diff --git a/.yamato/_triggers.yml b/.yamato/_triggers.yml new file mode 100644 index 000000000..f1ee82f42 --- /dev/null +++ b/.yamato/_triggers.yml @@ -0,0 +1,43 @@ +{% metadata_file .yamato/project.metafile %} +--- + +# Run all relevant tasks when a pull request targets the develop / main or a sample branch +pull_request_trigger: + name: Pull Request Trigger (main, develop, & sample branches) + dependencies: +{% for project in projects -%} +{% for editor in project.test_editors -%} +{% for platform in test_platforms -%} + - .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }} +{% if project.run_editor_tests or project.run_playmode_tests -%} # Only run tests for projects where relevant + - .yamato/tests.yml#test_{{ project.name }}_{{ editor }}_{{ platform.name }} +{% endif -%} +{% endfor -%} +{% endfor -%} +{% endfor -%} + triggers: + cancel_old_ci: true + pull_requests: + - targets: + only: + - "main" + - "develop" + - "/^sample\//" + +# Run all tasks on the bitesize sample develop branch (head) when there is a push to the Netcode for GameObjects develop branch +external_ngo_develop_pull_request_trigger: + name: Netcode for GameObjects (External) Develop Branch Triggers + dependencies: +{% for project in projects -%} +{% for editor in project.test_editors -%} +{% for platform in test_platforms -%} + - .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }} +{% endfor -%} +{% endfor -%} +{% endfor -%} + triggers: + external: + source: git@github.com/Unity-Technologies/com.unity.netcode.gameobjects.git + expression: push.branch eq "develop" + refs_on_this_repository: + - develop \ No newline at end of file diff --git a/.yamato/build.yml b/.yamato/build.yml index 87af8f986..7af576fb6 100644 --- a/.yamato/build.yml +++ b/.yamato/build.yml @@ -2,9 +2,8 @@ --- {% for project in projects -%} -{% for editor in test_editors -%} +{% for editor in project.test_editors -%} {% for platform in test_platforms -%} - build_{{ project.name }}_{{ editor }}_{{ platform.name }}: name: Build Project {{ project.name }} - Package {{ package.name }} - {{ editor }} on {{ platform.name }} variables: @@ -15,59 +14,34 @@ build_{{ project.name }}_{{ editor }}_{{ platform.name }}: flavor: {{ platform.flavor}} commands: - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade +{% if project.name == "dedicatedgameserver" -%} #dedicatedgameserver sample builds via custom editor script. This script generates client and server builds on the Mac, Windows, and Linux platforms + - unity-downloader-cli -u {{ editor }} -c editor -c macOS -c Windows -c Linux -c macOSDedicatedServerBuildSupport -c LinuxDedicatedServerBuildSupport -c WindowsDedicatedServerBuildSupport --wait --published --fast +{% if platform.name == "win" -%} #windows + - .Editor\Unity.exe -batchmode -nographics -logfile build.log -executeMethod Unity.DedicatedGameServerSample.Editor.BuildHelpers.BuildEverything -projectPath {{ project.path }} -quit +{% else -%} + - .Editor/Unity.app/Contents/MacOS/Unity -batchmode -nographics -logfile build.log -executeMethod Unity.DedicatedGameServerSample.Editor.BuildHelpers.BuildEverything -projectPath {{ project.path }} -quit +{% endif -%} +{% else -%} - unity-downloader-cli -u {{ editor }} -c editor --wait --published --fast - {% if platform.name == "win" -%} #windows - .Editor\Unity.exe -projectpath {{ project.path }} -batchmode -quit -logfile build.log -buildWindowsPlayer build\players\test.exe {% else -%} - .Editor/Unity.app/Contents/MacOS/Unity -projectpath {{ project.path }} -batchmode -quit -logfile build.log -buildOSXUniversalPlayer ./build/players/test +{% endif -%} {% endif -%} artifacts: players: paths: - - "build/players/**" +{% if project.name == "dedicatedgameserver" -%} #dedicatedgameserver sample builds via custom editor script into different location + - "{{ project.path }}/Builds/**" +{% else -%} + - "{{ project.path }}/build/players/**" +{% endif -%} logs: paths: - - "build/logs/**" - -{% endfor -%} -{% endfor -%} -{% endfor -%} + - "build.log" -# Run all relevant tasks when a pull request targeting the develop / main -develop_pull_request_trigger: - name: Develop Branch Triggers - dependencies: -{% for project in projects -%} -{% for editor in test_editors -%} -{% for platform in test_platforms -%} - - .