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perf: NetworkIdentity dirty masks via callbacks instead of iteration
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9ba726011f
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91b0d43029
@ -150,10 +150,21 @@ protected void SetSyncVarHookGuard(ulong dirtyBit, bool value)
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syncVarHookGuard &= ~dirtyBit;
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syncVarHookGuard &= ~dirtyBit;
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}
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}
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// callback for both SyncObject and SyncVar dirty bit setters.
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// called once it becomes dirty, not called again while already dirty.
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// -> we only want to follow the .netIdentity memory indirection once
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void OnBecameDirty()
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{
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netIdentity.OnBecameDirty(this);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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void SetSyncObjectDirtyBit(ulong dirtyBit)
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void SetSyncObjectDirtyBit(ulong dirtyBit)
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{
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{
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bool clean = syncObjectDirtyBits == 0;
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syncObjectDirtyBits |= dirtyBit;
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syncObjectDirtyBits |= dirtyBit;
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if (clean) OnBecameDirty();
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}
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}
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/// <summary>Set as dirty so that it's synced to clients again.</summary>
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/// <summary>Set as dirty so that it's synced to clients again.</summary>
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@ -161,7 +172,9 @@ void SetSyncObjectDirtyBit(ulong dirtyBit)
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void SetSyncVarDirtyBit(ulong dirtyBit)
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public void SetSyncVarDirtyBit(ulong dirtyBit)
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{
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{
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bool clean = syncVarDirtyBits == 0;
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syncVarDirtyBits |= dirtyBit;
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syncVarDirtyBits |= dirtyBit;
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if (clean) OnBecameDirty();
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}
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}
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/// <summary>Set as dirty to trigger OnSerialize & send. Dirty bits are cleared after the send.</summary>
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/// <summary>Set as dirty to trigger OnSerialize & send. Dirty bits are cleared after the send.</summary>
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@ -218,6 +218,14 @@ public static Dictionary<uint, NetworkIdentity> spawned
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// which means we can't allow > 64 components (it's enough).
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// which means we can't allow > 64 components (it's enough).
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const int MaxNetworkBehaviours = 64;
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const int MaxNetworkBehaviours = 64;
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// NetworkBehaviour's dirty masks.
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// set from NetworkBehaviour.OnBecameDirty callback.
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ulong serverOwnerInitialMask; // all initial components' bits are set
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ulong serverOwnerDirtyMask; // only dirty components' bits are set
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ulong serverObserversDirtyMask; // all initial components' bits are set
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ulong serverObserversInitialMask; // only dirty components' bits are set
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ulong clientDirtyMask; // only dirty components. client doesn't send initial.
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// current visibility
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// current visibility
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//
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//
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// Default = use interest management
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// Default = use interest management
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@ -313,12 +321,30 @@ internal void InitializeNetworkBehaviours()
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NetworkBehaviours = GetComponents<NetworkBehaviour>();
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NetworkBehaviours = GetComponents<NetworkBehaviour>();
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ValidateComponents();
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ValidateComponents();
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// reset the masks before initializing them.
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// during tests, we may create an identity, then change sync mode,
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// then call Awake() to initialize the masks properly.
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// if we don't reset them first, then we OR into the first state.
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serverOwnerInitialMask = serverObserversInitialMask = 0;
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// initialize each one
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// initialize each one
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for (int i = 0; i < NetworkBehaviours.Length; ++i)
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for (int i = 0; i < NetworkBehaviours.Length; ++i)
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{
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{
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NetworkBehaviour component = NetworkBehaviours[i];
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NetworkBehaviour component = NetworkBehaviours[i];
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component.netIdentity = this;
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component.netIdentity = this;
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component.ComponentIndex = (byte)i;
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component.ComponentIndex = (byte)i;
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ulong nthBit = (1u << component.ComponentIndex);
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// build a mask with all owner components' bits set for initialState
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// -> for initial, all components are synced to owner no matter what.
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// -> so simply set a bit for every component index
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serverOwnerInitialMask |= nthBit;
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// build a mask with all observer components' bits set initialState
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// -> for initial, only SyncMode.Observers components are synced
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if (component.syncMode == SyncMode.Observers)
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serverObserversInitialMask |= nthBit;
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}
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}
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}
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}
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@ -833,29 +859,28 @@ internal void OnStopAuthority()
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}
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}
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}
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}
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// build dirty mask for server owner & observers (= all dirty components).
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// NetworkBehaviour OnBecameDirty calls NetworkIdentity callback with index
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// faster to do it in one iteration instead of iterating separately.
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internal void OnBecameDirty(NetworkBehaviour component)
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(ulong, ulong) ServerDirtyMasks(bool initialState)
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{
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{
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ulong ownerMask = 0;
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ulong nthBit = (1u << component.ComponentIndex);
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ulong observerMask = 0;
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NetworkBehaviour[] components = NetworkBehaviours;
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// ensure either isServer or isClient are set.
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for (int i = 0; i < components.Length; ++i)
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// ensures tests are obvious. without proper setup, it should throw.
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if (!isClient && !isServer)
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Debug.LogWarning("NetworkIdentity.OnBecameDirty(): neither isClient nor isServer are true. Improper setup?");
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// set for server & client both.
