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GameBootstrap.cs
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GameBootstrap.cs
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using System;
using System.Collections.Generic;
using System.Net;
using System.Threading;
using PolkaDOTS.Configuration;
using PolkaDOTS.Debugging;
using PolkaDOTS.Deployment;
using PolkaDOTS.Emulation;
using PolkaDOTS.Multiplay;
using PolkaDOTS.Networking;
using PolkaDOTS.Statistics;
using Unity.Assertions;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using Unity.Networking.Transport;
using Unity.Scenes;
using UnityEngine;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace PolkaDOTS.Bootstrap
{
public static class BootstrapInstance
{
public static GameBootstrap instance; // Reference to the ICustomBootstrap
}
/// <summary>
/// Reads configuration locally or from remote and sets ups deployment or game worlds accordingly
/// </summary>
[UnityEngine.Scripting.Preserve]
public class GameBootstrap : ICustomBootstrap
{
// TODO use dict<str worldName, World world>
public List<World> worlds;
private World deploymentWorld;
private List<Type> _uniqueSystemTypes;
public bool Initialize(string defaultWorldName)
{
// Get the global command line reader class
if (!CmdArgsReader.ParseCmdArgs())
{
Application.Quit();
return false;
}
Debug.Log(ApplicationConfig.ToString());
// If there is a start delay, wait to perform bootstrap initialization
if (ApplicationConfig.Delay.Value > 0)
{
var milliseconds = ApplicationConfig.Delay.Value * 1000;
Thread.Sleep(milliseconds);
}
worlds = new List<World>();
_uniqueSystemTypes = new List<Type>();
// Pre world creation initialization
BootstrapInstance.instance = this;
NetworkStreamReceiveSystem.DriverConstructor = new NetCodeDriverConstructor();
// Deployment world handles both requesting and answering configuration requests
if (ApplicationConfig.RemoteControl || ApplicationConfig.GetRemoteConfig || ApplicationConfig.ImportDeploymentConfig.Value is not null)
{
deploymentWorld = SetupDeploymentServiceWorld();
// Create connection listen/connect request in deployment world
if (ApplicationConfig.GetRemoteConfig)
{
// Deployment client
// Parse deployment network endpoint
if (!NetworkEndpoint.TryParse(ApplicationConfig.DeploymentURL, (ushort)ApplicationConfig.DeploymentPort,
out var deploymentEndpoint,
NetworkFamily.Ipv4))
{
Debug.Log($"Couldn't parse deployment URL of {ApplicationConfig.DeploymentURL}:{ApplicationConfig.DeploymentPort}, falling back to 127.0.0.1!");
deploymentEndpoint = NetworkEndpoint.LoopbackIpv4.WithPort((ushort)ApplicationConfig.DeploymentPort);
}
var connReq = deploymentWorld.EntityManager.CreateEntity();
deploymentWorld.EntityManager.AddComponentData(connReq,
new NetworkStreamRequestConnect { Endpoint = deploymentEndpoint });
}
else
{
// Deployment server
var listenReq = deploymentWorld.EntityManager.CreateEntity();
deploymentWorld.EntityManager.AddComponentData(listenReq,
new NetworkStreamRequestListen { Endpoint = NetworkEndpoint.AnyIpv4.WithPort((ushort)ApplicationConfig.DeploymentPort) });
}
}
else
{
// Use only local configuration
SetupWorldsFromLocalConfig();
}
return true;
}
/// <summary>
/// Creates a world with a minimal set of systems necessary for Netcode for Entities to connect, and the
/// Deployment systems <see cref="DeploymentReceiveSystem"/> and <see cref="DeploymentServiceSystem"/>.