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }} -{% endfor -%} -{% endfor -%} -{% endfor -%} - triggers: - cancel_old_ci: true - pull_requests: - - targets: - only: - - "main" - - "develop" - -# Run all tasks on the bitesize sample develop branch (head) when there is a push to the Netcode for GameObjects develop branch -external_ngo_develop_pull_request_trigger: - name: Netcode for GameObjects (External) Develop Branch Triggers - dependencies: -{% for project in projects -%} -{% for editor in test_editors -%} -{% for platform in test_platforms -%} - - .yamato/build.yml#build_{{ project.name }}_{{ editor }}_{{ platform.name }} -{% endfor -%} {% endfor -%} {% endfor -%} - triggers: - external: - source: git@github.com/Unity-Technologies/com.unity.netcode.gameobjects.git - expression: push.branch eq "develop" - refs_on_this_repository: - - develop \ No newline at end of file +{% endfor -%} \ No newline at end of file diff --git a/.yamato/project.metafile b/.yamato/project.metafile index 589d945e4..0186a4c89 100644 --- a/.yamato/project.metafile +++ b/.yamato/project.metafile @@ -1,35 +1,59 @@ -# Editors where tests will happen. The first entry of this array is also used -# for validation. -# -# Therefore, **do not** put an older V1-lifecycle ver. -# like 2020.x or 2019.x on top of 'test_editors' -test_editors: - - 2022.3 - # Platforms that will be tested. The first entry in this array will also # be used for validation test_platforms: - name: win type: Unity::VM - image: package-ci/win10:stable + image: package-ci/win10:v4.36.0 platform: StandaloneWindows64 flavor: b1.large - name: mac type: Unity::VM::osx - image: package-ci/mac:stable + image: package-ci/macos-13:v4 platform: StandaloneOSX flavor: m1.mac -# Projects within the repository that will be tested. Name will be used -# for job ids, so it should not contain spaces/non-supported characters +# Projects within the repository that will be tested. Name will be used for job ids, so it should not contain spaces/non-supported characters +# The test-editors field is for editors where tests will happen. The first entry of this array is also used +# for validation. Therefore, **do not** put an older V1-lifecycle ver. like 2020.x or 2019.x on top of 'test_editors' projects: - name: 2dspaceshooter path: Basic/2DSpaceShooter + test_editors: + - 2022.3 + run_editor_tests: !!bool false + run_playmode_tests: !!bool false + test_filter: - name: invaders path: Basic/Invaders + test_editors: + - 2022.3 + run_editor_tests: !!bool false + run_playmode_tests: !!bool false + test_filter: - name: clientdriven path: Basic/ClientDriven + test_editors: + - 2022.3 + run_editor_tests: !!bool false + run_playmode_tests: !!bool false + test_filter: - name: dynamicaddressablesnetworkprefabs path: Basic/DynamicAddressablesNetworkPrefabs + test_editors: + - 2022.3 + run_editor_tests: !!bool false + run_playmode_tests: !!bool false + test_filter: + - name: dedicatedgameserver + path: Experimental/DedicatedGameServer + test_editors: + - 2023.3.0a17 + run_editor_tests: !!bool false + run_playmode_tests: !!bool true + test_filter: Unity.DedicatedGameServerSample.Tests - name: multiplayerusecases - path: Experimental/MultiplayerUsecases \ No newline at end of file + path: Experimental/MultiplayerUseCases + test_editors: + - 2022.3 + run_editor_tests: !!bool true + run_playmode_tests: !!bool false \ No newline at end of file diff --git a/.yamato/tests.yml b/.yamato/tests.yml new file mode 100644 index 000000000..2cb2506a2 --- /dev/null +++ b/.yamato/tests.yml @@ -0,0 +1,43 @@ +{% metadata_file .yamato/project.metafile %} +--- + +{% for project in projects -%} +{% for editor in project.test_editors -%} +{% for platform in test_platforms -%} +test_{{ project.name }}_{{ editor }}_{{ platform.name }}: + name: {{ project.name }} project tests - {{ editor }} on {{ platform.name }} + variables: + UTR_VERSION: current + agent: + type: {{ platform.type }} + image: {{ platform.image }} + flavor: {{ platform.flavor}} + commands: + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple + - unity-downloader-cli -u {{ editor }} -c editor -w --fast +{% if platform.name == "win" -%} #windows + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr.bat --output utr.bat +{% if project.run_editor_tests -%} # Only run editor tests for projects where relevant + - utr --suite=editor --editor-location=.Editor --testproject={{ project.path }} --testfilter={{ project.test_filter }} --artifacts-path=testlogs +{% endif -%} +{% if project.run_playmode_tests -%} # Only run playmode tests for projects where relevant + - utr --suite=playmode --editor-location=.Editor --testproject={{ project.path }} --testfilter={{ project.test_filter }} --artifacts-path=testlogs +{% endif -%} +{% else -%} + - curl -s https://artifactory.prd.it.unity3d.com/artifactory/unity-tools-local/utr-standalone/utr --output utr + - chmod +x utr +{% if project.run_editor_tests -%} # Only run editor tests for projects where relevant + - ./utr --suite=editor --editor-location=.Editor --testproject={{ project.path }} --testfilter={{ project.test_filter }} --artifacts-path=testlogs +{% endif -%} +{% if project.run_playmode_tests -%} # Only run playmode tests for projects where relevant + - ./utr --suite=playmode --editor-location=.Editor --testproject={{ project.path }} --testfilter={{ project.test_filter }} --artifacts-path=testlogs +{% endif -%} +{% endif -%} + artifacts: + logs: + paths: + - "testlogs/**" + +{% endfor -%} +{% endfor -%} +{% endfor -%} \ No newline at end of file diff --git a/CHANGELOG.md b/CHANGELOG.md index 80f982532..ec3e83455 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -74,6 +74,13 @@ - Upgraded to Netcode for GameObjects v1.6.0 (#134) - Upgraded sample to 2022.3.9f1 LTS (#134) +## [Unreleased] + +### Dedicated Game Server +todo: the changelog entry for this sample will be updated with subsequent PRs before being merged when ready + +- New Dedicated Game Server sample. (#1) This sample's goal is to demonstrate how to use the different tools and packages available to create a game using the dedicated server approach. 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-public class AnticipationSample : NetworkBehaviour -{ - /// - /// This value is a snap value with correct anticipation. When the player changes the value, an RPC will be - /// sent to the server, and the server will change to the same value. - /// - public AnticipatedNetworkVariable ValueA = new AnticipatedNetworkVariable(0); - /// - /// This value is a snap value with incorrect anticipation. When the player changes the value, an RPC will be - /// sent to the server, and the server will change to a random value. The anticipation will then snap to the - /// new value. - /// - public AnticipatedNetworkVariable ValueB = new AnticipatedNetworkVariable(0); - - /// - /// This value is a smooth value with correct anticipation. When the player changes the value, an RPC will be - /// sent to the server, and the server will change to the same value. The result will be the same as a snap value - /// on the local client, but will smooth when viewed on a remote client. - /// - public AnticipatedNetworkVariable ValueC = new AnticipatedNetworkVariable(0); - /// - /// This value is a smooth value with incorrect anticipation. When the player changes the value, an RPC will be - /// sent to the server, and the server will change to a random value. The anticipation will then interpolate to the - /// new value. - /// - public AnticipatedNetworkVariable ValueD = new AnticipatedNetworkVariable(0); - - /// - /// This is a server-controlled value that gets updated by the server, and the client anticipates what it should be - /// "now" based on the latency to the server (knowing that the value it sees from the server is actually in the past) - /// - /// Smoothing is applied every frame, while the Reanticipate callback is only called when data changes, so it is - /// best to handle these kinds of situations via some logic