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// OnSerialize will decide how to use them.
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if (isServer)
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{
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{
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NetworkBehaviour component = components[i];
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bool dirty = component.IsDirty();
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ulong nthBit = (1u << i);
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// owner needs to be considered for both SyncModes, because
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// owner needs to be considered for both SyncModes, because
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// Observers mode always includes the Owner.
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// Observers mode always includes the Owner.
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//
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//
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// for initial, it should always sync owner.
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// for initial, it should always sync owner.
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// for delta, only for ServerToClient and only if dirty.
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// for delta, only for ServerToClient and only if dirty.
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// ClientToServer comes from the owner client.
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// ClientToServer comes from the owner client.
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if (initialState || (component.syncDirection == SyncDirection.ServerToClient && dirty))
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if (component.syncDirection == SyncDirection.ServerToClient)
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ownerMask |= nthBit;
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serverOwnerDirtyMask |= nthBit;
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// observers need to be considered only in Observers mode
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// observers need to be considered only in Observers mode
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//
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//
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@ -863,21 +888,10 @@ internal void OnStopAuthority()
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// for delta, only if dirty.
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// for delta, only if dirty.
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// SyncDirection is irrelevant, as both are broadcast to
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// SyncDirection is irrelevant, as both are broadcast to
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// observers which aren't the owner.
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// observers which aren't the owner.
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if (component.syncMode == SyncMode.Observers && (initialState || dirty))
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if (component.syncMode == SyncMode.Observers)
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observerMask |= nthBit;
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serverObserversDirtyMask |= nthBit;
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}
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}
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if (isClient)
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return (ownerMask, observerMask);
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}
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// build dirty mask for client.
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// server always knows initialState, so we don't need it here.
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ulong ClientDirtyMask()
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{
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ulong mask = 0;
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NetworkBehaviour[] components = NetworkBehaviours;
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for (int i = 0; i < components.Length; ++i)
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{
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{
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// on the client, we need to consider different sync scenarios:
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// on the client, we need to consider different sync scenarios:
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//
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//
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@ -887,16 +901,13 @@ ulong ClientDirtyMask()
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// serialize only if owned.
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// serialize only if owned.
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// on client, only consider owned components with SyncDirection to server
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// on client, only consider owned components with SyncDirection to server
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NetworkBehaviour component = components[i];
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if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
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if (isOwned && component.syncDirection == SyncDirection.ClientToServer)
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{
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{
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// set the n-th bit if dirty
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// set the n-th bit if dirty
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// shifting from small to large numbers is varint-efficient.
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// shifting from small to large numbers is varint-efficient.
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if (component.IsDirty()) mask |= (1u << i);
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clientDirtyMask |= (1u << component.ComponentIndex);
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}
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}
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}
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}
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return mask;
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}
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}
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// check if n-th component is dirty.
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// check if n-th component is dirty.
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@ -920,12 +931,9 @@ internal void SerializeServer(bool initialState, NetworkWriter ownerWriter, Netw
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// check which components are dirty for owner / observers.
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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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// this is quite complicated with SyncMode + SyncDirection.
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// see the function for explanation.
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// see InitializeNetworkBehaviours and OnBecameDirty for explanations.
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//
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ulong ownerMask = initialState ? serverOwnerInitialMask : serverOwnerDirtyMask;
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// instead of writing a 1 byte index per component,
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ulong observerMask = initialState ? serverObserversInitialMask : serverObserversDirtyMask;
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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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// if nothing dirty, then don't even write the mask.
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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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// otherwise, every unchanged object would send a 1 byte dirty mask!
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@ -985,7 +993,7 @@ internal void SerializeClient(NetworkWriter writer)
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// instead of writing a 1 byte index per component,
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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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// 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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// the ulong is also varint compressed for minimum bandwidth.
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ulong dirtyMask = ClientDirtyMask();
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ulong dirtyMask = clientDirtyMask;
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// varint compresses the mask to 1 byte in most cases.
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// varint compresses the mask to 1 byte in most cases.
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// instead of writing an 8 byte ulong.
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// instead of writing an 8 byte ulong.
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@ -1325,6 +1333,10 @@ internal void Reset()
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// clear all component's dirty bits no matter what
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// clear all component's dirty bits no matter what
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internal void ClearAllComponentsDirtyBits()
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internal void ClearAllComponentsDirtyBits()
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{
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{
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serverOwnerDirtyMask = 0;
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serverObserversDirtyMask = 0;
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clientDirtyMask = 0;
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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{
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{
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comp.ClearAllDirtyBits();
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comp.ClearAllDirtyBits();
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@ -44,10 +44,18 @@ public void SerializeAndDeserializeAll()
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serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
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serverOwnerComp.syncMode = clientOwnerComp.syncMode = SyncMode.Owner;
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serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
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serverObserversComp.syncMode = clientObserversComp.syncMode = SyncMode.Observers;
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// syncMode was changed after spawning.
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// need to reinitialize the initial masks.
