#ifndef NETWORKED_CONTROLLER_H #define NETWORKED_CONTROLLER_H /*************************************************************************/ /* networked_controller.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "scene/main/node.h" #include "data_buffer.h" #include "interpolator.h" #include "net_utilities.h" #include class SceneSynchronizer; struct Controller; struct ServerController; struct PlayerController; struct DollController; struct NoNetController; /// The `NetworkedController` is responsible to sync the `Player` inputs between /// the peers. This allows to control a character, or an object with high precision /// and replicates that movement on all connected peers. /// /// The `NetworkedController` will sync inputs, based on those will perform /// operations. /// The result of these operations, are guaranteed to be the same accross the /// peers, if we stay under the assumption that the initial state is the same. /// /// Is possible to use the `SceneSynchronizer` to keep the state in sync with the /// peers. /// // # Implementation details // // The `NetworkedController` perform different operations depending where it's // instantiated. // The most important part is inside the `PlayerController`, `ServerController`, // `DollController`, `NoNetController`. class NetworkedController : public Node { GDCLASS(NetworkedController, Node); friend class SceneSynchronizer; public: enum ControllerType { CONTROLLER_TYPE_NULL, CONTROLLER_TYPE_NONETWORK, CONTROLLER_TYPE_PLAYER, CONTROLLER_TYPE_SERVER, CONTROLLER_TYPE_DOLL }; private: /// The input storage size is used to cap the amount of inputs collected by /// the `PlayerController`. /// /// The server sends a message, to all the connected peers, notifing its /// status at a fixed interval. /// The peers, after receiving this update, removes all the old inputs until /// that moment. /// /// `input_storage_size`: is too small, the player may stop collect /// - Too small value makes the `PlayerController` stop collecting inputs /// too early, in case of lag. /// - Too big values may introduce too much latency, because the player keep /// pushing new inputs without receiving the server snapshot. /// /// With 60 iteration per seconds a good value is `180` (60 * 3) so the /// `PlayerController` can be at max 3 seconds ahead the `ServerController`. int player_input_storage_size = 180; /// Amount of time an inputs is re-sent to each peer. /// Resenging inputs is necessary because the packets may be lost since as /// they are sent in an unreliable way. int max_redundant_inputs = 5; /// Time in seconds between each `tick_speedup` that the server sends to the /// client. real_t tick_speedup_notification_delay = 0.33; /// The connection quality is established by watching the time passed /// between each input is received. /// The more this time is the same the more the connection health is good. /// /// The `network_traced_frames` defines how many frames have /// to be used to establish the connection quality. /// - Big values make the mechanism too slow. /// - Small values make the mechanism too sensible. int network_traced_frames = 120; /// Sensitivity to network oscillations. The value is in seconds and can be /// used to establish the connection quality. /// /// For each input, the time needed for its arrival is traced; the standard /// deviation of these is divided by `net_sensitivity`: the result is /// the connection quality. /// /// The more the time needed for each batch to arrive is different the /// bigger this value is: when this value approaches to /// `net_sensitivity` (or even surpasses it) the bad the connection is. /// /// The result is the `connection_poorness` that goes from 0 to 1 and is /// used to decide the `optimal_frame_delay` that is interpolated between /// `min_frames_delay` and `max_frames_delay`. real_t net_sensitivity = 0.1; /// The `ServerController` will try to keep a margin of error, so that /// network oscillations doesn't leave the `ServerController` without /// inputs. /// /// This margin of error is called `optimal_frame_delay` and it changes /// depending on the connection health: /// it can go from `min_frames_delay` to `max_frames_delay`. int min_frames_delay = 2; int max_frames_delay = 6; /// Rate at which the tick speed changes, so the `optimal_frame_delay` is /// matched. real_t tick_acceleration = 2.0; /// Collect rate (in frames) used by the server to estabish when to collect /// the state for a particular peer. /// It's possible to scale down this rate, for a particular peer, /// using the function: set_doll_collect_rate_factor(peer, factor); /// Current default is 10Hz. /// /// The collected state is not immediatelly sent to the clients, rather it's /// delayed so to be sent in batch. The states marked as important are /// always collected. int doll_epoch_collect_rate = 1; /// The time rate at which a new batch is sent. real_t doll_epoch_batch_sync_rate = 0.25; /// The doll interpolator will try to keep a margin of error, so that network /// oscillations doesn't make the dolls freeze. /// /// This margin of error is called `optimal_frame_delay` and it changes /// depending on the connection health: /// it can go from `doll_min_frames_delay` to `doll_max_frames_delay`. int doll_min_frames_delay = 2; int doll_max_frames_delay = 5; /// Max speedup / slowdown the doll can apply to recover its epoch buffer size. real_t doll_interpolation_max_speedup = 0.2; /// The connection quality