in your game code rather than via jumps in the actual - /// value in order to maintain the most consistent player experience. - /// - public AnticipatedNetworkVariable ValueE = new AnticipatedNetworkVariable(0, StaleDataHandling.Reanticipate); - - public NetworkManager NetworkManagerObject; - public PlayerMovableObject Player; - - [Rpc(SendTo.Server)] - void SetValueARpc(float value) - { - ValueA.AuthoritativeValue = value; - LogEverywhereRpc($"Set value A to {ValueA.AuthoritativeValue}"); - } - - [Rpc(SendTo.Server)] - void SetValueBRpc(float value) - { - ValueB.AuthoritativeValue = Random.Range(0f, 10f); - LogEverywhereRpc($"Set value B to {ValueB.AuthoritativeValue}"); - } - - [Rpc(SendTo.Server)] - void SetValueCRpc(float value) - { - var previousValue = ValueC.AuthoritativeValue; - ValueC.AuthoritativeValue = value; - ValueC.Smooth(previousValue, value, SmoothTime, Mathf.Lerp); - LogEverywhereRpc($"Set value C to {ValueC.AuthoritativeValue}"); - } - - [Rpc(SendTo.Server)] - void SetValueDRpc(float value) - { - ValueD.AuthoritativeValue = Random.Range(0f, 10f); - LogEverywhereRpc($"Set value D to {ValueD.AuthoritativeValue}"); - } - - [Rpc(SendTo.Everyone)] - void LogEverywhereRpc(FixedString128Bytes message) - { - Debug.Log(message.ToString()); - } - - - private const float k_ValueEChangePerSecond = 2.5f; - - public override void OnNetworkSpawn() - { - // Initialize the reanticipation for all of the values: - // C and D react to a request to reanticipate by simply smoothing between the previous anticipated value - // and the new authoritative value. They are not frequently updated and only need any reanticipation action - // when the anticipation was wrong. - AnticipatedNetworkVariable.OnReanticipateDelegate smooth = (AnticipatedNetworkVariable variable, in float anticipatedValue, double anticipationTime, in float authoritativeValue, double authoritativeTime) => - { - variable.Smooth(anticipatedValue, authoritativeValue, SmoothTime, Mathf.Lerp); - }; - ValueC.OnReanticipate = smooth; - ValueD.OnReanticipate = smooth; - - // E is actually trying to anticipate the current value of a constantly changing object to hide latency. - // It uses the amount of time that has passed since the authoritativetime to gauge the latency of this update - // and anticipates a new value based on that delay. The server value is in the past, so the predicted value - // attempts to guess what the value is in the present. - ValueE.OnReanticipate = (AnticipatedNetworkVariable variable, in float anticipatedValue, double anticipationTime, in float authoritativeValue, double authoritativeTime) => - { - // There is an important distinction between the smoothing this is doing and the smoothing the player object - // is doing: - // For the player object, it is replaying everything that has happened over a full round trip, so it has to - // account for the entire difference between the current time and the authoritative time. - // For this variable, we are only extrapolating over the time that has passed since the server sent us this - // value - the difference between current time and authoritativeTime represents a full round trip, but the - // actual time difference here is only a half round trip, so we multiply by 0.5. - // Then, because smoothing adds its own latency, we add the smooth time into the mix. - var secondsBehind = (NetworkManager.LocalTime.Time - authoritativeTime) * 0.5f + SmoothTime; - - var newAnticipatedValue = (float)(authoritativeValue + k_ValueEChangePerSecond * secondsBehind) % 10; - - // This variable uses a custom interpolation callback that handles the drop from 10 - // down to 0. Without this, there is either weird smoothing behavior, or hitching. - // This keeps the interpolation going, and handles the case where the interpolated value - // goes over 10 and has to jump back to 0. - variable.Smooth(anticipatedValue, newAnticipatedValue, SmoothTime, ((start, end, amount) => - { - if (end < 3 && start > 7) - { - end += 10; - } - - return Mathf.Lerp(start, end, amount) % 10; - })); - }; - - AnticipatedNetworkVariable.OnAuthoritativeValueChangedDelegate