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NetworkIdentity: SerializeServer split into Spawn and Broadcast to prepare for Unreliable sync method
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@ -924,9 +924,9 @@ internal static bool IsDirty(ulong mask, int index)
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return (mask & nthBit) != 0;
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}
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// serialize components into writer on the server.
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// serialize server components, with full state for spawn message.
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// check ownerWritten/observersWritten to know if anything was written
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internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, NetworkWriter observersWriter)
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internal void SerializeServer_Spawn(NetworkWriter ownerWriter, NetworkWriter observersWriter)
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{
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// ensure NetworkBehaviours are valid before usage
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ValidateComponents();
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@ -939,7 +939,7 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw
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// instead of writing a 1 byte index per component,
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// we limit components to 64 bits and write one ulong instead.
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// the ulong is also varint compressed for minimum bandwidth.
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(ulong ownerMask, ulong observerMask) = ServerDirtyMasks(initialState);
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(ulong ownerMask, ulong observerMask) = ServerDirtyMasks(true);
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// if nothing dirty, then don't even write the mask.
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// otherwise, every unchanged object would send a 1 byte dirty mask!
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@ -973,7 +973,7 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw
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// serialize into helper writer
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using (NetworkWriterPooled temp = NetworkWriterPool.Get())
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{
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comp.Serialize(temp, initialState);
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comp.Serialize(temp, true);
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ArraySegment<byte> segment = temp.ToArraySegment();
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// copy to owner / observers as needed
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@ -981,18 +981,76 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw
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if (observersDirty) observersWriter.WriteBytes(segment.Array, segment.Offset, segment.Count);
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}
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// clear dirty bits for the components that we serialized.
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// do not clear for _all_ components, only the ones that
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// were dirty and had their syncInterval elapsed.
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//
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// we don't want to clear bits before the syncInterval
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// was elapsed, as then they wouldn't be synced.
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//
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// only clear for delta, not for full (spawn messages).
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// otherwise if a player joins, we serialize monster,
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// and shouldn't clear dirty bits not yet synced to
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// other players.
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if (!initialState) comp.ClearAllDirtyBits();
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// dirty bits indicate 'changed since last delta sync'.
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// don't clear then on full sync here, since full sync
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// is called whenever a new player spawns and needs the
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// full state!
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//comp.ClearAllDirtyBits();
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}
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}
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}
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}
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// serialize server components, with delta state for broadcast messages.
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// check ownerWritten/observersWritten to know if anything was written
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internal void SerializeServer_Broadcast(NetworkWriter ownerWriter, NetworkWriter observersWriter)
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{
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// ensure NetworkBehaviours are valid before usage
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ValidateComponents();
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NetworkBehaviour[] components = NetworkBehaviours;
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// check which components are dirty for owner / observers.
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// this is quite complicated with SyncMode + SyncDirection.
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// see the function for explanation.
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//
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// instead of writing a 1 byte index per component,
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// we limit components to 64 bits and write one ulong instead.
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// the ulong is also varint compressed for minimum bandwidth.
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(ulong ownerMask, ulong observerMask) = ServerDirtyMasks(false);
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// if nothing dirty, then don't even write the mask.
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// otherwise, every unchanged object would send a 1 byte dirty mask!
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if (ownerMask != 0) Compression.CompressVarUInt(ownerWriter, ownerMask);
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if (observerMask != 0) Compression.CompressVarUInt(observersWriter, observerMask);
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// serialize all components
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// perf: only iterate if either dirty mask has dirty bits.
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if ((ownerMask | observerMask) != 0)
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{
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for (int i = 0; i < components.Length; ++i)
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{
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NetworkBehaviour comp = components[i];
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// is the component dirty for anyone (owner or observers)?
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// may be serialized to owner, observer, both, or neither.
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//
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// OnSerialize should only be called once.
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// this is faster, and it cleaner because it may set
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// internal state, counters, logs, etc.
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//
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// previously we always serialized to owner and then copied
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// the serialization to observers. however, since
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// SyncDirection it's not guaranteed to be in owner anymore.
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// so we need to serialize to temporary writer first.
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// and then copy as needed.
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bool ownerDirty = IsDirty(ownerMask, i);
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bool observersDirty = IsDirty(observerMask, i);
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if (ownerDirty || observersDirty)
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{
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// serialize into helper writer
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using (NetworkWriterPooled temp = NetworkWriterPool.Get())
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{
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comp.Serialize(temp, false);
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ArraySegment<byte> segment = temp.ToArraySegment();
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// copy to owner / observers as needed
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if (ownerDirty) ownerWriter.WriteBytes(segment.Array, segment.Offset, segment.Count);
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if (observersDirty) observersWriter.WriteBytes(segment.Array, segment.Offset, segment.Count);
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}
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// dirty bits indicate 'changed since last delta sync'.
