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527 lines
19 KiB
C++
527 lines
19 KiB
C++
#ifndef NETWORKED_CONTROLLER_H
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#define NETWORKED_CONTROLLER_H
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/*************************************************************************/
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/* networked_controller.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/**
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@author AndreaCatania
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*/
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#include "scene/main/node.h"
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#include "data_buffer.h"
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#include "interpolator.h"
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#include "net_utilities.h"
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#include <deque>
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class SceneSynchronizer;
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struct Controller;
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struct ServerController;
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struct PlayerController;
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struct DollController;
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struct NoNetController;
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/// The `NetworkedController` is responsible to sync the `Player` inputs between
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/// the peers. This allows to control a character, or an object with high precision
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/// and replicates that movement on all connected peers.
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///
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/// The `NetworkedController` will sync inputs, based on those will perform
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/// operations.
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/// The result of these operations, are guaranteed to be the same across the
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/// peers, if we stay under the assumption that the initial state is the same.
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///
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/// Is possible to use the `SceneSynchronizer` to keep the state in sync with the
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/// peers.
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///
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// # Implementation details
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//
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// The `NetworkedController` perform different operations depending where it's
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// instantiated.
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// The most important part is inside the `PlayerController`, `ServerController`,
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// `DollController`, `NoNetController`.
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class NetworkedController : public Node {
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GDCLASS(NetworkedController, Node);
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friend class SceneSynchronizer;
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public:
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enum ControllerType {
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CONTROLLER_TYPE_NULL,
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CONTROLLER_TYPE_NONETWORK,
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CONTROLLER_TYPE_PLAYER,
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CONTROLLER_TYPE_SERVER,
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CONTROLLER_TYPE_DOLL
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};
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private:
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/// The input storage size is used to cap the amount of inputs collected by
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/// the `PlayerController`.
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///
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/// The server sends a message, to all the connected peers, notifing its
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/// status at a fixed interval.
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/// The peers, after receiving this update, removes all the old inputs until
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/// that moment.
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///
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/// `input_storage_size`: is too small, the player may stop collect
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/// - Too small value makes the `PlayerController` stop collecting inputs
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/// too early, in case of lag.
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/// - Too big values may introduce too much latency, because the player keep
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/// pushing new inputs without receiving the server snapshot.
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///
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/// With 60 iteration per seconds a good value is `180` (60 * 3) so the
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/// `PlayerController` can be at max 3 seconds ahead the `ServerController`.
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int player_input_storage_size = 180;
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/// Amount of time an inputs is re-sent to each peer.
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/// Resenging inputs is necessary because the packets may be lost since as
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/// they are sent in an unreliable way.
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int max_redundant_inputs = 5;
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/// Time in seconds between each `tick_speedup` that the server sends to the
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/// client.
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real_t tick_speedup_notification_delay = 0.33;
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/// The connection quality is established by watching the time passed
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/// between each input is received.
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/// The more this time is the same the more the connection health is good.
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///
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/// The `network_traced_frames` defines how many frames have
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/// to be used to establish the connection quality.
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/// - Big values make the mechanism too slow.
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/// - Small values make the mechanism too sensible.
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int network_traced_frames = 120;
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/// Sensitivity to network oscillations. The value is in seconds and can be
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/// used to establish the connection quality.
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///
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/// For each input, the time needed for its arrival is traced; the standard
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/// deviation of these is divided by `net_sensitivity`: the result is
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/// the connection quality.
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///
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/// The more the time needed for each batch to arrive is different the
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/// bigger this value is: when this value approaches to
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/// `net_sensitivity` (or even surpasses it) the bad the connection is.
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///
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/// The result is the `connection_poorness` that goes from 0 to 1 and is
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/// used to decide the `optimal_frame_delay` that is interpolated between
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/// `min_frames_delay` and `max_frames_delay`.
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real_t net_sensitivity = 0.1;
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/// The `ServerController` will try to keep a margin of error, so that
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/// network oscillations doesn't leave the `ServerController` without
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/// inputs.
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///
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/// This margin of error is called `optimal_frame_delay` and it changes
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/// depending on the connection health:
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/// it can go from `min_frames_delay` to `max_frames_delay`.
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int min_frames_delay = 2;
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int max_frames_delay = 6;
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/// Rate at which the tick speed changes, so the `optimal_frame_delay` is
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/// matched.