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serverIdentity.InitializeNetworkBehaviours();
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// set unique values on server components
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// set unique values on server components
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serverOwnerComp.value = "42";
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serverOwnerComp.value = "42";
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serverObserversComp.value = 42;
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serverObserversComp.value = 42;
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// TODO FIX
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// ownerWriter: has owner comp and observers comp (since it's for owner)
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// observers writer: only has the comp for observers
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// serialize server object
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// serialize server object
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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@ -87,7 +95,11 @@ public void SerializationException()
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// set sync modes
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// set sync modes
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serverCompExc.syncMode = clientCompExc.syncMode = SyncMode.Observers;
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serverCompExc.syncMode = clientCompExc.syncMode = SyncMode.Observers;
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serverComp2.syncMode = clientComp2.syncMode = SyncMode.Owner;
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serverComp2.syncMode = clientComp2.syncMode = SyncMode.Owner;
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// syncMode was changed after spawning.
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// need to reinitialize the initial masks.
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serverIdentity.InitializeNetworkBehaviours();
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// set unique values on server components
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// set unique values on server components
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serverComp2.value = "42";
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serverComp2.value = "42";
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@ -270,30 +282,35 @@ public void SerializeAndDeserialize_ClientToServer_NOT_OWNED()
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[Test]
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[Test]
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public void SerializeServer_OwnerMode_ClientToServer()
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public void SerializeServer_OwnerMode_ClientToServer()
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{
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity,
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CreateNetworkedAndSpawn(
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out SyncVarTest1NetworkBehaviour comp);
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out _, out NetworkIdentity serverIdentity, out SyncVarTest1NetworkBehaviour serverComp,
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out _, out NetworkIdentity clientIdentity, out SyncVarTest1NetworkBehaviour clientComp);
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// pretend to be owned
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// pretend to be owned
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identity.isOwned = true;
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serverIdentity.isOwned = true;
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comp.syncMode = SyncMode.Owner;
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serverComp.syncMode = SyncMode.Owner;
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// set to CLIENT with some unique values
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// set to CLIENT with some unique values
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// and set connection to server to pretend we are the owner.
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// and set connection to server to pretend we are the owner.
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comp.syncDirection = SyncDirection.ClientToServer;
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serverComp.syncDirection = SyncDirection.ClientToServer;
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comp.value = 12345;
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serverComp.value = 12345;
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// syncMode was changed after spawning.
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// need to reinitialize the initial masks.
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serverIdentity.InitializeNetworkBehaviours();
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// initial: should still write for owner
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// initial: should still write for owner
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identity.SerializeServer(true, ownerWriter, observersWriter);
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serverIdentity.SerializeServer(true, ownerWriter, observersWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial observerWriter: " + observersWriter);
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Debug.Log("initial observerWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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Assert.That(observersWriter.Position, Is.EqualTo(0));
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// delta: ClientToServer comes from the client
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// delta: ClientToServer comes from the client
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++comp.value; // change something
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++serverComp.value; // change something
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ownerWriter.Position = 0;
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ownerWriter.Position = 0;
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observersWriter.Position = 0;
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observersWriter.Position = 0;
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identity.SerializeServer(false, ownerWriter, observersWriter);
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serverIdentity.SerializeServer(false, ownerWriter, observersWriter);
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Debug.Log("delta ownerWriter: " + ownerWriter);
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Debug.Log("delta ownerWriter: " + ownerWriter);
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Debug.Log("delta observersWriter: " + observersWriter);
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Debug.Log("delta observersWriter: " + observersWriter);
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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Assert.That(ownerWriter.Position, Is.EqualTo(0));
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@ -309,6 +326,7 @@ public void SerializeServer_ObserversMode_ClientToServer()
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out SyncVarTest1NetworkBehaviour comp);
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out SyncVarTest1NetworkBehaviour comp);
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// pretend to be owned
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// pretend to be owned
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identity.isServer = true;
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identity.isOwned = true;
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identity.isOwned = true;
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comp.syncMode = SyncMode.Observers;
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comp.syncMode = SyncMode.Observers;
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@ -317,6 +335,10 @@ public void SerializeServer_ObserversMode_ClientToServer()
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comp.syncDirection = SyncDirection.ClientToServer;
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comp.syncDirection = SyncDirection.ClientToServer;
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comp.value = 12345;
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comp.value = 12345;
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// syncMode was changed after spawning.
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// need to reinitialize the initial masks.
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identity.InitializeNetworkBehaviours();
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// initial: should write something for owner and observers
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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(true, ownerWriter, observersWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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Debug.Log("initial ownerWriter: " + ownerWriter);
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@ -324,6 +346,9 @@ public void SerializeServer_ObserversMode_ClientToServer()
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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Assert.That(ownerWriter.Position, Is.GreaterThan(0));
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Assert.That(observersWriter.Position, Is.GreaterThan(0));
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Assert.That(observersWriter.Position, Is.GreaterThan(0));
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// reset dirty bits after serializing
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identity.ClearAllComponentsDirtyBits();
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// delta: should only write for observers
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// delta: should only write for observers
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++comp.value; // change something
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++comp.value; // change something
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ownerWriter.Position = 0;
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ownerWriter.Position = 0;
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