/// </summary>
/// <returns></returns>
private World SetupDeploymentServiceWorld()
{
Debug.Log("Creating deployment world");
//BootstrappingConfig.DeploymentClientConnectAddress = deploymentEndpoint;
//BootstrappingConfig.DeploymentPort = ApplicationConfig.DeploymentPort;
//BootstrappingConfig.DeploymentServerListenAddress = NetworkEndpoint.AnyIpv4.WithPort(BootstrappingConfig.DeploymentPort);
// Create the world
var flags = ApplicationConfig.GetRemoteConfig ? WorldFlagsExtension.DeploymentClient : WorldFlagsExtension.DeploymentServer;
var world = new World("DeploymentWorld", (WorldFlags)flags);
// Fetch all editor and package (but not user-added) systems
var filterFlags = ApplicationConfig.GetRemoteConfig ? WorldSystemFilterFlags.ClientSimulation : WorldSystemFilterFlags.ServerSimulation;
var systems = TypeManager.GetUnitySystemsTypeIndices(filterFlags);
// Remove built-in NetCode world initialization
var filteredSystems = new NativeList<SystemTypeIndex>(64, Allocator.Temp);
foreach (var system in systems)
{
var systemName = TypeManager.GetSystemName(system);
if (systemName.Contains((FixedString64Bytes)"ConfigureThinClientWorldSystem")
|| systemName.Contains((FixedString64Bytes)"ConfigureClientWorldSystem")
|| systemName.Contains((FixedString64Bytes)"ConfigureServerWorldSystem"))
{
continue;
}
filteredSystems.Add(system);
}
// Add deployment service systems
var deploymentClassType = ApplicationConfig.GetRemoteConfig ? typeof(DeploymentReceiveSystem) : typeof(DeploymentServiceSystem);
filteredSystems.Add(TypeManager.GetSystemTypeIndex(deploymentClassType));
// Add Unity Scene System for managing GUIDs
filteredSystems.Add(TypeManager.GetSystemTypeIndex(typeof(SceneSystem)));
// Add NetCode monitor
filteredSystems.Add(TypeManager.GetSystemTypeIndex(typeof(ConnectionMonitorSystem)));
// Add AuthoringSceneLoader
filteredSystems.Add(TypeManager.GetSystemTypeIndex(typeof(AuthoringSceneLoaderSystem)));
// Add remote control system
filteredSystems.Add(TypeManager.GetSystemTypeIndex(typeof(RemoteControlledDeploymentSystem)));
// Re-sort the systems
TypeManager.SortSystemTypesInCreationOrder(filteredSystems);
DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups(world, filteredSystems);
ScriptBehaviourUpdateOrder.AppendWorldToCurrentPlayerLoop(world);
World.DefaultGameObjectInjectionWorld ??= world;
return world;
}
public void SetupWorldsFromLocalConfig()
{
var newWorlds = new NativeList<WorldUnmanaged>(Allocator.Temp);
SetupWorlds(ApplicationConfig.MultiplayStreamingRole, ApplicationConfig.PlayType, ref newWorlds,
ApplicationConfig.NumSimulatedPlayers, autoStart: true, autoConnect: true, ApplicationConfig.ServerUrl, (ushort)ApplicationConfig.ServerPort, ApplicationConfig.SignalingUrl);
}
/// <summary>
/// Sets up bootstrapping details and creates local worlds
/// </summary>
public void SetupWorlds(MultiplayStreamingRoles mRole, BootstrapPlayTypes playTypes, ref NativeList<WorldUnmanaged> worldReferences,
int numSimulatedClients, bool autoStart, bool autoConnect, string serverUrl, ushort serverPort, string signalingUrl, string worldName = "")
{
Debug.Log($"Setting up worlds with playType {playTypes} and streaming role {mRole}");
var newWorlds = new List<World>();
// ================== SETUP WORLDS ==================
ApplicationConfig.MultiplayStreamingRole.Value = mRole;
if (playTypes == BootstrapPlayTypes.StreamedClient)
{
mRole = MultiplayStreamingRoles.Guest;
}
//Client
if (playTypes is BootstrapPlayTypes.Client or BootstrapPlayTypes.ClientAndServer)
{
// Streamed client
if (mRole == MultiplayStreamingRoles.Guest)
{
var world = CreateStreamedClientWorld(worldName);
newWorlds.Add(world);
}
if (mRole != MultiplayStreamingRoles.Guest)
{
var world = CreateDefaultClientWorld(worldName, mRole == MultiplayStreamingRoles.Host, mRole == MultiplayStreamingRoles.CloudHost);
newWorlds.Add(world);
}
}
// Simulated client
if (playTypes == BootstrapPlayTypes.SimulatedClient && numSimulatedClients > 0)
{
var worldList = CreateSimulatedClientWorlds(numSimulatedClients, worldName);
newWorlds.AddRange(worldList);
}
// Server
if (playTypes is BootstrapPlayTypes.Server or BootstrapPlayTypes.ClientAndServer)
{
var world = CreateDefaultServerWorld(worldName);
newWorlds.Add(world);
}
foreach (var world in newWorlds)
{
worldReferences.Add(world.Unmanaged);
worlds.Add(world);
if (autoStart)
{
SetWorldToUpdating(world);
}