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real_t tick_acceleration = 2.0;
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/// Collect rate (in frames) used by the server to establish when to collect
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/// the state for a particular peer.
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/// It's possible to scale down this rate, for a particular peer,
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/// using the function: set_doll_collect_rate_factor(peer, factor);
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/// Current default is 10Hz.
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///
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/// The collected state is not immediately sent to the clients, rather it's
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/// delayed so to be sent in batch. The states marked as important are
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/// always collected.
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int doll_epoch_collect_rate = 1;
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/// The time rate at which a new batch is sent.
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real_t doll_epoch_batch_sync_rate = 0.25;
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/// The doll interpolator will try to keep a margin of error, so that network
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/// oscillations doesn't make the dolls freeze.
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///
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/// This margin of error is called `optimal_frame_delay` and it changes
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/// depending on the connection health:
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/// it can go from `doll_min_frames_delay` to `doll_max_frames_delay`.
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int doll_min_frames_delay = 2;
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int doll_max_frames_delay = 5;
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/// Max speedup / slowdown the doll can apply to recover its epoch buffer size.
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real_t doll_interpolation_max_speedup = 0.2;
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/// The connection quality is established by watching the time passed
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/// between each batch arrival.
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/// The more this time is the same the more the connection health is good.
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///
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/// The `doll_connection_stats_frame_span` defines how many frames have
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/// to be used to establish the connection quality.
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/// - Big values make the mechanism too slow.
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/// - Small values make the mechanism too sensible.
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/// The correct value should be give considering the
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/// `doll_epoch_batch_sync_rate`.
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int doll_connection_stats_frame_span = 30;
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/// Sensitivity to network oscillations. The value is in seconds and can be
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/// used to establish the connection quality.
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///
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/// For each batch, the time needed for its arrival is traced; the standard
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/// deviation of these is divided by `doll_net_sensitivity`: the result is
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/// the connection quality.
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///
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/// The more the time needed for each batch to arrive is different the
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/// bigger this value is: when this value approaches to
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/// `doll_net_sensitivity` (or even surpasses it) the bad the connection is.
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///
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/// The result is the `connection_poorness` that goes from 0 to 1 and is
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/// used to decide the `optimal_frames_delay` that is interpolated between
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/// `doll_min_frames_delay` and `doll_max_frames_delay`.
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real_t doll_net_sensitivity = 0.2;
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/// Just after a bad connection phase, may happen that all the sent epochs
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/// are received at once. To make sure the actor is always the more up-to-date
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/// possible, the number of epochs the actor has to fetch is clamped.
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/// When `doll_max_delay` is surpassed the doll is teleported forward the
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/// timeline so to be the more update possible.
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uint64_t doll_max_delay = 60;
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ControllerType controller_type = CONTROLLER_TYPE_NULL;
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Controller *controller = nullptr;
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DataBuffer inputs_buffer;
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SceneSynchronizer *scene_synchronizer = nullptr;
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bool packet_missing = false;
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bool has_player_new_input = false;
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public:
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static void _bind_methods();
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public:
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NetworkedController();
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void set_player_input_storage_size(int p_size);
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int get_player_input_storage_size() const;
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void set_max_redundant_inputs(int p_max);
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int get_max_redundant_inputs() const;
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void set_tick_speedup_notification_delay(real_t p_delay);
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real_t get_tick_speedup_notification_delay() const;
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void set_network_traced_frames(int p_size);
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int get_network_traced_frames() const;
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void set_min_frames_delay(int p_val);
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int get_min_frames_delay() const;
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void set_max_frames_delay(int p_val);
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int get_max_frames_delay() const;
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void set_net_sensitivity(real_t p_val);
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real_t get_net_sensitivity() const;
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void set_tick_acceleration(real_t p_acceleration);
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real_t get_tick_acceleration() const;
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void set_doll_epoch_collect_rate(int p_rate);
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int get_doll_epoch_collect_rate() const;
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void set_doll_epoch_batch_sync_rate(real_t p_rate);
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real_t get_doll_epoch_batch_sync_rate() const;
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void set_doll_min_frames_delay(int p_min);
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int get_doll_min_frames_delay() const;
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void set_doll_max_frames_delay(int p_max);
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int get_doll_max_frames_delay() const;
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void set_doll_interpolation_max_speedup(real_t p_speedup);
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real_t get_doll_interpolation_max_speedup() const;
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void set_doll_connection_stats_frame_span(int p_span);
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int get_doll_connection_stats_frame_span() const;
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void set_doll_net_sensitivity(real_t p_sensitivity);
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real_t get_doll_net_sensitivity() const;
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void set_doll_max_delay(uint32_t p_max_delay);
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uint32_t get_doll_max_delay() const;
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uint32_t get_current_input_id() const;
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const DataBuffer &get_inputs_buffer() const {
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return inputs_buffer;
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}
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DataBuffer &get_inputs_buffer_mut() {
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return inputs_buffer;
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}
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/// Returns the pretended delta used by the player.
