set doll activation only on server"); ERR_FAIL_COND_MSG(p_peer_id == get_network_master(), "This `peer_id` is equal to the Master `peer_id`, which is not allowed."); ServerController *server_controller = static_cast(controller); const uint32_t pos = server_controller->find_peer(p_peer_id); if (pos == UINT32_MAX) { // This peers seems disabled, nothing to do here. return; } if (server_controller->peers[pos].active == p_active) { // Nothing to do. return; } server_controller->peers[pos].active = p_active; // Reset the sync timer. server_controller->peers[pos].doll_sync_timer = 0.0; // Set to 0 so we sync immediately server_controller->peers[pos].doll_sync_time_threshold = 0.0; if (p_active == false) { // Notify the doll only for deactivations. The activations are automatically // handled when the first epoch is received. rpc_id(p_peer_id, "_rpc_doll_notify_sync_pause", server_controller->epoch); } } void NetworkedController::pause_notify_dolls() { ERR_FAIL_COND_MSG(is_server_controller() == false, "You can pause the dolls only on server. [BUG]"); // Notify the dolls this actor is disabled. ServerController *server_controller = static_cast(controller); for (uint32_t i = 0; i < server_controller->peers.size(); i += 1) { if (server_controller->peers[i].active) { // Notify this actor is no more active. rpc_id(server_controller->peers[i].peer, "_rpc_doll_notify_sync_pause", server_controller->epoch); } } } void NetworkedController::validate_script_implementation() { ERR_FAIL_COND_MSG(has_method("_collect_inputs") == false && server_controlled == false, "In your script you must inherit the virtual method `_collect_inputs` to correctly use the `NetworkedController`."); ERR_FAIL_COND_MSG(has_method("_controller_process") == false && server_controlled == false, "In your script you must inherit the virtual method `_controller_process` to correctly use the `NetworkedController`."); ERR_FAIL_COND_MSG(has_method("_are_inputs_different") == false && server_controlled == false, "In your script you must inherit the virtual method `_are_inputs_different` to correctly use the `NetworkedController`."); ERR_FAIL_COND_MSG(has_method("_count_input_size") == false && server_controlled == false, "In your script you must inherit the virtual method `_count_input_size` to correctly use the `NetworkedController`."); ERR_FAIL_COND_MSG(has_method("_collect_epoch_data") == false, "In your script you must inherit the virtual method `_collect_epoch_data` to correctly use the `NetworkedController`."); ERR_FAIL_COND_MSG(has_method("_apply_epoch") == false, "In your script you must inherit the virtual method `_apply_epoch` to correctly use the `NetworkedController`."); } void NetworkedController::native_collect_inputs(double p_delta, DataBuffer &r_buffer) { PROFILE_NODE call( "_collect_inputs", p_delta, &r_buffer); } void NetworkedController::native_controller_process(double p_delta, DataBuffer &p_buffer) { PROFILE_NODE call( "_controller_process", p_delta, &p_buffer); } bool NetworkedController::native_are_inputs_different(DataBuffer &p_buffer_A, DataBuffer &p_buffer_B) { PROFILE_NODE return call("_are_inputs_different", &p_buffer_A, &p_buffer_B); } uint32_t NetworkedController::native_count_input_size(DataBuffer &p_buffer) { PROFILE_NODE return call("_count_input_size", &p_buffer); } void NetworkedController::native_collect_epoch_data(DataBuffer &r_buffer) { PROFILE_NODE call("_collect_epoch_data", &r_buffer); } void NetworkedController::native_apply_epoch(double p_delta, real_t p_interpolation_alpha, DataBuffer &p_past_buffer, DataBuffer &p_future_buffer) { PROFILE_NODE call( "_apply_epoch", p_delta, p_interpolation_alpha, &p_past_buffer, &p_future_buffer); } bool NetworkedController::process_instant(int p_i, real_t p_delta) { ERR_FAIL_COND_V_MSG(is_player_controller() == false, false, "Can be executed only on player controllers."); return static_cast(controller)->process_instant(p_i, p_delta); } ServerController *NetworkedController::get_server_controller() { ERR_FAIL_COND_V_MSG(is_server_controller() == false, nullptr, "This controller is not a server controller."); return static_cast(controller); } const ServerController *NetworkedController::get_server_controller() const { ERR_FAIL_COND_V_MSG(is_server_controller() == false, nullptr, "This controller is not a server controller."); return static_cast(controller); } PlayerController *NetworkedController::get_player_controller() { ERR_FAIL_COND_V_MSG(is_player_controller() == false, nullptr, "This controller is not a player controller."); return static_cast(controller); } const PlayerController *NetworkedController::get_player_controller() const { ERR_FAIL_COND_V_MSG(is_player_controller() == false, nullptr, "This controller is not a player controller."); return static_cast(controller); } DollController *NetworkedController::get_doll_controller() { ERR_FAIL_COND_V_MSG(is_doll_controller() == false, nullptr, "This controller is not a doll controller."); return static_cast(controller); } const DollController *NetworkedController::get_doll_controller() const { ERR_FAIL_COND_V_MSG(is_doll_controller() == false, nullptr, "This controller is not a doll controller."); return static_cast(controller); } NoNetController *NetworkedController::get_nonet_controller() { ERR_FAIL_COND_V_MSG(is_nonet_controller() == false, nullptr, "This controller is not a no net controller."); return static_cast(controller); } const NoNetController *NetworkedController::get_nonet_controller() const { ERR_FAIL_COND_V_MSG(is_nonet_controller() == false, nullptr, "This controller is not a no net controller."); return static_cast(controller); } bool NetworkedController::is_networking_initialized() const { return controller_type != CONTROLLER_TYPE_NULL; } bool NetworkedController::is_server_controller() const { return controller_type == CONTROLLER_TYPE_SERVER || controller_type == CONTROLLER_TYPE_AUTONOMOUS_SERVER; } bool NetworkedController::is_player_controller() const { return controller_type == CONTROLLER_TYPE_PLAYER; } bool NetworkedController::is_doll_controller() const { return controller_type == CONTROLLER_TYPE_DOLL; } bool NetworkedController::is_nonet_controller() const { return controller_type == CONTROLLER_TYPE_NONETWORK; } void NetworkedController::set_inputs_buffer(const BitArray &p_new_buffer, uint32_t p_metadata_size_in_bit, uint32_t p_size_in_bit) { inputs_buffer.get_buffer_mut().get_bytes_mut() = p_new_buffer.get_bytes(); inputs_buffer.shrink_to(p_metadata_size_in_bit, p_size_in_bit); } void NetworkedController::set_scene_synchronizer(SceneSynchronizer *p_synchronizer) { if (scene_synchronizer) { scene_synchronizer->disconnect("sync_paused", this, "__on_sync_paused"); } scene_synchronizer = p_synchronizer; if (scene_synchronizer) { scene_synchronizer->connect("sync_paused", this, "__on_sync_paused"); } } SceneSynchronizer *NetworkedController::get_scene_synchronizer() const { return scene_synchronizer; } bool NetworkedController::has_scene_synchronizer() const { return scene_synchronizer; } void NetworkedController::_rpc_server_send_inputs(const Vector &p_data) { ERR_FAIL_COND(is_server_controller() == false); static_cast(controller)->receive_inputs(p_data); } void NetworkedController::_rpc_set_server_controlled(bool p_server_controlled) { ERR_FAIL_COND_MSG(is_player_controller() == false, "This function is supposed to be called on the server."); server_controlled = p_server_controlled; ERR_FAIL_COND_MSG(scene_synchronizer == nullptr, "The server controller is supposed to be set on the client at this point."); scene_synchronizer->notify_controller_control_mode_changed(this); } void NetworkedController::_rpc_notify_fps_acceleration(const Vector &p_data) { ERR_FAIL_COND(is_player_controller() == false); ERR_FAIL_COND(p_data.size() != 1); int8_t additional_frames_to_produce; memcpy( &additional_frames_to_produce, &p_data[0], sizeof(int8_t)); PlayerController *player_controller = static_cast(controller); // Slowdown the acceleration when near the target. player_controller->acceleration_fps_speed = CLAMP(double(additional_frames_to_produce) / get_tick_acceleration(), -1.0, 1.0) * get_tick_acceleration(); const double acceleration_fps_speed_ABS = ABS(player_controller->acceleration_fps_speed); if (acceleration_fps_speed_ABS >= CMP_EPSILON2) { const double acceleration_time = double(ABS(additional_frames_to_produce)) / acceleration_fps_speed_ABS; player_controller->acceleration_fps_timer = acceleration_time; } else { player_controller->acceleration_fps_timer = 0.0; } #ifdef DEBUG_ENABLED const bool debug = ProjectSettings::get_singleton()->get_setting("NetworkSynchronizer/debug_server_speedup"); if (debug) { print_line( String() + "Client received speedup." + " Frames to produce: `" + itos(additional_frames_to_produce) + "`" + " Acceleration fps: `" + rtos(player_controller->acceleration_fps_speed) + "`" + " Acceleration time: `" + rtos(player_controller->acceleration_fps_timer) + "`"); } #endif } void NetworkedController::_rpc_doll_notify_sync_pause(uint32_t p_epoch) { ERR_FAIL_COND_MSG(is_doll_controller() == false, "Only dolls are supposed to receive this function call"); static_cast(controller)->pause(p_epoch); } void NetworkedController::_rpc_doll_send_epoch_batch(const Vector &p_data) { ERR_FAIL_COND_MSG(is_doll_controller() == false, "Only dolls are supposed to receive this function call."); ERR_FAIL_COND_MSG(p_data.size() <= 0, "It's not supposed to receive a 0 size data."); static_cast(controller)->receive_epoch(p_data); } void NetworkedController::player_set_has_new_input(bool p_has) { has_player_new_input = p_has; } bool NetworkedController::player_has_new_input() const { return has_player_new_input; } void NetworkedController::__on_sync_paused() { if (controller_type == CONTROLLER_TYPE_DOLL) { DollController *doll = static_cast(controller); doll->pause(doll->current_epoch); } } void NetworkedController::_notification(int p_what) { switch (p_what) { case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (Engine::get_singleton()->is_editor_hint()) { return; } #ifdef DEBUG_ENABLED // This can't happen, since only the doll are processed here. CRASH_COND(is_doll_controller() == false); #endif const double physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second(); const double delta = 1.0 / physics_ticks_per_second; static_cast(controller)->process(delta); } break; #ifdef DEBUG_ENABLED case NOTIFICATION_READY: { if (Engine::get_singleton()->is_editor_hint()) { return; } validate_script_implementation(); } break; #endif } } void NetworkedController::notify_controller_reset() { emit_signal("controller_reset"); } ServerController::ServerController( NetworkedController *p_node, int p_traced_frames) : Controller(p_node), network_watcher(p_traced_frames, 0), consecutive_input_watcher(p_traced_frames, 0) { } void ServerController::process(double p_delta) { if (unlikely(enabled == false)) { // Disabled by the SceneSynchronizer. return; } #ifdef DEBUG_ENABLED const bool is_new_input = fetch_next_input(p_delta); #else fetch_next_input(p_delta); #endif if (unlikely(current_input_buffer_id == UINT32_MAX)) { // Skip this until the first input arrive. SceneSynchronizerDebugger::singleton()->debug_print(node, "Server skips this frame as the current_input_buffer_id == UINT32_MAX", true); return; } #ifdef DEBUG_ENABLED if (!is_new_input) { node->emit_signal("input_missed", current_input_buffer_id + 1); } #endif SceneSynchronizerDebugger::singleton()->debug_print(node, "Server process index: " + itos(current_input_buffer_id), true); node->get_inputs_buffer_mut().begin_read(); node->get_inputs_buffer_mut().seek(METADATA_SIZE); SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::READ); node->native_controller_process( p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); doll_sync(p_delta); if (streaming_paused == false) { adjust_player_tick_rate(p_delta); } } bool is_remote_frame_A_older(const FrameSnapshot &p_snap_a, const FrameSnapshot &p_snap_b) { return p_snap_a.id < p_snap_b.id; } uint32_t ServerController::last_known_input() const { if (snapshots.size() > 0) { return snapshots.back().id; } else { return UINT32_MAX; } } uint32_t ServerController::get_current_input_id() const { return current_input_buffer_id; } void ServerController::set_enabled(bool p_enable) { if (enabled == p_enable) { return; } enabled = p_enable; node->pause_notify_dolls(); // ~~ On state change, reset everything to avoid accumulate old data. ~~ // Client inputs reset. ghost_input_count = 0; last_sent_state_input_id = 0; additional_fps_notif_timer = 0.0; snapshots.clear(); previous_frame_received_timestamp = UINT32_MAX; network_watcher.reset(0.0); consecutive_input_watcher.reset(0.0); // Doll reset. is_epoch_important = false; } void ServerController::clear_peers() { peers.clear(); } void ServerController::activate_peer(int p_peer) { // Collects all the dolls. #ifdef DEBUG_ENABLED // Unreachable because this is the server controller. CRASH_COND(node->get_tree()->get_multiplayer()->is_network_server() == false); #endif if (p_peer == node->get_network_master()) { // This is self, so not a doll. return; } const uint32_t index = find_peer(p_peer); if (index == UINT32_MAX) { peers.push_back(p_peer); } } void ServerController::deactivate_peer(int p_peer) { const uint32_t index = find_peer(p_peer); if (index != UINT32_MAX) { peers.remove_unordered(index); } } void ServerController::receive_inputs(const Vector &p_data) { // The packet is composed as follow: // |- The following four bytes for the first input ID. // \- Array of inputs: // |-- First byte the amount of times this input is duplicated in the packet. // |-- inputs buffer. // // Let's decode it! const uint32_t now = OS::get_singleton()->get_ticks_msec(); const int data_len = p_data.size(); int ofs = 0; ERR_FAIL_COND(data_len < 4); const uint32_t first_input_id = decode_uint32(p_data.ptr() + ofs); ofs += 4; uint32_t inserted_input_count = 0; // Contains the entire packet and in turn it will be seek to specific location // so I will not need to copy chunk of the packet data. DataBuffer pir; pir.begin_read(); pir.get_buffer_mut().get_bytes_mut() = p_data; // TODO this is for 3.2 //pir.get_buffer_mut().resize_in_bytes(data_len); //memcpy(pir.get_buffer_mut().get_bytes_mut().ptrw(), p_data.ptr(), data_len); while (ofs < data_len) { ERR_FAIL_COND_MSG(ofs + 1 > data_len, "The arrived packet size doesn't meet the expected size."); // First byte is used for the duplication count. const uint8_t duplication = p_data[ofs]; ofs += 1; // Validate input const int input_buffer_offset_bit = ofs * 8; pir.shrink_to(input_buffer_offset_bit, (data_len - ofs) * 8); pir.seek(input_buffer_offset_bit); // Read metadata const bool has_data = pir.read_bool(); const int input_size_in_bits = (has_data ? int(node->native_count_input_size(pir)) : 0) + METADATA_SIZE; // Pad to 8 bits. const int input_size_padded = Math::ceil((static_cast(input_size_in_bits)) / 8.0); ERR_FAIL_COND_MSG(ofs + input_size_padded > data_len, "The arrived packet size doesn't meet the expected size."); // The input is valid, populate the buffer. for (int sub = 0; sub <= duplication; sub += 1) { const uint32_t input_id = first_input_id + inserted_input_count; inserted_input_count += 1; if (unlikely(current_input_buffer_id != UINT32_MAX && current_input_buffer_id >= input_id)) { // We already have this input, so we don't need it anymore. continue; } FrameSnapshot rfs; rfs.id = input_id; const bool found = std::binary_search( snapshots.begin(), snapshots.end(), rfs, is_remote_frame_A_older); if (found == false) { rfs.buffer_size_bit = input_size_in_bits; rfs.inputs_buffer.get_bytes_mut().resize(input_size_padded); rfs.received_timestamp = now; memcpy( rfs.inputs_buffer.get_bytes_mut().ptrw(), p_data.ptr() + ofs, input_size_padded); snapshots.push_back(rfs); // Sort the new inserted snapshot. std::sort( snapshots.begin(), snapshots.end(), is_remote_frame_A_older); } } // We can now advance the offset. ofs += input_size_padded; } #ifdef DEBUG_ENABLED if (snapshots.empty() == false && current_input_buffer_id != UINT32_MAX) { // At this point is guaranteed that the current_input_buffer_id is never // greater than the first item contained by `snapshots`. CRASH_COND(current_input_buffer_id >= snapshots.front().id); } #endif ERR_FAIL_COND_MSG(ofs != data_len, "At the end was detected that the arrived packet has an unexpected size."); } int ServerController::get_inputs_count() const { return snapshots.size(); } bool ServerController::fetch_next_input(real_t p_delta) { bool is_new_input = true; if (unlikely(current_input_buffer_id == UINT32_MAX)) { // As initial packet, anything is good. if (snapshots.empty() == false) { // First input arrived. set_frame_input(snapshots.front()); snapshots.pop_front(); // Start tracing the packets from this moment on. network_watcher.reset(0); consecutive_input_watcher.reset(0.0); previous_frame_received_timestamp = UINT32_MAX; SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] Input `" + itos(current_input_buffer_id) + "` selected as first input.", true); } else { is_new_input = false; SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] Still no inputs.", true); } } else { const uint32_t next_input_id = current_input_buffer_id + 1; SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The server is looking for: " + itos(next_input_id), true); if (unlikely(streaming_paused)) { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The streaming is paused.", true); // Stream is paused. if (snapshots.empty() == false && snapshots.front().id >= next_input_id) { // A new input is arrived while the streaming is paused. const bool is_buffer_void = (snapshots.front().buffer_size_bit - METADATA_SIZE) == 0; streaming_paused = is_buffer_void; set_frame_input(snapshots.front()); is_new_input = true; snapshots.pop_front(); network_watcher.reset(0); consecutive_input_watcher.reset(0.0); previous_frame_received_timestamp = UINT32_MAX; } else { // No inputs, or we are not yet arrived to the client input, // so just pretend the next input is void. node->set_inputs_buffer(BitArray(METADATA_SIZE), METADATA_SIZE, 0); is_new_input = false; } } else if (unlikely(snapshots.empty() == true)) { // The input buffer is empty; a packet is missing. SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] Missing input: " + itos(next_input_id) + " Input buffer is void, i'm using the previous one!"); is_new_input = false; ghost_input_count += 1; } else { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input buffer is not empty, so looking for the next input. Hopefully `" + itos(next_input_id) + "`", true); // The input buffer is not empty, search the new input. if (next_input_id == snapshots.front().id) { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input `" + itos(next_input_id) + "` was found.", true); // Wow, the next input is perfect! set_frame_input(snapshots.front()); snapshots.pop_front(); ghost_input_count = 0; } else { // The next packet is not here. This can happen when: // - The packet is lost or not yet arrived. // - The client for any reason desync with the server. // // In this cases, the server has the hard task to re-sync. // // # What it does, then? // Initially it see that only 1 packet is missing so it just use // the previous one and increase `ghost_inputs_count` to 1. // // The next iteration, if the packet is not yet arrived the // server trys to take the next packet with the `id` less or // equal to `next_packet_id + ghost_packet_id`. // // As you can see the server doesn't lose immediately the hope // to find the missing packets, but at the same time deals with // it so increases its search pool per each iteration. // // # Wise input search. // Let's consider the case when a set of inputs arrive at the // same time, while the server is struggling for the missing packets. // // In the meanwhile that the packets were chilling on the net, // the server were simulating by guessing on their data; this // mean that they don't have any longer room to be simulated // when they arrive, and the right thing would be just forget // about these. // // The thing is that these can still contain meaningful data, so // instead to jump directly to the newest we restart the inputs // from the next important packet. // // For this reason we keep track the amount of missing packets // using `ghost_input_count`. SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input `" + itos(next_input_id) + "` was NOT found. Recovering process started.", true); SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] ghost_input_count: `" + itos(ghost_input_count) + "`", true); const int size = MIN(ghost_input_count, snapshots.size()); const uint32_t ghost_packet_id = next_input_id + ghost_input_count; bool recovered = false; FrameSnapshot pi; DataBuffer pir_A = node->get_inputs_buffer(); for (int i = 0; i < size; i += 1) { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] checking if `" + itos(snapshots.front().id) + "` can be used to recover `" + itos(next_input_id) + "`.", true); if (ghost_packet_id < snapshots.front().id) { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input `" + itos(snapshots.front().id) + "` can't be used as the ghost_packet_id (`" + itos(ghost_packet_id) + "`) is more than the input.", true); break; } else { const uint32_t input_id = snapshots.front().id; SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input `" + itos(input_id) + "` is eligible as next frame.", true); pi = snapshots.front(); snapshots.pop_front(); recovered = true; // If this input has some important changes compared to the last // good input, let's recover to this point otherwise skip it // until the last one. // Useful to avoid that the server stay too much behind the // client. DataBuffer pir_B(pi.inputs_buffer); pir_B.shrink_to(METADATA_SIZE, pi.buffer_size_bit - METADATA_SIZE); pir_A.begin_read(); pir_A.seek(METADATA_SIZE); pir_B.begin_read(); pir_B.seek(METADATA_SIZE); const bool is_meaningful = node->native_are_inputs_different(pir_A, pir_B); if (is_meaningful) { SceneSynchronizerDebugger::singleton()->debug_print(node, "[ServerController::fetch_next_input] The input `" + itos(input_id) + "` is different from the one executed so far, so better to execute it.", true); break; } } } if (recovered) { set_frame_input(pi); ghost_input_count = 0; SceneSynchronizerDebugger::singleton()->debug_print(node, "Packet recovered. The new InputID is: `" + itos(current_input_buffer_id) + "`"); } else { ghost_input_count += 1; is_new_input = false; SceneSynchronizerDebugger::singleton()->debug_print(node, "Packet still missing, the server is still using the old input."); } } } } #ifdef DEBUG_ENABLED if (snapshots.empty() == false && current_input_buffer_id != UINT32_MAX) { // At this point is guaranteed that the current_input_buffer_id is never // greater than the first item contained by `snapshots`. CRASH_COND(current_input_buffer_id >= snapshots.front().id); } #endif return is_new_input; } void ServerController::set_frame_input(const FrameSnapshot &p_frame_snapshot) { // If `previous_frame_received_timestamp` is bigger, the controller was disabled, so nothing to do. if (previous_frame_received_timestamp < p_frame_snapshot.received_timestamp) { const double physics_ticks_per_second = Engine::get_singleton()->get_physics_ticks_per_second(); const uint32_t frame_delta_ms = (1.0 / physics_ticks_per_second) * 1000.0; const uint32_t receival_time = p_frame_snapshot.received_timestamp - previous_frame_received_timestamp; const uint32_t network_time = receival_time > frame_delta_ms ? receival_time - frame_delta_ms : 0; network_watcher.push(network_time); } node->set_inputs_buffer( p_frame_snapshot.inputs_buffer, METADATA_SIZE, p_frame_snapshot.buffer_size_bit - METADATA_SIZE); current_input_buffer_id = p_frame_snapshot.id; previous_frame_received_timestamp = p_frame_snapshot.received_timestamp; } void ServerController::notify_send_state() { last_sent_state_input_id = get_current_input_id(); // If the notified input is a void buffer, the client is allowed to pause // the input streaming. So missing packets are just handled as void inputs. if (node->get_inputs_buffer().size() == 0) { streaming_paused = true; } } void ServerController::doll_sync(real_t p_delta) { // Advance the epoch. epoch += 1; const real_t sync_rate_time = 1.0 / static_cast(node->get_doll_sync_rate()); bool epoch_state_collected = false; // Process each peer and send the data if needed. for (uint32_t i = 0; i < peers.size(); i += 1) { if (peers[i].active == false) { // Nothing to do on this peer. continue; } peers[i].doll_sync_timer += p_delta; if (is_epoch_important == false && peers[i].doll_sync_timer < peers[i].doll_sync_time_threshold) { // Not time to sync. continue; } peers[i].doll_sync_timer = 0.0; peers[i].doll_sync_time_threshold = sync_rate_time * peers[i].doll_sync_rate_factor; // Prepare the epoch_data cache. if (epoch_state_collected == false) { epoch_state_data_cache.begin_write(DOLL_EPOCH_METADATA_SIZE); epoch_state_data_cache.add_real(0.0, DataBuffer::COMPRESSION_LEVEL_1); // Sync time epoch_state_data_cache.add_int(epoch, DataBuffer::COMPRESSION_LEVEL_1); #ifdef DEBUG_ENABLED // This can't happen because the metadata size is correct. CRASH_COND(epoch_state_data_cache.get_bit_offset() != DOLL_EPOCH_METADATA_SIZE); #endif node->native_collect_epoch_data(epoch_state_data_cache); epoch_state_data_cache.dry(); epoch_state_collected = true; } epoch_state_data_cache.seek(0); epoch_state_data_cache.add_real(peers[i].doll_sync_time_threshold, DataBuffer::COMPRESSION_LEVEL_1); // Send the data node->rpc_unreliable_id( peers[i].peer, "_rpc_doll_send_epoch_batch", epoch_state_data_cache.get_buffer().get_bytes()); } is_epoch_important = false; } int ceil_with_tolerance(double p_value, double p_tolerance) { return Math::ceil(p_value - p_tolerance); } void ServerController::adjust_player_tick_rate(double p_delta) { // Update the consecutive inputs. { int consecutive_inputs = 0; for (uint32_t i = 0; i < snapshots.size(); i += 1) { if (snapshots[i].id == (current_input_buffer_id + consecutive_inputs + 1)) { consecutive_inputs += 1; } } consecutive_input_watcher.push(consecutive_inputs); } const uint32_t now = OS::get_singleton()->get_ticks_msec(); if ((additional_fps_notif_timer + node->get_tick_speedup_notification_delay()) < now) { // Time to tell the client a new speedup. additional_fps_notif_timer = now; const real_t min_frames_delay = node->get_min_frames_delay(); const real_t max_frames_delay = node->get_max_frames_delay(); // `worst_receival_time` is in ms and indicates the maximum time passed to receive a consecutive // input in the last `network_traced_frames` frames. const uint32_t worst_receival_time_ms = network_watcher.max(); const double worst_receival_time = double(worst_receival_time_ms) / 1000.0; const int optimal_frame_delay_unclamped = ceil_with_tolerance( worst_receival_time / p_delta, p_delta * 0.05); // Tolerance of 5% of frame time. const int optimal_frame_delay = CLAMP(optimal_frame_delay_unclamped, min_frames_delay, max_frames_delay); const int consecutive_inputs = consecutive_input_watcher.average_rounded(); const int8_t distance_to_optimal = CLAMP(optimal_frame_delay - consecutive_inputs, INT8_MIN, INT8_MAX); uint8_t compressed_distance; memcpy( &compressed_distance, &distance_to_optimal, sizeof(uint8_t)); #ifdef DEBUG_ENABLED const bool debug = ProjectSettings::get_singleton()->get_setting("NetworkSynchronizer/debug_server_speedup"); const int current_frame_delay = consecutive_inputs; if (debug) { print_line( "Worst receival time (ms): `" + itos(worst_receival_time_ms) + "` Optimal frame delay: `" + itos(optimal_frame_delay) + "` Current frame delay: `" + itos(current_frame_delay) + "` Distance to optimal: `" + itos(distance_to_optimal) + "`"); } node->emit_signal("client_speedup_adjusted", worst_receival_time_ms, optimal_frame_delay, current_frame_delay, distance_to_optimal); #endif Vector packet_data; packet_data.push_back(compressed_distance); node->rpc_unreliable_id( node->get_network_master(), "_rpc_notify_fps_acceleration", packet_data); } } uint32_t ServerController::find_peer(int p_peer) const { for (uint32_t i = 0; i < peers.size(); i += 1) { if (peers[i].peer == p_peer) { return i; } } return UINT32_MAX; } AutonomousServerController::AutonomousServerController( NetworkedController *p_node) : ServerController(p_node, 1) { } void AutonomousServerController::receive_inputs(const Vector &p_data) { SceneSynchronizerDebugger::singleton()->debug_warning(node, "`receive_input` called on the `AutonomousServerController` - If this is called just after `set_server_controlled(true)` is called, you can ignore this warning, as the client is not aware about the switch for a really small window after this function call."); } int AutonomousServerController::get_inputs_count() const { // No input collected by this class. return 0; } bool AutonomousServerController::fetch_next_input(real_t p_delta) { SceneSynchronizerDebugger::singleton()->debug_print(node, "Autonomous server fetch input.", true); node->get_inputs_buffer_mut().begin_write(METADATA_SIZE); node->get_inputs_buffer_mut().seek(METADATA_SIZE); SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::WRITE); node->native_collect_inputs(p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); node->get_inputs_buffer_mut().dry(); if (unlikely(current_input_buffer_id == UINT32_MAX)) { // This is the first input. current_input_buffer_id = 0; } else { // Just advance from now on. current_input_buffer_id += 1; } // The input is always new. return true; } void AutonomousServerController::adjust_player_tick_rate(double p_delta) { // Nothing to do, since the inputs are being collected on the server already. } PlayerController::PlayerController(NetworkedController *p_node) : Controller(p_node), current_input_id(UINT32_MAX), input_buffers_counter(0), time_bank(0.0), acceleration_fps_timer(0.0) { } void PlayerController::process(double p_delta) { // We need to know if we can accept a new input because in case of bad // internet connection we can't keep accumulating inputs forever // otherwise the server will differ too much from the client and we // introduce virtual lag. const bool accept_new_inputs = can_accept_new_inputs(); if (accept_new_inputs) { current_input_id = input_buffers_counter; SceneSynchronizerDebugger::singleton()->debug_print(node, "Player process index: " + itos(current_input_id), true); node->get_inputs_buffer_mut().begin_write(METADATA_SIZE); node->get_inputs_buffer_mut().seek(METADATA_SIZE); SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::WRITE); node->native_collect_inputs(p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); // Set metadata data. node->get_inputs_buffer_mut().seek(0); if (node->get_inputs_buffer().size() > 0) { node->get_inputs_buffer_mut().add_bool(true); streaming_paused = false; } else { node->get_inputs_buffer_mut().add_bool(false); } } else { SceneSynchronizerDebugger::singleton()->debug_warning(node, "It's not possible to accept new inputs. Is this lagging?"); } node->get_inputs_buffer_mut().dry(); node->get_inputs_buffer_mut().begin_read(); node->get_inputs_buffer_mut().seek(METADATA_SIZE); // Skip meta. SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::READ); // The physics process is always emitted, because we still need to simulate // the character motion even if we don't store the player inputs. node->native_controller_process(p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); node->player_set_has_new_input(false); if (accept_new_inputs) { if (streaming_paused == false) { input_buffers_counter += 1; store_input_buffer(current_input_id); send_frame_input_buffer_to_server(); node->player_set_has_new_input(true); } } } int PlayerController::calculates_sub_ticks(const double p_delta, const double p_iteration_per_seconds) { // Extract the frame acceleration: // 1. convert the Accelerated Tick Hz to second. const double fully_accelerated_delta = 1.0 / (p_iteration_per_seconds + acceleration_fps_speed); // 2. Subtract the `accelerated delta - delta` to obtain the acceleration magnitude. const double acceleration_delta = ABS(fully_accelerated_delta - p_delta); // 3. Avoids overshots by taking the smallest value between `acceleration_delta` and the `remaining timer`. const double frame_acceleration_delta = MIN(acceleration_delta, acceleration_fps_timer); // Updates the timer by removing the extra accelration. acceleration_fps_timer = MAX(acceleration_fps_timer - frame_acceleration_delta, 0.0); // Calculates the pretended delta. pretended_delta = p_delta + (frame_acceleration_delta * SGN(acceleration_fps_speed)); // Add the current delta to the bank time_bank += pretended_delta; const int sub_ticks = int(time_bank / p_delta); time_bank -= static_cast(sub_ticks) * p_delta; if (unlikely(time_bank < 0.0)) { time_bank = 0.0; } return sub_ticks; } int PlayerController::notify_input_checked(uint32_t p_input_id) { if (frames_snapshot.empty() || p_input_id < frames_snapshot.front().id || p_input_id > frames_snapshot.back().id) { // The received p_input_id is not known, so nothing to do. SceneSynchronizerDebugger::singleton()->debug_error(node, "The received snapshot, with input id: " + itos(p_input_id) + " is not known. This is a bug or someone is trying to hack."); return frames_snapshot.size(); } // Remove inputs prior to the known one. We may still need the known one // when the stream is paused. while (frames_snapshot.empty() == false && frames_snapshot.front().id <= p_input_id) { if (frames_snapshot.front().id == p_input_id) { streaming_paused = (frames_snapshot.front().buffer_size_bit - METADATA_SIZE) <= 0; } frames_snapshot.pop_front(); } #ifdef DEBUG_ENABLED // Unreachable, because the next input have always the next `p_input_id` or empty. CRASH_COND(frames_snapshot.empty() == false && (p_input_id + 1) != frames_snapshot.front().id); #endif // Make sure the remaining inputs are 0 sized, if not streaming can't be paused. if (streaming_paused) { for (auto it = frames_snapshot.begin(); it != frames_snapshot.end(); it += 1) { if ((it->buffer_size_bit - METADATA_SIZE) > 0) { // Streaming can't be paused. streaming_paused = false; break; } } } return frames_snapshot.size(); } uint32_t PlayerController::last_known_input() const { return get_stored_input_id(-1); } uint32_t PlayerController::get_stored_input_id(int p_i) const { if (p_i < 0) { if (frames_snapshot.empty() == false) { return frames_snapshot.back().id; } else { return UINT32_MAX; } } else { const size_t i = p_i; if (i < frames_snapshot.size()) { return frames_snapshot[i].id; } else { return UINT32_MAX; } } } bool PlayerController::process_instant(int p_i, real_t p_delta) { const size_t i = p_i; if (i < frames_snapshot.size()) { DataBuffer ib(frames_snapshot[i].inputs_buffer); ib.shrink_to(METADATA_SIZE, frames_snapshot[i].buffer_size_bit - METADATA_SIZE); ib.begin_read(); ib.seek(METADATA_SIZE); node->native_controller_process(p_delta, ib); return (i + 1) < frames_snapshot.size(); } else { return false; } } uint32_t