Files
the-cycle/src/Prospect.Unreal/Runtime/UWorld.cs
T
2022-01-16 23:05:53 +01:00

460 lines
16 KiB
C#

using Prospect.Unreal.Core;
using Prospect.Unreal.Core.Names;
using Prospect.Unreal.Exceptions;
using Prospect.Unreal.Net;
using Prospect.Unreal.Net.Actors;
using Prospect.Unreal.Net.Channels;
using Prospect.Unreal.Net.Packets.Bunch;
using Prospect.Unreal.Net.Packets.Control;
using Serilog;
namespace Prospect.Unreal.Runtime;
public abstract partial class UWorld : FNetworkNotify, IAsyncDisposable
{
private static readonly ILogger Logger = Log.ForContext<UWorld>();
private UGameInstance? _owningGameInstance;
private AGameModeBase? _authorityGameMode;
private List<ULevel> _levels;
public UWorld()
{
_owningGameInstance = null;
_authorityGameMode = null;
_levels = new List<ULevel>();
}
/// <summary>
/// Persistent level containing the world info, default brush and actors spawned during gameplay among other things
/// </summary>
public ULevel? PersistentLevel { get; private set; }
/// <summary>
/// The NAME_GameNetDriver game connection(s) for client/server communication
/// </summary>
public UNetDriver? NetDriver { get; private set; }
/// <summary>
/// Whether actors have been initialized for play
/// </summary>
public bool bActorsInitialized { get; private set; }
/// <summary>
/// Whether BeginPlay has been called on actors
/// </summary>
public bool bBegunPlay { get; private set; }
/// <summary>
/// The URL that was used when loading this World.
/// </summary>
public FUrl? Url { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.
/// </summary>
public float TimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped.
/// </summary>
public float UnpausedTimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.
/// </summary>
public float RealTimeSeconds { get; private set; }
/// <summary>
/// Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped.
/// </summary>
public float AudioTimeSeconds { get; private set; }
/// <summary>
/// Frame delta time in seconds adjusted by e.g. time dilation.
/// </summary>
public float DeltaTimeSeconds { get; private set; }
public void Tick(float deltaTime)
{
if (NetDriver != null)
{
NetDriver.TickDispatch(deltaTime);
NetDriver.PostTickDispatch();
NetDriver.TickFlush(deltaTime);
NetDriver.PostTickFlush();
}
}
public void SetGameInstance(UGameInstance instance)
{
_owningGameInstance = instance;
}
public UGameInstance GetGameInstance()
{
if (_owningGameInstance == null)
{
throw new UnrealException($"Attempted to retrieve null {nameof(UGameInstance)}");
}
return _owningGameInstance;
}
public bool SetGameMode(FUrl worldUrl)
{
if (IsServer() && _authorityGameMode == null)
{
_authorityGameMode = GetGameInstance().CreateGameModeForURL(worldUrl, this);
if (_authorityGameMode != null)
{
return true;
}
Logger.Error("Failed to spawn GameMode actor");
return false;
}
return false;
}
public AGameModeBase? GetAuthGameMode()
{
return _authorityGameMode;
}
public void InitializeActorsForPlay(FUrl inUrl, bool bResetTime)
{
// Don't reset time for seamless world transitions.
if (bResetTime)
{
TimeSeconds = 0.0f;
UnpausedTimeSeconds = 0.0f;
RealTimeSeconds = 0.0f;
AudioTimeSeconds = 0.0f;
}
// Get URL Options
var options = inUrl.OptionsToString();
// Set level info.
if (!string.IsNullOrEmpty(inUrl.GetOption("load", null)))
{
Url = inUrl;
}
// Init level gameplay info.
if (!AreActorsInitialized())
{
// Initialize network actors and start execution.
for (int i = 0; i < _levels.Count; i++)
{
_levels[i].InitializeNetworkActors();
}
// Enable actor script calls.
bStartup = true;
bActorsInitialized = true;
// Spawn server actors
// TODO: GEngine SpawnServerActors.