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real_t player_get_pretended_delta(uint32_t p_physics_ticks_per_seconds) const;
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void mark_epoch_as_important();
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void set_doll_collect_rate_factor(int p_peer, real_t p_factor);
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void set_doll_peer_active(int p_peer_id, bool p_active);
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void pause_notify_dolls();
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bool process_instant(int p_i, real_t p_delta);
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/// Returns the server controller or nullptr if this is not a server.
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ServerController *get_server_controller();
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const ServerController *get_server_controller() const;
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/// Returns the player controller or nullptr if this is not a player.
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PlayerController *get_player_controller();
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const PlayerController *get_player_controller() const;
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/// Returns the doll controller or nullptr if this is not a doll.
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DollController *get_doll_controller();
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const DollController *get_doll_controller() const;
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/// Returns the no net controller or nullptr if this is not a no net.
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NoNetController *get_nonet_controller();
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const NoNetController *get_nonet_controller() const;
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bool is_server_controller() const;
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bool is_player_controller() const;
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bool is_doll_controller() const;
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bool is_nonet_controller() const;
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public:
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void set_inputs_buffer(const BitArray &p_new_buffer, uint32_t p_metadata_size_in_bit, uint32_t p_size_in_bit);
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void set_scene_synchronizer(SceneSynchronizer *p_synchronizer);
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SceneSynchronizer *get_scene_synchronizer() const;
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bool has_scene_synchronizer() const;
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/* On server rpc functions. */
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void _rpc_server_send_inputs(const PoolVector<uint8_t> &p_data);
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/* On client rpc functions. */
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void _rpc_send_tick_additional_speed(const PoolVector<uint8_t> &p_data);
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/* On puppet rpc functions. */
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void _rpc_doll_notify_sync_pause(uint32_t p_epoch);
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void _rpc_doll_send_epoch_batch(const PoolVector<uint8_t> &p_data);
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void process(real_t p_delta);
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void player_set_has_new_input(bool p_has);
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bool player_has_new_input() const;
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void __on_sync_paused();
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private:
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virtual void _notification(int p_what);
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};
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struct FrameSnapshot {
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uint32_t id;
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BitArray inputs_buffer;
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uint32_t buffer_size_bit;
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uint32_t similarity;
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bool operator==(const FrameSnapshot &p_other) const {
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return p_other.id == id;
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}
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};
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struct Controller {
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NetworkedController *node;
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Controller(NetworkedController *p_node) :
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node(p_node) {}
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virtual ~Controller() = default;
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virtual void ready() {}
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virtual uint32_t get_current_input_id() const = 0;
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virtual void clear_peers() {}
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virtual void activate_peer(int p_peer) {}
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virtual void deactivate_peer(int p_peer) {}
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};
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struct ServerController : public Controller {
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struct Peer {
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Peer() = default;
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Peer(int p_peer) :
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peer(p_peer) {}
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int peer = 0;
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bool active = true;
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real_t update_rate_factor = 1.0;
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int collect_timer = 0; // In frames
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int collect_threshold = 0; // In frames
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LocalVector<PoolVector<uint8_t>> epoch_batch;
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uint32_t batch_size = 0;
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};
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uint32_t current_input_buffer_id = UINT32_MAX;
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uint32_t ghost_input_count = 0;
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uint32_t last_sent_state_input_id = 0;
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real_t client_tick_additional_speed = 0.0;
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real_t additional_speed_notif_timer = 0.0;
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std::deque<FrameSnapshot> snapshots;
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bool streaming_paused = false;
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bool enabled = true;
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uint32_t input_arrival_time = UINT32_MAX;
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NetUtility::StatisticalRingBuffer<uint32_t> network_watcher;
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/// Used to sync the dolls.