onUpdate = (AnticipatedNetworkVariable variable, in float value, in float newValue) => - { - Debug.Log($"{variable.Name} value updated to {newValue}"); - }; - ValueA.OnAuthoritativeValueChanged = onUpdate; - ValueB.OnAuthoritativeValueChanged = onUpdate; - ValueC.OnAuthoritativeValueChanged = onUpdate; - ValueD.OnAuthoritativeValueChanged = onUpdate; - } - - private void Update() - { - if (Restart && !NetworkManagerObject.IsListening && !NetworkManagerObject.ShutdownInProgress) - { - var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport; - unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0); - NetworkManagerObject.StartClient(); - Restart = false; - } - if (IsServer) - { - ValueE.AuthoritativeValue = (ValueE.AuthoritativeValue + k_ValueEChangePerSecond * Time.deltaTime) % 10; - } - } - - private int Latency = 200; - private int Jitter = 25; - private float SmoothTime = 0.25f; - private bool Restart = false; - - void OnGUI() - { - Vector3 scale = new Vector3 (Screen.width / 910f, Screen.height / 600f, 1.0f); - GUI.matrix = Matrix4x4.TRS (new Vector3(0, 0, 0), Quaternion.identity, scale); - if (NetworkManagerObject.IsListening) - { - GUILayout.BeginArea(new Rect(0, 0, 900, 72)); - GUILayout.Label("Anticipated Network Variable:"); - GUILayout.Label("Each pair of sliders represents a network variable's authoritative and anticipate values. Changing the top slider sends an RPC to the server, which updates the bottom slider. The top slider shows the current 'anticipated' value, including any smoothing, while the bottom represents the authoritative value."); - GUILayout.EndArea(); - GUILayout.BeginArea(new Rect(0, 72, 300, 300)); - - GUILayout.BeginVertical("Box"); - GUILayout.Label("Value A (snap, correct anticipation):"); - var updatedValue = GUILayout.HorizontalSlider(ValueA.Value, 0, 10); - if (updatedValue != ValueA.Value) - { - ValueA.Anticipate(updatedValue); - SetValueARpc(updatedValue); - } - GUILayout.Label("Value A Current Server Value:"); - GUILayout.HorizontalSlider(ValueA.AuthoritativeValue, 0, 10); - GUILayout.EndVertical(); - - GUILayout.BeginVertical("Box"); - GUILayout.Label("Value B (snap, incorrect anticipation):"); - updatedValue = GUILayout.HorizontalSlider(ValueB.Value, 0, 10); - if (updatedValue != ValueB.Value) - { - ValueB.Anticipate(updatedValue); - SetValueBRpc(updatedValue); - } - GUILayout.Label("Value B Current Server Value:"); - GUILayout.HorizontalSlider(ValueB.AuthoritativeValue, 0, 10); - GUILayout.EndVertical(); - - GUILayout.EndArea(); - GUILayout.BeginArea(new Rect(305, 72, 300, 300)); - - GUILayout.BeginVertical("Box"); - GUILayout.Label("Value C (smooth, correct anticipation):"); - updatedValue = GUILayout.HorizontalSlider(ValueC.Value, 0, 10); - if (updatedValue != ValueC.Value) - { - ValueC.Anticipate(updatedValue); - SetValueCRpc(updatedValue); - } - GUILayout.Label("Value C Current Server Value:"); - GUILayout.HorizontalSlider(ValueC.AuthoritativeValue, 0, 10); - GUILayout.EndVertical(); - - GUILayout.BeginVertical("Box"); - GUILayout.Label("Value D (smooth, incorrect anticipation):"); - updatedValue = GUILayout.HorizontalSlider(ValueD.Value, 0, 10); - if (updatedValue != ValueD.Value) - { - ValueD.Anticipate(updatedValue); - SetValueDRpc(updatedValue); - } - GUILayout.Label("Value D Current Server Value:"); - GUILayout.HorizontalSlider(ValueD.AuthoritativeValue, 0, 10); - GUILayout.EndVertical(); - - GUILayout.EndArea(); - GUILayout.BeginArea(new Rect(610, 72, 300, 300)); - - GUILayout.BeginVertical("Box"); - GUILayout.Label("Value E (Server-controlled, continuous anticipation):"); - GUILayout.HorizontalSlider(ValueE.Value, 0, 10); - GUILayout.Label("Value E Current Server Value:"); - GUILayout.HorizontalSlider(ValueE.AuthoritativeValue, 0, 10); - GUILayout.EndVertical(); - - if (IsClient) - { - GUILayout.Label(""); - GUILayout.Label($"Variable smooth duration: {SmoothTime}s"); - SmoothTime = GUILayout.HorizontalSlider(SmoothTime, 0, 1); - } - - GUILayout.EndArea(); - if(IsClient) - { - GUILayout.BeginArea(new Rect(0, 310, 600, 