PlayerController::get_current_input_id() const { return current_input_id; } void PlayerController::store_input_buffer(uint32_t p_id) { FrameSnapshot inputs; inputs.id = p_id; inputs.inputs_buffer = node->get_inputs_buffer().get_buffer(); inputs.buffer_size_bit = node->get_inputs_buffer().size() + METADATA_SIZE; inputs.similarity = UINT32_MAX; inputs.received_timestamp = UINT32_MAX; frames_snapshot.push_back(inputs); } void PlayerController::send_frame_input_buffer_to_server() { // The packet is composed as follow: // - The following four bytes for the first input ID. // - Array of inputs: // |-- First byte the amount of times this input is duplicated in the packet. // |-- Input buffer. const size_t inputs_count = MIN(frames_snapshot.size(), static_cast(node->get_max_redundant_inputs() + 1)); CRASH_COND(inputs_count < 1); // Unreachable #define MAKE_ROOM(p_size) \ if (cached_packet_data.size() < static_cast(ofs + p_size)) \ cached_packet_data.resize(ofs + p_size); int ofs = 0; // Let's store the ID of the first snapshot. MAKE_ROOM(4); const uint32_t first_input_id = frames_snapshot[frames_snapshot.size() - inputs_count].id; ofs += encode_uint32(first_input_id, cached_packet_data.ptr() + ofs); uint32_t previous_input_id = UINT32_MAX; uint32_t previous_input_similarity = UINT32_MAX; int previous_buffer_size = 0; uint8_t duplication_count = 0; DataBuffer pir_A(node->get_inputs_buffer().get_buffer()); // Compose the packets for (size_t i = frames_snapshot.size() - inputs_count; i < frames_snapshot.size(); i += 1) { bool is_similar = false; if (previous_input_id == UINT32_MAX) { // This happens for the first input of the packet. // Just write it. is_similar = false; } else if (duplication_count == UINT8_MAX) { // Prevent to overflow the `uint8_t`. is_similar = false; } else { if (frames_snapshot[i].similarity != previous_input_id) { if (frames_snapshot[i].similarity == UINT32_MAX) { // This input was never compared, let's do it now. DataBuffer pir_B(frames_snapshot[i].inputs_buffer); pir_B.shrink_to(METADATA_SIZE, frames_snapshot[i].buffer_size_bit - METADATA_SIZE); pir_A.begin_read(); pir_A.seek(METADATA_SIZE); pir_B.begin_read(); pir_B.seek(METADATA_SIZE); const bool are_different = node->native_are_inputs_different(pir_A, pir_B); is_similar = are_different == false; } else if (frames_snapshot[i].similarity == previous_input_similarity) { // This input is similar to the previous one, the thing is // that the similarity check was done on an older input. // Fortunatelly we are able to compare the similarity id // and detect its similarity correctly. is_similar = true; } else { // This input is simply different from the previous one. is_similar = false; } } else { // These are the same, let's save some space. is_similar = true; } } if (current_input_id == previous_input_id) { SceneSynchronizerDebugger::singleton()->notify_are_inputs_different_result(node, frames_snapshot[i].id, is_similar); } else if (current_input_id == frames_snapshot[i].id) { SceneSynchronizerDebugger::singleton()->notify_are_inputs_different_result(node, previous_input_id, is_similar); } if (is_similar) { // This input is similar to the previous one, so just duplicate it. duplication_count += 1; // In this way, we don't need to compare these frames again. frames_snapshot[i].similarity = previous_input_id; SceneSynchronizerDebugger::singleton()->notify_input_sent_to_server(node, frames_snapshot[i].id, previous_input_id); } else { // This input is different from the previous one, so let's // finalize the previous and start another one. SceneSynchronizerDebugger::singleton()->notify_input_sent_to_server(node, frames_snapshot[i].id, frames_snapshot[i].id); if (previous_input_id != UINT32_MAX) { // We can finally finalize the previous input cached_packet_data[ofs - previous_buffer_size - 1] = duplication_count; } // Resets the duplication count. duplication_count = 0; // Writes the duplication_count for this new input MAKE_ROOM(1); cached_packet_data[ofs] = 0; ofs += 1; // Write the inputs const int buffer_size = frames_snapshot[i].inputs_buffer.get_bytes().size(); MAKE_ROOM(buffer_size); memcpy( cached_packet_data.ptr() + ofs, frames_snapshot[i].inputs_buffer.get_bytes().ptr(), buffer_size); ofs += buffer_size; // Let's see if we can duplicate this input. previous_input_id = frames_snapshot[i].id; previous_input_similarity = frames_snapshot[i].similarity; previous_buffer_size = buffer_size; pir_A.get_buffer_mut() = frames_snapshot[i].inputs_buffer; pir_A.shrink_to(METADATA_SIZE, frames_snapshot[i].buffer_size_bit - METADATA_SIZE); } } // Finalize the last added input_buffer. cached_packet_data[ofs - previous_buffer_size - 1] = duplication_count; // Make the packet data. Vector packet_data; packet_data.resize(ofs); memcpy( packet_data.ptrw(), cached_packet_data.ptr(), ofs); const int server_peer_id = 1; node->rpc_unreliable_id( server_peer_id, "_rpc_server_send_inputs", packet_data); } bool PlayerController::can_accept_new_inputs() const { return frames_snapshot.size() < static_cast(node->get_player_input_storage_size()); } DollController::DollController(NetworkedController *p_node) : Controller(p_node), network_watcher(node->get_doll_connection_stats_frame_span(), 0) { } void DollController::ready() {} void DollController::process(double p_delta) { if (future_epoch_buffer.size() <= DOLL_EPOCH_METADATA_SIZE) { // The interpolation epoch is not yet received, nothing to interpolate. return; } if (interpolation_time_window <= CMP_EPSILON) { interpolation_alpha = 1.0; } else { interpolation_alpha += p_delta / interpolation_time_window; // Constraint the overshot. interpolation_alpha = MIN(interpolation_alpha, 1.0 + node->get_doll_interpolation_max_overshot()); } // Allow extrapolation, in case the other para didn't arrive yet. current_epoch = Math::round(Math::lerp(real_t(past_epoch), real_t(future_epoch), interpolation_alpha)); past_epoch_buffer.begin_read(); future_epoch_buffer.begin_read(); // Skip metadata. future_epoch_buffer.seek(DOLL_EPOCH_METADATA_SIZE); node->native_apply_epoch( p_delta, interpolation_alpha, past_epoch_buffer, future_epoch_buffer); } uint32_t DollController::get_current_input_id() const { return current_epoch; } void DollController::receive_epoch(const Vector &p_data) { if (unlikely(node->get_scene_synchronizer()->is_enabled() == false)) { // The sync is disabled, nothing to do. return; } future_epoch_buffer.copy(p_data); future_epoch_buffer.begin_read(); // Read from METADATA: const real_t next_sync_time = future_epoch_buffer.read_real(DataBuffer::COMPRESSION_LEVEL_1); const uint32_t epoch = future_epoch_buffer.read_int(DataBuffer::COMPRESSION_LEVEL_1); if (epoch <= paused_epoch) { // The sync is in pause from this epoch, so just discard this received // epoch that may just be a late received epoch. return; } if (epoch <= future_epoch) { // This epoch is old, it arrived too late; nothing to do. return; } const int64_t current_virtual_delay = int64_t(future_epoch) - int64_t(current_epoch); if (current_epoch > future_epoch) { // Make sure we set back the current epoch in case of overshot. // The overshot is wanted to correctly calculate `current_virtual_delay`, but at this point // the overshot need to be normalized. current_epoch = future_epoch; } past_epoch = current_epoch; future_epoch = epoch; // Make sure to store the current state, so we can use it to interpolate. // This is necessary so we allow a bit of overshot. past_epoch_buffer.begin_write(0); node->native_collect_epoch_data(past_epoch_buffer); // ~~ Establish the interpolation speed ~~ // Establish the connection quality by checking if the batch takes // always the same time to arrive. const uint32_t now = OS::get_singleton()->get_ticks_msec(); // If now is bigger, then the timer has been disabled, so we assume 0. real_t packet_arrived_in = 0.0; if (now > epoch_received_timestamp) { packet_arrived_in = static_cast(now - epoch_received_timestamp) / 1000.0; const real_t delta_difference = packet_arrived_in - next_epoch_expected_in; network_watcher.push(ABS(delta_difference)); } epoch_received_timestamp = now; next_epoch_expected_in = next_sync_time; const real_t avg_arrival_delta_time = network_watcher.max(); const real_t deviation_arrival_delta_time = network_watcher.get_deviation(avg_arrival_delta_time); // The network poorness is computed by looking at all the delta differences between the expected // arrival time and the actual arrival time: the bigger this difference is the more oscillating // the connection is so a virtual delay is needed to make sure the character doesn't bounces. const real_t net_poorness = MIN(1.0, (avg_arrival_delta_time + deviation_arrival_delta_time) / node->get_doll_net_sensitivity()); const int64_t target_virtual_delay = Math::lerp( node->get_doll_min_frames_delay(), node->get_doll_max_frames_delay(), net_poorness); const real_t epochs_span = target_virtual_delay - current_virtual_delay; const real_t frame_time = 1.0 / real_t(Engine::get_singleton()->get_physics_ticks_per_second()); interpolation_time_window = next_sync_time + (current_virtual_delay * frame_time) + (epochs_span * frame_time); interpolation_alpha = 0.0; #ifdef DEBUG_ENABLED const bool debug = ProjectSettings::get_singleton()->get_setting("NetworkSynchronizer/debug_doll_speedup"); if (debug) { String msg = "~~~~~~~~~~~~~~~\n"; msg += "Epoch #" + itos(epoch) + " "; msg += "Epoch arrived in: `" + rtos(packet_arrived_in) + "` \n"; msg += "\n"; msg += "Avg arrival time difference: `" + rtos(avg_arrival_delta_time) + "` \n"; msg += "Deviation arrival difference: `" + rtos(deviation_arrival_delta_time) + "` \n"; msg += "Arrival difference: `" + rtos(avg_arrival_delta_time + deviation_arrival_delta_time) + "` \n"; msg += "Sensitivity: `" + rtos(node->get_doll_net_sensitivity()) + "` \n"; msg += "Network poorness: `" + rtos(net_poorness) + "` \n"; msg += "\n"; msg += "Next sync time`" + rtos(next_sync_time) + "` \n"; msg += "Interpolation time window no speedup `" + rtos(next_sync_time + (current_virtual_delay * frame_time)) + "` \n"; msg += "Interpolation time window `" + rtos(interpolation_time_window) + "` \n"; msg += "Epochs span `" + rtos(epochs_span) + "` \n"; msg += "Current virtual delay `" + itos(current_virtual_delay) + "` \n"; msg += "Target virtual delay `" + itos(target_virtual_delay) + "` \n"; msg += "Current epoch `" + itos(current_epoch) + "` \n"; msg += "Past epoch `" + itos(past_epoch) + "` \n"; msg += "Future epoch `" + itos(future_epoch) + "` \n"; msg += "~~~~~~~~~~~~~~~\n"; print_line(msg); } #endif } void DollController::pause(uint32_t p_epoch) { paused_epoch = p_epoch; network_watcher.resize(node->get_doll_connection_stats_frame_span(), 0); epoch_received_timestamp = UINT32_MAX; node->emit_signal("doll_sync_paused"); } NoNetController::NoNetController(NetworkedController *p_node) : Controller(p_node), frame_id(0) { } void NoNetController::process(double p_delta) { node->get_inputs_buffer_mut().begin_write(0); // No need of meta in this case. SceneSynchronizerDebugger::singleton()->debug_print(node, "Nonet process index: " + itos(frame_id), true); SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::WRITE); node->native_collect_inputs(p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); node->get_inputs_buffer_mut().dry(); node->get_inputs_buffer_mut().begin_read(); SceneSynchronizerDebugger::singleton()->databuffer_operation_begin_record(node, SceneSynchronizerDebugger::READ); node->native_controller_process(p_delta, node->get_inputs_buffer_mut()); SceneSynchronizerDebugger::singleton()->databuffer_operation_end_record(); frame_id += 1; } uint32_t NoNetController::get_current_input_id() const { return frame_id; }