}
if (autoConnect)
{
ConnectWorlds(mRole, playTypes, serverUrl, serverPort, signalingUrl);
}
}
public void SetWorldToUpdating(World world)
{
#if UNITY_DOTSRUNTIME
CustomDOTSWorlds.AppendWorldToClientTickWorld(world);
#else
if (!ScriptBehaviourUpdateOrder.IsWorldInCurrentPlayerLoop(world))
{
Debug.Log($"Adding world {world.Name} to update list");
ScriptBehaviourUpdateOrder.AppendWorldToCurrentPlayerLoop(world);
}
#endif
}
/// <summary>
/// Adds worlds to update list
/// </summary>
public void StartWorlds(bool autoConnect, MultiplayStreamingRoles mRole, BootstrapPlayTypes playTypes, string serverUrl,
ushort serverPort, string signalingUrl)
{
Debug.Log($"Starting worlds with playType {playTypes} and streaming role {mRole}");
// ================== SETUP WORLDS ==================
foreach (var world in worlds)
{
// Client worlds
if (playTypes is BootstrapPlayTypes.Client or BootstrapPlayTypes.ClientAndServer
&& world.IsClient() && !world.IsSimulatedClient() && !world.IsStreamedClient())
{
SetWorldToUpdating(world);
}
// Streamed guest client worlds
if (playTypes is BootstrapPlayTypes.Client or BootstrapPlayTypes.ClientAndServer
&& mRole == MultiplayStreamingRoles.Guest
&& world.IsStreamedClient())
{
SetWorldToUpdating(world);
}
// Simulated client worlds
if (playTypes == BootstrapPlayTypes.SimulatedClient && world.IsSimulatedClient())
{
SetWorldToUpdating(world);
}
// Server worlds
if (playTypes is BootstrapPlayTypes.Server or BootstrapPlayTypes.ClientAndServer
&& world.IsServer())
{
SetWorldToUpdating(world);
}
}
if (autoConnect)
ConnectWorlds(mRole, playTypes, serverUrl, serverPort, signalingUrl);
}
/// <summary>
/// Connects worlds with types specified through playTypes and streaming roles
/// </summary>
public void ConnectWorlds(MultiplayStreamingRoles mRole, BootstrapPlayTypes playTypes, string serverUrl,
ushort serverPort, string signalingUrl)
{
Debug.Log($"Connecting worlds with playType {playTypes} and streaming role {mRole}");
// ================== SETUP WORLDS ==================
foreach (var world in worlds)
{
// Client worlds
if (playTypes is BootstrapPlayTypes.Client or BootstrapPlayTypes.ClientAndServer
&& world.IsClient() && !world.IsSimulatedClient() && !world.IsStreamedClient()
&& mRole != MultiplayStreamingRoles.Guest)
{
var connReq = world.EntityManager.CreateEntity();
var ips = Dns.GetHostAddresses(serverUrl);
Assert.IsTrue(ips.Length > 0);
NetworkEndpoint.TryParse(ips[0].ToString(), serverPort,
out var gameEndpoint, NetworkFamily.Ipv4);
Debug.Log($"Created connection request for {gameEndpoint}");
world.EntityManager.AddComponentData(connReq,
new NetworkStreamRequestConnect { Endpoint = gameEndpoint });
}
// Streamed guest client worlds
if ((playTypes == BootstrapPlayTypes.Client || playTypes == BootstrapPlayTypes.ClientAndServer)
&& mRole == MultiplayStreamingRoles.Guest
&& world.IsStreamedClient())
{
var connReq = world.EntityManager.CreateEntity();
Debug.Log($"Creating multiplay guest connect with endpoint {signalingUrl}");
world.EntityManager.AddComponentData(connReq,
new StreamedClientRequestConnect { url = new FixedString512Bytes(signalingUrl) });
}
// Simulated client worlds
if (playTypes == BootstrapPlayTypes.SimulatedClient && world.IsSimulatedClient())
{
var connReq = world.EntityManager.CreateEntity();
var ips = Dns.GetHostAddresses(serverUrl);
Assert.IsTrue(ips.Length > 0);
NetworkEndpoint.TryParse(ips[0].ToString(), serverPort,
out var gameEndpoint, NetworkFamily.Ipv4);
Debug.Log($"Created connection request for {gameEndpoint}");
world.EntityManager.AddComponentData(connReq,
new NetworkStreamRequestConnect { Endpoint = gameEndpoint });
}
// Server worlds
if ((playTypes == BootstrapPlayTypes.Server || playTypes == BootstrapPlayTypes.ClientAndServer)
&& world.IsServer())
{
var connReq = world.EntityManager.CreateEntity();
var listenNetworkEndpoint = NetworkEndpoint.AnyIpv4.WithPort(serverPort);
Debug.Log($"Created listen request for {listenNetworkEndpoint}");
world.EntityManager.AddComponentData(connReq,
new NetworkStreamRequestListen { Endpoint = listenNetworkEndpoint });
}
}
}
public World CreateDefaultClientWorld(string worldName, bool isHost = false, bool isCloudHost = false)
{
var flags = WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.Presentation;
// If we aren't running graphics on this client (e.g. a simulated player) then don't run presentation systems.
