WinterJamSnowman/Assets/Runtime/Networking/Entity/EntityManager.cs

476 lines
16 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System.Reflection;
using ExitGames.Client.Photon;
using ExitGames.Client.Photon.LoadBalancing;
using Hashtable = ExitGames.Client.Photon.Hashtable;
using Type = System.Type;
using Action = System.Action;
namespace EntityNetwork {
public static class EntityManager {
public static Dictionary<int,EntityBase> entities = new Dictionary<int,EntityBase>();
/// <summary>
/// Get an unused EntityID for a given PlayerID.
/// This ID is ensured to be unique for the client, assuming each client has a different PlayerID it will not collide.
/// Each playerID's ID space is about two hundred and sixty eight million IDs.
/// </summary>
/// <returns>An unused EntityBase ID number</returns>
/// <param name="playerID">The player number, ranged [0,127]</param>
public static int GetUnusedID(int playerID) {
if (playerID > 127)
throw new System.ArgumentOutOfRangeException("playerID cannot exceed 127");
if (playerID < 0)
throw new System.ArgumentOutOfRangeException("playerID cannot be less than zero");
// Fill all but the topmost byte randomly, then the topmost byte will be an sbyte for player id
int player = playerID << 28;
int randomInt = Random.Range(0, 0x0FFFFFFF);
int proposedID = player | randomInt;
// Recursively dig for new ID's on collision
while (entities.ContainsKey(proposedID)) {
proposedID = GetUnusedID(playerID);
}
return proposedID;
}
/// <summary>
/// Get a reference to an entity of a given ID.
/// There is a chance that this entity may have been deleted.
/// </summary>
/// <param name="id">Entity ID</param>
public static EntityBase Entity(int id) {
EntityBase eb;
return entities.TryGetValue(id, out eb) ? eb : null;
}
/// <summary>
/// Get a reference to an entity of a given ID.
/// There is a chance that this entity may have been deleted.
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="id"></param>
/// <returns></returns>
public static T Entity<T>(int id) where T : EntityBase{
return Entity(id) as T;
}
private static void CleanEntities() {
var toRemove = new List<int>(entities.Count);
foreach(var pair in entities)
if (!pair.Value) toRemove.Add(pair.Key);
foreach (var key in toRemove)
entities.Remove(key);
}
/// <summary>
/// Register an entity to receive network events/updates.
/// This will fail if the EntityID is already in use.
/// </summary>
/// <remarks>Registering an entity validates all existing entities and will unsubcribe dead entities.</remarks>
public static void Register(EntityBase eb) {
CleanEntities();
//Debug.LogFormat("Registered Entity {0} : {1}",eb.name,eb.EntityID);
//Debug.LogFormat("{0} -> {1}", eb.name, string.Join(", ", eb.GetType().GetInterfaces().Select(t => t.Name).ToArray()));
if (eb is IAutoSerialize) {
eb.StartCoroutine(autoDispatchEntity(eb));
}
if (entities.ContainsKey(eb.EntityID)) {
var otherEntity = Entity(eb.EntityID);
Debug.LogErrorFormat(eb, "{0} has attempted to register over an existing ID {1}, Which belongs to {2}",
eb.gameObject.name, eb.EntityID, otherEntity.gameObject.name);
throw new System.Exception("Entity ID already in use!");
}
entities.Add(eb.EntityID, eb);
}
/// <summary>
/// Deregister an EntityBase. This requires enumeraing all entities and is slower than just destroying the EntityBase
/// However, in certain cases, like re-registering as a new pooled object or if the object must exist after being removed, it's worth using
/// </summary>