// Init the game mode.
if (_authorityGameMode != null && !_authorityGameMode.IsActorInitialized())
{
_authorityGameMode.InitGame(inUrl.Map /* TODO: FPaths.GetBaseFilename */, options, out _);
}
}
}
public bool Listen()
{
if (NetDriver != null)
{
Logger.Error("NetDriver already exists");
return false;
}
NetDriver = new UIpNetDriver(Url.Host, Url.Port, IsServer());
NetDriver.SetWorld(this);
if (!((UIpNetDriver)NetDriver).InitListen(this))
{
Logger.Error("Failed to listen");
NetDriver = null;
return false;
}
return true;
}
public EAcceptConnection NotifyAcceptingConnection()
{
return EAcceptConnection.Accept;
}
public void NotifyAcceptedConnection(UNetConnection connection)
{
}
public bool NotifyAcceptingChannel(UChannel channel)
{
if (channel.Connection?.Driver == null)
{
throw new UnrealNetException();
}
var driver = channel.Connection.Driver;
if (!driver.IsServer())
{
throw new NotSupportedException("Client code");
}
else
{
// We are the server.
if (driver.ChannelDefinitionMap[channel.ChName].ClientOpen)
{
// The client has opened initial channel.
Logger.Verbose("NotifyAcceptingChannel {ChName} {ChIndex} server {FullName}: Accepted", channel.ChName, channel.ChIndex, typeof(UWorld).FullName);
return true;
}
// Client can't open any other kinds of channels.
Logger.Verbose("NotifyAcceptingChannel {ChName} {ChIndex} server {FullName}: Refused", channel.ChName, channel.ChIndex, typeof(UWorld).FullName);
return false;
}
}
public void NotifyControlMessage(UNetConnection connection, NMT messageType, FInBunch bunch)
{
if (NetDriver == null)
{
throw new UnrealNetException();
}
if (!NetDriver.IsServer())
{
throw new NotSupportedException("Client code");
}
else
{
Logger.Verbose("Level server received: {MessageType}", messageType);
if (!connection.IsClientMsgTypeValid(messageType))
{
Logger.Error("IsClientMsgTypeValid FAILED ({MessageType}): Remote Address = {Address}", (int)messageType, connection.LowLevelGetRemoteAddress());
bunch.SetError();
return;
}
switch (messageType)
{
case NMT.Hello:
{
const int localNetworkVersion = 0;
if (NMT_Hello.Receive(bunch, out var isLittleEndian, out var remoteNetworkVersion, out var encryptionToken))
{
Logger.Information("Client connecting with version. LocalNetworkVersion: {Local}, RemoteNetworkVersion: {Remote}", localNetworkVersion, remoteNetworkVersion);
// TODO: Version check.
if (string.IsNullOrEmpty(encryptionToken))
{
connection.SendChallengeControlMessage();
}
else
{
throw new NotImplementedException("Encryption");
}
}
break;
}
case NMT.Netspeed:
{
if (NMT_Netspeed.Receive(bunch, out var rate))
{
connection.CurrentNetSpeed = Math.Clamp(rate, 1800, NetDriver.MaxClientRate);
Logger.Debug("Client netspeed is {Num}", connection.CurrentNetSpeed);
}
break;
}
case NMT.Abort:
{
break;
}
case NMT.Skip:
{
break;
}
case NMT.Login:
{
// Admit or deny the player here.