if (ApplicationConfig.NoGraphics.Value)
{
flags = WorldSystemFilterFlags.ClientSimulation;
}
var clientSystems = DefaultWorldInitialization.GetAllSystems(flags);
// Disable the default NetCode world configuration
var filteredClientSystems = new List<Type>();
foreach (var system in clientSystems)
{
if (system.Name == "ConfigureThinClientWorldSystem" || system.Name == "ConfigureClientWorldSystem")
{
continue;
}
if (system.IsDefined(typeof(UniqueSystemAttribute), false))
{
Debug.Log($"Adding type with UniqueSystemAttribute: {system.Name}");
if (_uniqueSystemTypes.Contains(system))
{
continue;
}
_uniqueSystemTypes.Add(system);
}
filteredClientSystems.Add(system);
}
if (isHost)
{
if (worldName == "")
{
worldName = "HostClientWorld";
}
return CreateClientWorld(worldName, (WorldFlags)WorldFlagsExtension.HostClient,
filteredClientSystems);
}
else if (isCloudHost)
{
if (worldName == "")
{
worldName = "CloudHostClientWorld";
}
return CreateClientWorld(worldName, (WorldFlags)WorldFlagsExtension.CloudHostClient,
filteredClientSystems);
}
else
{
if (worldName == "")
{
worldName = "ClientWorld";
}
return CreateClientWorld(worldName, WorldFlags.GameClient, filteredClientSystems);
}
}
public World CreateStreamedClientWorld(string worldName)
{
var systems = new List<Type> { typeof(MultiplayInitSystem), typeof(EmulationInitSystem), typeof(TakeScreenshotSystem), typeof(UpdateWorldTimeSystem), typeof(StopWorldSystem) };
var filteredClientSystems = new List<Type>();
foreach (var system in systems)
{
if (system.IsDefined(typeof(UniqueSystemAttribute), false))
{
if (_uniqueSystemTypes.Contains(system))
{
continue;
}
_uniqueSystemTypes.Add(system);
}
filteredClientSystems.Add(system);
}
if (worldName == "")
{
worldName = "StreamingGuestWorld";
}
return CreateClientWorld(worldName, (WorldFlags)WorldFlagsExtension.StreamedClient, filteredClientSystems);
}
public List<World> CreateSimulatedClientWorlds(int numSimulatedClients, string worldName)
{
var newWorlds = new List<World>();
// Re-use Netcode for EntitiesSim ThinClient systems
//var thinClientSystems = DefaultWorldInitialization.GetAllSystems(WorldSystemFilterFlags.ThinClientSimulation);
var thinClientSystems = DefaultWorldInitialization.GetAllSystems(WorldSystemFilterFlags.ClientSimulation);
// Disable the default NetCode world configuration
var filteredThinClientSystems = new List<Type>();
var filteredThinClientSystemsWithUnique = new List<Type>();
foreach (var system in thinClientSystems)
{
if (system.Name is "ConfigureThinClientWorldSystem" or "ConfigureClientWorldSystem")
{
continue;
}
if (system.IsDefined(typeof(UniqueSystemAttribute), false))
{
if (_uniqueSystemTypes.Contains(system))
{
continue;
}
_uniqueSystemTypes.Add(system);
filteredThinClientSystemsWithUnique.Add(system);
continue;
}
filteredThinClientSystems.Add(system);
filteredThinClientSystemsWithUnique.Add(system);
}
if (worldName == "")
{
worldName = "SimulatedClientWorld_";
}
for (var i = 0; i < numSimulatedClients; i++)
{
List<Type> systems;
if (i == 0)
{
// Only add unique systems to the first world
systems = filteredThinClientSystemsWithUnique;
}
else
{
systems = filteredThinClientSystems;
}
var w = CreateClientWorld(worldName + $"{ApplicationConfig.UserID.Value + i}",
(WorldFlags)WorldFlagsExtension.SimulatedClient, systems);
w.ID = ApplicationConfig.UserID.Value + i;
// Add delay
var e = w.EntityManager.CreateEntity();
w.EntityManager.AddComponentData(e, new StartGameStreamDelay { delay = ApplicationConfig.SimulatedJoinInterval.Value * i });
newWorlds.Add(w);
}
return newWorlds;
}
public World CreateDefaultServerWorld(string worldName)