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LocalVector<Peer> peers;
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DataBuffer epoch_state_data_cache;
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uint32_t epoch = 0;
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bool is_epoch_important = false;
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real_t batch_sync_timer = 0.0;
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ServerController(
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NetworkedController *p_node,
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int p_traced_frames);
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void process(real_t p_delta);
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uint32_t last_known_input() const;
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virtual uint32_t get_current_input_id() const;
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void set_enabled(bool p_enable);
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virtual void clear_peers();
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virtual void activate_peer(int p_peer);
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virtual void deactivate_peer(int p_peer);
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void receive_inputs(const PoolVector<uint8_t> &p_data);
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int get_inputs_count() const;
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/// Fetch the next inputs, returns true if the input is new.
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bool fetch_next_input();
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void notify_send_state();
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void doll_sync(real_t p_delta);
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/// This function updates the `tick_additional_speed` so that the `frames_inputs`
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/// size is enough to reduce the missing packets to 0.
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///
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/// When the internet connection is bad, the packets need more time to arrive.
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/// To heal this problem, the server tells the client to speed up a little bit
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/// so it send the inputs a bit earlier than the usual.
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///
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/// If the `frames_inputs` size is too big the input lag between the client and
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/// the server is artificial and no more dependent on the internet. For this
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/// reason the server tells the client to slowdown so to keep the `frames_inputs`
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/// size moderate to the needs.
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void calculates_player_tick_rate(real_t p_delta);
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void adjust_player_tick_rate(real_t p_delta);
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uint32_t find_peer(int p_peer) const;
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};
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struct PlayerController : public Controller {
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uint32_t current_input_id;
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uint32_t input_buffers_counter;
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real_t time_bank;
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real_t tick_additional_speed;
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bool streaming_paused = false;
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std::deque<FrameSnapshot> frames_snapshot;
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LocalVector<uint8_t> cached_packet_data;
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PlayerController(NetworkedController *p_node);
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void process(real_t p_delta);
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int calculates_sub_ticks(real_t p_delta, real_t p_iteration_per_seconds);
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int notify_input_checked(uint32_t p_input_id);
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uint32_t last_known_input() const;
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uint32_t get_stored_input_id(int p_i) const;
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virtual uint32_t get_current_input_id() const;
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bool process_instant(int p_i, real_t p_delta);
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real_t get_pretended_delta(real_t p_iteration_per_second) const;
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void store_input_buffer(uint32_t p_id);
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/// Sends an unreliable packet to the server, containing a packed array of
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/// frame snapshots.
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void send_frame_input_buffer_to_server();
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bool can_accept_new_inputs() const;
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};
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/// The doll controller is kind of special controller, it's using a
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/// `ServerController` + `MastertController`.
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/// The `DollController` receives inputs from the client as the server does,
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/// and fetch them exactly like the server.
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/// After the execution of the inputs, the puppet start to act like the player,
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/// because it wait the player status from the server to correct its motion.
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///
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/// There are some extra features available that allow the doll to stay in sync
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/// with the server execution (see `soft_reset_to_server_state`) and the possibility
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/// for the server to stop the data streaming.
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struct DollController : public Controller {
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Interpolator interpolator;
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real_t additional_speed = 0.0;
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uint32_t current_epoch = UINT32_MAX;
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real_t advancing_epoch = 0.0;
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uint32_t missing_epochs = 0;
|
|
// Any received epoch prior to this one is discarded.
|
|
uint32_t paused_epoch = 0;
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|
|
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// Used to track the time taken for the next batch to arrive.
|
|
uint32_t batch_receiver_timer = UINT32_MAX;
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|
/// Used to track how network is performing.
|
|
NetUtility::StatisticalRingBuffer<uint32_t> network_watcher;
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|
|
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DollController(NetworkedController *p_node);
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|
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virtual void ready();
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void process(real_t p_delta);
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// TODO consider make this non virtual
|
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virtual uint32_t get_current_input_id() const;
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|
|
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void receive_batch(const PoolVector<uint8_t> &p_data);
|
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uint32_t receive_epoch(const PoolVector<uint8_t> &p_data);
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|
|
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uint32_t next_epoch();
|
|
void pause(uint32_t p_epoch);
|
|
};
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|
|
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/// 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
|
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/// `NetworkedController` even without network.
|
|
struct NoNetController : public Controller {
|
|
uint32_t frame_id;
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|
|
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NoNetController(NetworkedController *p_node);
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|
|
|
void process(real_t p_delta);
|
|
virtual uint32_t get_current_input_id() const;
|
|
};
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|
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#endif
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