is established by watching the time passed /// between each batch arrival. /// The more this time is the same the more the connection health is good. /// /// The `doll_connection_stats_frame_span` defines how many frames have /// to be used to establish the connection quality. /// - Big values make the mechanism too slow. /// - Small values make the mechanism too sensible. /// The correct value should be give considering the /// `doll_epoch_batch_sync_rate`. int doll_connection_stats_frame_span = 30; /// Sensitivity to network oscillations. The value is in seconds and can be /// used to establish the connection quality. /// /// For each batch, the time needed for its arrival is traced; the standard /// deviation of these is divided by `doll_net_sensitivity`: the result is /// the connection quality. /// /// The more the time needed for each batch to arrive is different the /// bigger this value is: when this value approaches to /// `doll_net_sensitivity` (or even surpasses it) the bad the connection is. /// /// The result is the `connection_poorness` that goes from 0 to 1 and is /// used to decide the `optimal_frames_delay` that is interpolated between /// `doll_min_frames_delay` and `doll_max_frames_delay`. real_t doll_net_sensitivity = 0.2; /// Just after a bad connection phase, may happen that all the sent epochs /// are received at once. To make sure the actor is always the more uptodate /// possible, the number of epochs the actor has to fetch is clamped. /// When `doll_max_delay` is surpassed the doll is teleported forward the /// timeline so to be the more update possible. uint64_t doll_max_delay = 60; ControllerType controller_type = CONTROLLER_TYPE_NULL; Controller *controller = nullptr; DataBuffer inputs_buffer; SceneSynchronizer *scene_synchronizer = nullptr; bool packet_missing = false; bool has_player_new_input = false; public: static void _bind_methods(); public: NetworkedController(); void set_player_input_storage_size(int p_size); int get_player_input_storage_size() const; void set_max_redundant_inputs(int p_max); int get_max_redundant_inputs() const; void set_tick_speedup_notification_delay(real_t p_delay); real_t get_tick_speedup_notification_delay() const; void set_network_traced_frames(int p_size); int get_network_traced_frames() const; void set_min_frames_delay(int p_val); int get_min_frames_delay() const; void set_max_frames_delay(int p_val); int get_max_frames_delay() const; void set_net_sensitivity(real_t p_val); real_t get_net_sensitivity() const; void set_tick_acceleration(real_t p_acceleration); real_t get_tick_acceleration() const; void set_doll_epoch_collect_rate(int p_rate); int get_doll_epoch_collect_rate() const; void set_doll_epoch_batch_sync_rate(real_t p_rate); real_t get_doll_epoch_batch_sync_rate() const; void set_doll_min_frames_delay(int p_min); int get_doll_min_frames_delay() const; void set_doll_max_frames_delay(int p_max); int get_doll_max_frames_delay() const; void set_doll_interpolation_max_speedup(real_t p_speedup); real_t get_doll_interpolation_max_speedup() const; void set_doll_connection_stats_frame_span(int p_span); int get_doll_connection_stats_frame_span() const; void set_doll_net_sensitivity(real_t p_sensitivity); real_t get_doll_net_sensitivity() const; void set_doll_max_delay(uint32_t p_max_delay); uint32_t get_doll_max_delay() const; uint32_t get_current_input_id() const; const DataBuffer &get_inputs_buffer() const { return inputs_buffer; } DataBuffer &get_inputs_buffer_mut() { return inputs_buffer; } /// Returns the pretended delta used by the player. real_t player_get_pretended_delta(uint32_t p_iterations_per_seconds) const; void mark_epoch_as_important(); void set_doll_collect_rate_factor(int p_peer, real_t p_factor); void set_doll_peer_active(int p_peer_id, bool p_active); void pause_notify_dolls(); bool process_instant(int p_i, real_t p_delta); /// Returns the server controller or nullptr if this is not a server. ServerController *get_server_controller(); const ServerController *get_server_controller() const; /// Returns the player controller or nullptr if this is not a player. PlayerController *get_player_controller(); const PlayerController *get_player_controller() const; /// Returns the doll controller or nullptr if this is not a doll. DollController *get_doll_controller(); const DollController *get_doll_controller() const; /// Returns the no net controller or nullptr if this is not a no net. NoNetController *get_nonet_controller(); const NoNetController *get_nonet_controller() const; bool is_server_controller() const; bool is_player_controller() const; bool is_doll_controller() const; bool is_nonet_controller() const; public: void set_inputs_buffer(const BitArray &p_new_buffer, uint32_t p_metadata_size_in_bit, uint32_t p_size_in_bit); void set_scene_synchronizer(SceneSynchronizer *p_synchronizer); SceneSynchronizer *get_scene_synchronizer() const; bool has_scene_synchronizer() const; /* On server rpc functions. */ void _rpc_server_send_inputs(const PoolVector &p_data); /* On client rpc functions. */ void _rpc_send_tick_additional_speed(const PoolVector &p_data); /* On puppet rpc functions. */ void _rpc_doll_notify_sync_pause(uint32_t p_epoch); void _rpc_doll_send_epoch_batch(const PoolVector &p_data); void process(real_t p_delta); void player_set_has_new_input(bool p_has); bool player_has_new_input() const; void __on_sync_paused(); private: virtual void _notification(int p_what); }; struct