300)); - GUILayout.Label("Anticipated Network Transform controls:"); - GUILayout.Label("W: Move Forward | S: Move Backward | A: Turn Left | D: Turn Right"); - GUILayout.Label("Q: Large random teleport (very different server result)"); - GUILayout.Label("E: Small random teleport (slightly different server result)"); - GUILayout.Label("R: Return to center (same server result)"); - GUILayout.Label(""); - - GUILayout.Label($"Transform smooth duration: {Player.SmoothTime}s"); - Player.SmoothTime = GUILayout.HorizontalSlider(Player.SmoothTime, 0, 1); - GUILayout.Label($"Transform smooth distance threshold: {Player.SmoothDistance}"); - Player.SmoothDistance = GUILayout.HorizontalSlider(Player.SmoothDistance, 0, 50); - if (GUILayout.Button("Toggle Server Visualization (Follower)")) - { - foreach (var childRenderer in Player.GhostTrasform.GetComponentsInChildren()) - { - childRenderer.enabled = !childRenderer.enabled; - } - } - GUILayout.EndArea(); - GUILayout.BeginArea(new Rect(610, 456, 300, 150)); - GUILayout.Label($"Latency: {Latency}ms"); - Latency = (int)GUILayout.HorizontalSlider(Latency, 0, 300); - GUILayout.Label($"Jitter: {Jitter}ms"); - Jitter = (int)GUILayout.HorizontalSlider(Jitter, 0, 50); - if (GUILayout.Button("Apply")) - { - Restart = true; - NetworkManagerObject.Shutdown(); - } - GUILayout.EndArea(); - } - } - else - { - GUILayout.BeginArea(new Rect(0, 0, 300, 600)); - - if (!NetworkManagerObject.IsListening && !Restart){ - if (GUILayout.Button("Start Server")) - { - var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport; - unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0); - NetworkManagerObject.StartServer(); - } - if (GUILayout.Button("Start Client")) - { - var unityTransport = NetworkManagerObject.NetworkConfig.NetworkTransport as UnityTransport; - unityTransport.SetDebugSimulatorParameters(Latency, Jitter, 0); - NetworkManagerObject.StartClient(); - } - } - GUILayout.EndArea(); - } - } -} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs b/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs deleted file mode 100644 index 3b574d039..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs +++ /dev/null @@ -1,65 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; - -namespace DefaultNamespace -{ - /// - /// Simple container to store historical data associated with a frame for the sake of replaying that data. - /// Main use case in this demo is storing historical input for the player character so we can replay those inputs - /// when we need to re-anticipate a new location based on updated server data. - /// - /// - public class FrameHistory - { - public struct ItemFrameData - { - public double Time; - public T Item; - } - private List m_History = new List(); - - /// - /// Add a value to the history for the current frame. - /// This generally expects that items will be added to the history in the order that they occur - /// (i.e., each call to this has a time with a greater value than the previous). Nothing enforces this - /// expectation, but failure to follow it could result in things being replayed out of order later, as - /// there is no sorting done within this class. - /// - /// - /// - public void Add(double time, T value) - { - m_History.Add(new ItemFrameData{Time = time, Item = value}); - } - - /// - /// Remove all items before a given time. Useful to keep memory usage from growing by discarding old data - /// that you know you won't need anymore. - /// - /// - public void RemoveBefore(double time) - { - m_History.RemoveAll(item => item.Time < time); - } - - /// - /// Remove all items after a given time. Useful if the data you are storing here needs to be replaced - /// as part of a re-anticipation action (i.e., if you are storing some historical position data and want - /// to recalculate everything after a given time) - /// - /// - public void RemoveAfter(double time) - { - m_History.RemoveAll(item => item.Time > time); - } - - /// - /// Get the full history, useful for iterating through all the values to reapply them when reanticipating. - /// - /// - public List GetHistory() - { - return m_History; - } - } -} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs.meta b/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs.meta deleted file mode 100644 index ebda3c641..