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// clear them after a delta sync here.
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comp.ClearAllDirtyBits();
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}
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}
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}
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@ -1143,9 +1201,8 @@ internal NetworkIdentitySerialization GetServerSerializationAtTick(int tick)
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lastSerialization.ResetWriters();
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// serialize
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SerializeServer(false,
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lastSerialization.ownerWriter,
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lastSerialization.observersWriter);
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SerializeServer_Broadcast(lastSerialization.ownerWriter,
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lastSerialization.observersWriter);
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// set tick
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lastSerialization.tick = tick;
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@ -1405,7 +1405,7 @@ static ArraySegment<byte> CreateSpawnMessagePayload(bool isOwner, NetworkIdentit
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// serialize all components with initialState = true
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// (can be null if has none)
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identity.SerializeServer(true, ownerWriter, observersWriter);
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identity.SerializeServer_Spawn(ownerWriter, observersWriter);
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// convert to ArraySegment to avoid reader allocations
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// if nothing was written, .ToArraySegment returns an empty segment.
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@ -50,7 +50,7 @@ public void SerializeAndDeserializeAll()
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serverObserversComp.value = 42;
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer_Spawn(ownerWriter, observersWriter);
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// deserialize client object with OWNER payload
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NetworkReader reader = new NetworkReader(ownerWriter.ToArray());
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@ -96,7 +96,7 @@ public void SerializationException()
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// serialize server object
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// should work even if compExc throws an exception.
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// error log because of the exception is expected.
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer_Spawn(ownerWriter, observersWriter);
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// deserialize client object with OWNER payload
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// should work even if compExc throws an exception
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@ -187,7 +187,7 @@ public void SerializationMismatch()
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serverComp.value = "42";
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer_Spawn(ownerWriter, observersWriter);
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// deserialize on client
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// ignore warning log because of serialization mismatch
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@ -219,7 +219,7 @@ public void SerializeServer_NotInitial_NotDirty_WritesNothing()
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// serialize server object.
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// 'initial' would write everything.
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// instead, try 'not initial' with 0 dirty bits
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serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
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serverIdentity.SerializeServer_Broadcast(ownerWriter, observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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}
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@ -292,7 +292,7 @@ public void SerializeServer_OwnerMode_ClientToServer()
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comp.SetValue(11); // modify with helper function to avoid #3525
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// initial: should still write for owner
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identity.SerializeServer(true, ownerWriter, observersWriter);
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identity.SerializeServer_Spawn(ownerWriter, observersWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial observerWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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@ -302,7 +302,7 @@ public void SerializeServer_OwnerMode_ClientToServer()
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comp.SetValue(22); // modify with helper function to avoid #3525
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ownerWriter.Position = 0;
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observersWriter.Position = 0;
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identity.SerializeServer(false, ownerWriter, observersWriter);
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identity.SerializeServer_Broadcast(ownerWriter, observersWriter);
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Debug.Log("delta ownerWriter: " + ownerWriter);
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Debug.Log("delta observersWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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@ -330,7 +330,7 @@ public void SerializeServer_ObserversMode_ClientToServer()
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comp.SetValue(11); // modify with helper function to avoid #3525
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// initial: should write something for owner and observers
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identity.SerializeServer(true, ownerWriter, observersWriter);
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identity.SerializeServer_Spawn(ownerWriter, observersWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial observerWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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@ -340,7 +340,7 @@ public void SerializeServer_ObserversMode_ClientToServer()
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comp.SetValue(22); // modify with helper function to avoid #3525
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ownerWriter.Position = 0;
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observersWriter.Position = 0;
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identity.SerializeServer(false, ownerWriter, observersWriter);
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identity.SerializeServer_Broadcast(ownerWriter, observersWriter);
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Debug.Log("delta ownerWriter: " + ownerWriter);
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Debug.Log("delta observersWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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@ -404,7 +404,7 @@ public void TestSyncingAbstractNetworkBehaviour()
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NetworkWriter ownerWriter = new NetworkWriter();
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// not really used in this Test
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NetworkWriter observersWriter = new NetworkWriter();
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer_Spawn(ownerWriter, observersWriter);
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// set up a "client" object
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CreateNetworked(out _, out NetworkIdentity clientIdentity, out SyncVarAbstractNetworkBehaviour clientBehaviour);
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