FrameSnapshot { uint32_t id; BitArray inputs_buffer; uint32_t buffer_size_bit; uint32_t similarity; bool operator==(const FrameSnapshot &p_other) const { return p_other.id == id; } }; struct Controller { NetworkedController *node; Controller(NetworkedController *p_node) : node(p_node) {} virtual ~Controller() = default; virtual void ready() {} virtual uint32_t get_current_input_id() const = 0; virtual void clear_peers() {} virtual void activate_peer(int p_peer) {} virtual void deactivate_peer(int p_peer) {} }; struct ServerController : public Controller { struct Peer { Peer() = default; Peer(int p_peer) : peer(p_peer) {} int peer = 0; bool active = true; real_t update_rate_factor = 1.0; int collect_timer = 0; // In frames int collect_threshold = 0; // In frames LocalVector> epoch_batch; uint32_t batch_size = 0; }; uint32_t current_input_buffer_id = UINT32_MAX; uint32_t ghost_input_count = 0; uint32_t last_sent_state_input_id = 0; real_t client_tick_additional_speed = 0.0; real_t additional_speed_notif_timer = 0.0; std::deque snapshots; bool streaming_paused = false; bool enabled = true; uint32_t input_arrival_time = UINT32_MAX; NetUtility::StatisticalRingBuffer network_watcher; /// Used to sync the dolls. LocalVector peers; DataBuffer epoch_state_data_cache; uint32_t epoch = 0; bool is_epoch_important = false; real_t batch_sync_timer = 0.0; ServerController( NetworkedController *p_node, int p_traced_frames); void process(real_t p_delta); uint32_t last_known_input() const; virtual uint32_t get_current_input_id() const override; void set_enabled(bool p_enable); virtual void clear_peers() override; virtual void activate_peer(int p_peer) override; virtual void deactivate_peer(int p_peer) override; void receive_inputs(const PoolVector &p_data); int get_inputs_count() const; /// Fetch the next inputs, returns true if the input is new. bool fetch_next_input(); void notify_send_state(); void doll_sync(real_t p_delta); /// This function updates the `tick_additional_speed` so that the `frames_inputs` /// size is enough to reduce the missing packets to 0. /// /// When the internet connection is bad, the packets need more time to arrive. /// To heal this problem, the server tells the client to speed up a little bit /// so it send the inputs a bit earlier than the usual. /// /// If the `frames_inputs` size is too big the input lag between the client and /// the server is artificial and no more dependent on the internet. For this /// reason the server tells the client to slowdown so to keep the `frames_inputs` /// size moderate to the needs. void calculates_player_tick_rate(real_t p_delta); void adjust_player_tick_rate(real_t p_delta); uint32_t find_peer(int p_peer) const; }; struct PlayerController : public Controller { uint32_t current_input_id; uint32_t input_buffers_counter; real_t time_bank; real_t tick_additional_speed; bool streaming_paused = false; std::deque frames_snapshot; LocalVector cached_packet_data; PlayerController(NetworkedController *p_node); void process(real_t p_delta); int calculates_sub_ticks(real_t p_delta, real_t p_iteration_per_seconds); int notify_input_checked(uint32_t p_input_id); uint32_t last_known_input() const; uint32_t get_stored_input_id(int p_i) const; virtual uint32_t get_current_input_id() const override; bool process_instant(int p_i, real_t p_delta); real_t get_pretended_delta(real_t p_iteration_per_second) const; void store_input_buffer(uint32_t p_id); /// Sends an unreliable packet to the server, containing a packed array of /// frame snapshots. void send_frame_input_buffer_to_server(); bool can_accept_new_inputs() const; }; /// The doll controller is kind of special controller, it's using a /// `ServerController` + `MastertController`. /// The `DollController` receives inputs from the client as the server does, /// and fetch them exactly like the server. /// After the execution of the inputs, the puppet start to act like the player, /// because it wait the player status from the server to correct its motion. /// /// There are some extra features available that allow the doll to stay in sync /// with the server execution (see `soft_reset_to_server_state`) and the possibility /// for the server to stop the data streaming. struct DollController : public Controller { Interpolator interpolator; real_t additional_speed = 0.0; uint32_t current_epoch = UINT32_MAX; real_t advancing_epoch = 0.0; uint32_t missing_epochs = 0; // Any received epoch prior to this one is discarded. uint32_t paused_epoch = 0; // Used to track the time taken for the next batch to arrive. uint32_t batch_receiver_timer = UINT32_MAX; /// Used to track how network is performing. NetUtility::StatisticalRingBuffer network_watcher; DollController(NetworkedController *p_node); virtual void ready() override; void process(real_t p_delta); // TODO consider make this non virtual virtual uint32_t get_current_input_id() const override; void receive_batch(const PoolVector &p_data); uint32_t receive_epoch(const PoolVector &p_data); uint32_t next_epoch(); void pause(uint32_t p_epoch); }; /// This controller is used when the game instance is not a peer of any kind. /// This controller keeps the workflow as usual so it's possible to use the /// `NetworkedController` even without network. struct NoNetController : public Controller { uint32_t frame_id; NoNetController(NetworkedController *p_node); void process(real_t p_delta); virtual uint32_t get_current_input_id() const override; }; #endif