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/FrameHistory.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: b061435d7730439eb17d106018f17703 -timeCreated: 1707415328 \ No newline at end of file diff --git a/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs b/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs deleted file mode 100644 index faedbafad..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System; - -namespace DefaultNamespace -{ - /// - /// Simple enum representing the player inputs that are used by this little demo. - /// Quick and efficient to send over the network when no analog inputs are needed (all inputs are binary on or off) - /// - [Flags] - public enum InputList - { - Up = 1 << 0, - Left = 1 << 1, - Down = 1 << 2, - Right = 1 << 3, - RandomTeleport = 1 << 4, - SmallRandomTeleport = 1 << 5, - PredictableTeleport = 1 << 6, - } -} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs.meta b/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs.meta deleted file mode 100644 index 7d0c7314f..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/InputList.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 53a0b06fd8bf4100844f7c9cf655b5f4 -timeCreated: 1707415356 \ No newline at end of file diff --git a/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs b/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs deleted file mode 100644 index 2cab5008f..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs +++ /dev/null @@ -1,106 +0,0 @@ -using System; -using System.Collections.Generic; -using Unity.Netcode; -using UnityEngine; -using UnityEngine.PlayerLoop; - -namespace DefaultNamespace -{ - /// - /// Stores current and historical player input and allows that input to be queried. - /// Could be optimized to cache the input and re-read at the start of each frame instead of reading - /// when GetInput() is called. If this were used in more than one place, that would be necessary, - /// as it would otherwise result in multiple inputs being pushed into the history each frame. - /// - public class InputManager : MonoBehaviour - { - public NetworkManager NetworkManager; - private FrameHistory m_HistoricalInput = new FrameHistory(); - private InputList m_LastInput; - - /// - /// Retrieve input for the current frame. - /// - /// - public InputList GetInput() - { - if (!NetworkManager.IsListening) - { - return 0; - } - - InputList input = 0; - if (Input.GetKey(KeyCode.W)) - { - input |= InputList.Up; - } - if (Input.GetKey(KeyCode.A)) - { - input |= InputList.Left; - } - if (Input.GetKey(KeyCode.S)) - { - input |= InputList.Down; - } - if (Input.GetKey(KeyCode.D)) - { - input |= InputList.Right; - } - if (Input.GetKey(KeyCode.Q)) - { - input |= InputList.RandomTeleport; - } - if (Input.GetKey(KeyCode.E)) - { - input |= InputList.SmallRandomTeleport; - } - if (Input.GetKey(KeyCode.R)) - { - input |= InputList.PredictableTeleport; - } - - // To simulate checks for GetKeyDown while in FixedUpdate: - // We store the unaltered input each frame. Then we alter the current frame's input - // so that if these buttons were pressed, we remove them from the input we are going to - // return and add to the history. That ensure no two input frames in a row contain these inputs, - // while still letting us do the input polling within FixedUpdate. - var lastInput = m_LastInput; - m_LastInput = input; - - if ((lastInput & InputList.RandomTeleport) != 0) - { - input &= ~InputList.RandomTeleport; - } - if ((lastInput & InputList.SmallRandomTeleport) != 0) - { - input &= ~InputList.SmallRandomTeleport; - } - if ((lastInput & InputList.PredictableTeleport) != 0) - { - input &= ~InputList.PredictableTeleport; - } - - m_HistoricalInput.Add(NetworkManager.LocalTime.Time, input); - - return input; - } - - /// - /// Remove historical input before the given time - /// - /// - public void RemoveBefore(double time) - { - m_HistoricalInput.RemoveBefore(time); - } - - /// - /// Retrieves historical inputs - /// - /// - public List.ItemFrameData> GetHistory() - { - return m_HistoricalInput.GetHistory(); - } - } -} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs.meta b/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs.meta deleted file mode 100644 index d758b0a6d..