{
// todo: specify what systems in the server world
var serverSystems = DefaultWorldInitialization.GetAllSystems(WorldSystemFilterFlags.ServerSimulation);
var filteredServerSystems = new List<Type>();
foreach (var system in serverSystems)
{
if (system.Name == "ConfigureServerWorldSystem")
continue;
if (system.IsDefined(typeof(UniqueSystemAttribute), false))
{
if (_uniqueSystemTypes.Contains(system))
continue;
_uniqueSystemTypes.Add(system);
}
filteredServerSystems.Add(system);
}
if (worldName == "")
worldName = "ServerWorld";
return CreateServerWorld(worldName, WorldFlags.GameServer, filteredServerSystems);
}
/// <summary>
/// Utility method for creating new client worlds.
/// </summary>
/// <param name="name">The client world name</param>
/// <param name="flags">WorldFlags for the created world</param>
/// <param name="systems">List of systems the world will include</param>
/// <returns></returns>
public World CreateClientWorld(string name, WorldFlags flags, IReadOnlyList<Type> systems)
{
var world = new World(name, flags);
DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups(world, systems);
World.DefaultGameObjectInjectionWorld ??= world;
return world;
}
/// <summary>
/// Utility method for creating a new server world.
/// Can be used in custom implementations of `Initialize` as well as in your game logic (in particular client/server build)
/// when you need to create server programmatically (ex: frontend that allow selecting the role or other logic).
/// </summary>
/// <param name="name">The server world name</param>
/// <returns></returns>
public World CreateServerWorld(string name, WorldFlags flags, IReadOnlyList<Type> systems)
{
var world = new World(name, flags);
DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups(world, systems);
#if UNITY_DOTSRUNTIME
CustomDOTSWorlds.AppendWorldToServerTickWorld(world);
#else
ScriptBehaviourUpdateOrder.AppendWorldToCurrentPlayerLoop(world);
#endif
if (World.DefaultGameObjectInjectionWorld == null)
World.DefaultGameObjectInjectionWorld = world;
return world;
}
public void ExitGame()
{
if (ApplicationConfig.LogStats)
StatisticsWriterInstance.WriteStatisticsBuffer();
#if UNITY_EDITOR
EditorApplication.ExitPlaymode();
#else
Application.Quit();
#endif
}
[Serializable]
public enum BootstrapPlayTypes
{
/// <summary>
/// The application can run as client, server or both. By default, both client and server world are created
/// and the application can host and play as client at the same time.
/// <para>
/// This is the default modality when playing in the editor, unless changed by using the play mode tool.
/// </para>
/// </summary>
ClientAndServer = 0,
ServerAndClient = 0, // Aliases
ClientServer = 0,
ServerClient = 0,
/// <summary>
/// The application run as a client. Only clients worlds are created and the application should connect to
/// a server.
/// </summary>
Client = 1,
/// <summary>
/// The application run as a server. Usually only the server world is created and the application can only
/// listen for incoming connection.
/// </summary>
Server = 2,
/// <summary>
/// The application run as a thin client. Only connections to a server and input emulation are performed.
/// No frontend systems are run.
/// </summary>
StreamedClient = 3,
StreamClient = 3,
GuestClient = 3,
/// <summary>
/// Minimal client for running player emulation/simulated with no frontend, useful for experiments and debugging
/// </summary>
SimulatedClient = 4,
SimulateClient = 4,
SimulationClient = 4,
SimulatedClients = 4,
SimulateClients = 4,
SimulationClients = 4
}
}
}