public static void DeRegister(EntityBase eb) {
// Grab all keyvaluepairs where the entity is the entity base being deregistered - ToArray is used to collapse the linq to avoid sync issues
var toRemove = entities.Select(t => new {id = t.Key, Entity = t.Value}).Where(t => t.Entity == eb).ToArray();
foreach(var removal in toRemove) {
entities.Remove(removal.id);
}
}
public static IEnumerator autoDispatchEntity(EntityBase eb) {
Debug.LogFormat("Creating Serial Dispatcher for {0} : {1}", eb.name,eb.EntityID);
Hashtable h = new Hashtable();
while (true) {
h.Clear();
if (eb.isMine) {
int code = eb.SerializeAuto(h);
if (code != 0) {
// If code is 2, message should be reliable
// Debug.LogFormat("Dispatching {0}/{2}: {1}", eb.name, h.ToStringFull(), PhotonConstants.EntityUpdateCode);
NetworkManager.netMessage(PhotonConstants.EntityUpdateCode, h, code == 2);
}
}
yield return null;
}
}
static EntityManager() {
NetworkManager.netHook += OnNet;
NetworkManager.onLeave += AllowOrphanSuicidesAndCalls;
}
// Hook the main events
static void OnNet(EventData ev) {
if (ev.Code == PhotonConstants.EntityUpdateCode) {
var h = (Hashtable)ev[ParameterCode.Data];
// Reject self-aimed events
if ((int)ev[ParameterCode.ActorNr] == NetworkManager.localID){
// Show a red particle for an outgoing signal, before rejecting the event
var ebs = Entity((int)h[PhotonConstants.eidChar]);
NetworkManager.netParticle(ebs, Color.red);
return;
}
var eb = Entity((int)h[PhotonConstants.eidChar]);
if (eb) {
// Show a blue particle for an incoming singal
NetworkManager.netParticle(eb, Color.blue);
if (eb is IAutoDeserialize) {
eb.DeserializeFull(h);
}
eb.Deserialize(h);
}
}
if (ev.Code == PhotonConstants.EntityEventCode) {
var h = (Hashtable)ev[ParameterCode.Data];
// --- Static Events ---
// Param labeled 2 in the hashtable is the EntityBase's ID Type, if a static event call, so if the table contains key 2, run it as a static event
object idObject;
if (h.TryGetValue(2,out idObject)) {
var typeID = (int)idObject;
Type entityType;
try {
entityType = EntityBase.TypeFromID(typeID);
} catch {
throw new System.Exception("Attempting to call static event on a non-existant type");
}
var controlChar = (char)h[0];
object paramObject;
if (h.TryGetValue(1,out paramObject)) {
EntityBase.InternallyInvokeStatic(entityType, controlChar,(object[])paramObject);
} else {
EntityBase.InternallyInvokeStatic(entityType, controlChar, null);
}
return;
}
// --- Instance Events ---
var eb = Entity((int)h[PhotonConstants.eidChar]);
if (eb) {
var controlChar = (char)h[0];
object paramObject;
if (h.TryGetValue(1,out paramObject)) {
eb.InternallyInvokeEvent(controlChar,(object[])paramObject);
} else {
eb.InternallyInvokeEvent(controlChar, null);
}
}
}
if (ev.Code == PhotonConstants.EntityInstantiateCode) {
var h = (Hashtable)ev[ParameterCode.Data];
DeserializeInstantiate(h);
}
}
/// <summary>
/// Generate a hashtable describing an object instantiaton for use with DeserializeInstantiate
/// Use helper method Instantiate to automatically call and fire this as an event.
/// </summary>
/// <seealso cref="DeserializeInstantiate"/>
public static Hashtable SerializeInstantiate<T>(int authID, Vector3 pos, Quaternion rot, params object[] param) {
var H = new Hashtable();
//H.Add('T', typeof(T).ToString());
H.Add('O', authID);
H.Add('I', GetUnusedID(authID));
H.Add('T', typeof(T).FullName);
H.Add('P', pos);
H.Add('R', rot);
H.Add('p', param);
return H;
}
/// <summary>
/// Locally creates the instantiated object described in Hashtable H.