if (NMT_Login.Receive(bunch, out var clientResponse, out var tmpRequestUrl, out var uniqueIdRepl, out var onlinePlatformName))
{
connection.ClientResponse = clientResponse;
connection.RequestURL = tmpRequestUrl;
// Only the options/portal for the URL should be used during join
var newRequestUrl = connection.RequestURL;
var oneIndex = newRequestUrl.IndexOf('?');
var twoIndex = newRequestUrl.IndexOf('#');
if (oneIndex != -1 && twoIndex != -1)
{
newRequestUrl = newRequestUrl.Substring(Math.Min(oneIndex, twoIndex));
}
else if (oneIndex != -1)
{
newRequestUrl = newRequestUrl.Substring(oneIndex);
}
else if (twoIndex != -1)
{
newRequestUrl = newRequestUrl.Substring(twoIndex);
}
else
{
newRequestUrl = string.Empty;
}
Logger.Debug("Login request: {RequestUrl} userId: {UserId} platform: {Platform}", newRequestUrl, uniqueIdRepl.ToDebugString(), onlinePlatformName);
// Compromise for passing splitscreen playercount through to gameplay login code,
// without adding a lot of extra unnecessary complexity throughout the login code.
// NOTE: This code differs from NMT_JoinSplit, by counting + 1 for SplitscreenCount
// (since this is the primary connection, not counted in Children)
// TODO: Implement proper FUrl constructor
var inUrl = new FUrl
{
Map = Url.Map + newRequestUrl
};
if (!inUrl.Valid)
{
connection.RequestURL = newRequestUrl;
Logger.Error("NMT_Login: Invalid URL {Url}", connection.RequestURL);
bunch.SetError();
break;
}
var splitscreenCount = Math.Min(connection.Children.Count + 1, 255);
// Don't allow clients to specify this value
inUrl.Options.Remove("SplitscreenCount");
inUrl.Options.Add($"SplitscreenCount={splitscreenCount}");
connection.RequestURL = inUrl.ToString();
// skip to the first option in the URL
var tmp = connection.RequestURL.Substring(connection.RequestURL.IndexOf('?'));
// keep track of net id for player associated with remote connection
connection.PlayerId = uniqueIdRepl;
// keep track of the online platform the player associated with this connection is using.
connection.SetPlayerOnlinePlatformName(new FName(onlinePlatformName));
// ask the game code if this player can join
string? errorMsg = null;
var gameMode = GetAuthGameMode();
if (gameMode != null)
{
gameMode.PreLogin(tmp, connection.LowLevelGetRemoteAddress(), connection.PlayerId, out errorMsg);
}
if (!string.IsNullOrEmpty(errorMsg))
{
Logger.Debug("PreLogin failure: {Error}", errorMsg);
NMT_Failure.Send(connection, errorMsg);
connection.FlushNet(true);
}
else
{
WelcomePlayer(connection);
}
}
else
{
connection.ClientResponse = string.Empty;
}
break;
}
case NMT.Join:
{
if (connection.PlayerController == null)
{
// Spawn the player-actor for this network player.
Logger.Debug("Join request: {Request}", connection.RequestURL);
// TODO: Proper constructor
var inURL = new FUrl();
connection.PlayerController = SpawnPlayActor(connection, ENetRole.ROLE_AutonomousProxy, inURL, connection.PlayerId, out var errorMsg);
}
break;
}
default:
{
throw new NotImplementedException($"Unhandled control message {messageType}");
}
}
}
}
private void WelcomePlayer(UNetConnection connection)
{
// TODO: Properly fetch level name from CurrentLevel
var levelName = "/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap";
// TODO: Properly fetch from AuthorityGameMode
var gameName = "/Script/ThirdPersonMP.ThirdPersonMPGameMode";
var redirectUrl = string.Empty;
NMT_Welcome.Send(connection, levelName, gameName, redirectUrl);
connection.FlushNet();
// connection.QueuedBits = 0;
connection.SetClientLoginState(EClientLoginState.Welcomed);
}
public bool IsServer()
{
if (NetDriver != null)
{
return NetDriver.IsServer();
}
return true;
}
public bool HasBegunPlay()
{
return bBegunPlay && PersistentLevel != null && PersistentLevel.Actors.Count != 0;
}
public bool AreActorsInitialized()
{
return bActorsInitialized && PersistentLevel != null && PersistentLevel.Actors.Count != 0;
}
public async ValueTask DisposeAsync()
{
if (NetDriver != null)
{
await NetDriver.DisposeAsync();
}
}
}