/// </summary>
/// <seealso cref="Instantiate"/>
public static void DeserializeInstantiate(Hashtable H) {
CheckInstantiators();
//Debug.Log(H.ToStringFull());
var type = typeLookup[H['T'] as string];
var eid = (int)H['I'];
var ID = (int)H['O'];
var pos = (Vector3)H['P'];
var rot = (Quaternion)H['R'];
var options = H['p'] as object[];
ActionInstantiate(ID, eid, type, pos, rot, options);
//Instantiate<type>(pos, rot, options);
}
#region Instantiation
// Instantiation uses InstanceGameObject / InstanceGameEntity attributes
// Actually construct an instantiator object
private static void ActionInstantiate(int authID, int entityID, Type T, Vector3 pos, Quaternion rot, object[] param) {
MethodInfo mi;
if (!InstantiateMethods.TryGetValue(T, out mi)) {
throw new System.Exception(string.Format("Type {0} doesn't have an Instantiate Attributed method and isn't Instantiable.", T.Name));
}
if (typeof(GameObject).IsAssignableFrom(mi.ReturnType)) {
var val = mi.Invoke(null, param) as GameObject;
var go = Object.Instantiate<GameObject>(val, pos, rot);
// Attempt to set the ID of the entitybase
var eb = go.GetComponentInChildren<EntityBase>();
if (eb) {
eb.EntityID = entityID;
eb.authorityID = authID;
}
go.SendMessage("OnInstantiate", SendMessageOptions.DontRequireReceiver);
return;
}
var rt = mi.ReturnType;
if (typeof(EntityBase).IsAssignableFrom(rt)) {
var eb = mi.Invoke(null, param) as EntityBase;
eb.authorityID = authID;
eb.EntityID = entityID;
var go = eb.gameObject;
var t = eb.transform;
if (pos != Vector3.zero)
t.position = pos;
if (rot != Quaternion.identity)
t.rotation = rot;
go.SendMessage("OnInstantiate", SendMessageOptions.DontRequireReceiver);
return;
}
throw new System.Exception(string.Format("Type {0}'s Instantiate Method doesn't return an EntityBase or GameObject", T.Name));
}
// Helper dictionaries. typeLookup is to help us send types over the wire, InstantiateMethods stores each types instantiator
static Dictionary<string,System.Type> typeLookup;
static Dictionary<System.Type,MethodInfo> InstantiateMethods;
// This is a mess of autodocumentation, mostly due to usage of params and overloads.
/// <summary>
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
/// </summary>
/// <seealso cref="DeserializeInstantiate"/>
public static Hashtable Instantiate<T>(int authID, params object[] param) { return Instantiate<T>(authID, Vector3.zero, Quaternion.identity, param); }
/// <summary>
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
/// </summary>
/// <seealso cref="DeserializeInstantiate"/>
public static Hashtable Instantiate<T>(int authID, Vector3 pos, params object[] param) { return Instantiate<T>(authID, pos, Quaternion.identity, param); }
/// <summary>
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
/// </summary>
/// <seealso cref="DeserializeInstantiate"/>
public static Hashtable Instantiate<T>(int authID, Vector3 pos, Quaternion rot) { return Instantiate<T>(authID, pos, rot, null); }
/// <summary>
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
/// </summary>
/// <seealso cref="DeserializeInstantiate"/>
public static Hashtable Instantiate<T>(int authID, Vector3 pos, Quaternion rot,params object[] param) {
var table = SerializeInstantiate<T>(authID, pos, rot, param);
if (NetworkManager.isReady) {
NetworkManager.net.OpRaiseEvent(PhotonConstants.EntityInstantiateCode, table, true, RaiseEventOptions.Default);
}
return table;
}
static bool InstantiatorsBuilt = false;
static void CheckInstantiators() {
if (InstantiatorsBuilt) return;
BuildInstantiators();
InstantiatorsBuilt = true;
}
// Gather all the instantiaton attributes on entity classes
static void BuildInstantiators() {
Debug.Log("Buiding Instantiator cache");
InstantiateMethods = new Dictionary<System.Type,MethodInfo>();
typeLookup = new Dictionary<string,System.Type>();
var ebT = typeof(EntityBase);
var AllEntityTypes =
System.AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(s => s.GetTypes())
.Where(t => ebT.IsAssignableFrom(t));
//var AllEntityTypes = Assembly.GetTypes().Where(t => ebT.IsAssignableFrom(t));
foreach(var entityType in AllEntityTypes) {
var methods = entityType.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
typeLookup.Add(entityType.FullName, entityType);
//Debug.LogFormat("Scanning Type {0}", entityType);
foreach(var method in methods) {
//Debug.LogFormat("Scanning Method {0}", method.Name);
// First look for a GameObject instantiator
var ia = method.GetCustomAttributes(typeof(EntityBase.Instantiation),true).FirstOrDefault() as EntityBase.Instantiation;
if (ia != null) {
InstantiateMethods.Add(entityType, method);
Debug.LogFormat("Registering Instantiator {0} for {1} (R: {2})",method.Name,entityType.FullName,method.ReturnType.ToString());
}
}
}
}
static void AllowOrphanSuicidesAndCalls(EventData ev) {
var toKill = new List<int>();
var players = NetworkManager.net.CurrentRoom.Players.Select(t => t.Value.ID);
foreach(var pair in entities) {
var e = pair.Value;
if (e is IAutoKillOrphans) {
if (e.authorityID == -1) continue;
if (players.Contains(e.authorityID)) continue;
toKill.Add(e.EntityID);
}
// Send out the orphan callbacks
if (e is IOrphanCallback) {
if (e.authorityID == -1) return;
if (players.Contains(e.authorityID)) continue;
(e as IOrphanCallback).OnOrphaned();
}
}
// Kill the orphans
foreach(var killable in toKill) {
if (Application.isEditor || Debug.isDebugBuild) {
var killEntity = Entity(killable);
Debug.LogFormat("Destroying orphaned entity {0} as it's owner {1} has left the room.",killEntity.gameObject.name,killEntity.authorityID);
}
Object.Destroy(Entity(killable).gameObject);
}
}
#endregion
}
/// <summary>
/// Specify that deserialization should be automaticly handled.
/// All registered field tokens will be automaticly set using cached setters
/// This is not appropriate if you have custom serialization/deserialization logic
/// </summary>
public interface IAutoDeserialize {}
/// <summary>
/// Specify that automatic token handling should be performed on the entity.
/// In most cases, this should remove the need to write custom serializers
/// This only applies to NetVar's with alwaysSend or updateTime set
/// </summary>
public interface IAutoSerialize {}
/// <summary>
/// Only appropriate for Entities with fixed, pre-determined ID's.
/// The entity will attempt to register itself on Awake()
/// </summary>
public interface IAutoRegister {}
/// <summary>
/// Only appropriate for Entities with fixed, pre-determined ID's.
/// The entity will absolutely to register itself on Awake()
/// </summary>
public interface IEarlyAutoRegister {}
/// <summary>
/// Assign to an EntityBase so that any time an AuthorityID would be checked we instead check if we're the room master
/// Used to clarify network ownership for objects that aren't owned by a player but instead by the room itself
/// </summary>
public interface IMasterOwnsUnclaimed {}
/// <summary>
/// When the authority player disconnects, destroy the entity and attached gameobject that aren't owned by players (EXCEPT with AuthID -1)
/// </summary>
public interface IAutoKillOrphans {}
/// <summary>
/// Adds an OnOrphaned callback - Note this is run whenever a player quits and we are unclaimed without a -1 authority, not just when our authority quits.
/// </summary>
public interface IOrphanCallback {
void OnOrphaned();
}
}