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/InputManager.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 1b6ed98ea0a745db9c83f65a7aeb16b4 -timeCreated: 1707416682 \ No newline at end of file diff --git a/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs b/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs deleted file mode 100644 index 443dc4cee..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs +++ /dev/null @@ -1,198 +0,0 @@ -using System; -using Unity.Mathematics; -using Unity.Netcode; -using Unity.Netcode.Components; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace DefaultNamespace -{ - public class PlayerMovableObject : NetworkBehaviour - { - public Transform GhostTrasform; - public AnticipatedNetworkTransform MyTransform; - public InputManager InputManager; - public float SmoothTime = 0.1f; - public float SmoothDistance = 3f; - - private Vector3 m_LastTeleportLocation; - private Quaternion m_LastTeleportRotation; - - /// - /// Handles movement for a given frame, moving the player according to the delta time recorded - /// - /// - /// - public void Move(InputList inputs, bool replay = false) - { - if ((inputs & InputList.Up) != 0) - { - var newPosition = transform.position + transform.right * (Time.fixedDeltaTime * 4); - MyTransform.AnticipateMove(newPosition); - } - - if ((inputs & InputList.Down) != 0) - { - var newPosition = transform.position - transform.right * (Time.fixedDeltaTime * 4); - MyTransform.AnticipateMove(newPosition); - } - - if ((inputs & InputList.Left) != 0) - { - transform.Rotate(Vector3.up, -180f * Time.fixedDeltaTime); - MyTransform.AnticipateRotate(transform.rotation); - } - - if ((inputs & InputList.Right) != 0) - { - transform.Rotate(Vector3.up, 180f * Time.fixedDeltaTime); - MyTransform.AnticipateRotate(transform.rotation); - } - - if ((inputs & InputList.RandomTeleport) != 0) - { - var newPosition = new Vector3(Random.Range(-5, 5), 0, Random.Range(-10, 10)); - var newRotation = Quaternion.LookRotation(new Vector3(Random.Range(-5, 5), 0, Random.Range(-10, 10))); - // This ensures consistent replays: When we teleport on a replay, we want to go back to the same place - // we went originally. Otherwise, every replay will have us bouncing around random teleports every frame. - if (replay) - { - newPosition = m_LastTeleportLocation; - newRotation = m_LastTeleportRotation; - } - else - { - m_LastTeleportLocation = newPosition; - m_LastTeleportRotation = newRotation; - } - MyTransform.AnticipateMove(newPosition); - MyTransform.AnticipateRotate(newRotation); - } - - if ((inputs & InputList.SmallRandomTeleport) != 0) - { - var newPosition = new Vector3(Random.Range(-0.5f, 0.5f), 0, Random.Range(-0.5f, 0.5f)); - var newRotation = Quaternion.LookRotation(new Vector3(Random.Range(-0.5f, 0.5f), 0, 1)); - if (replay) - { - newPosition = m_LastTeleportLocation; - newRotation = m_LastTeleportRotation; - } - else - { - m_LastTeleportLocation = newPosition; - m_LastTeleportRotation = newRotation; - } - MyTransform.AnticipateMove(newPosition); - MyTransform.AnticipateRotate(newRotation); - } - - if ((inputs & InputList.PredictableTeleport) != 0) - { - var newPosition = new Vector3(0, 0, 0); - var newRotation = Quaternion.LookRotation(new Vector3(0, 0, 1)); - if (replay) - { - newPosition = m_LastTeleportLocation; - newRotation = m_LastTeleportRotation; - } - else - { - m_LastTeleportLocation = newPosition; - m_LastTeleportRotation = newRotation; - } - MyTransform.AnticipateMove(newPosition); - MyTransform.AnticipateRotate(newRotation); - } - } - - public override void OnNetworkSpawn() - { - MyTransform.OnReanticipate = (networkTransform, anticipatedValue, anticipationTime, authorityValue, authorityTime) => - { - // Here we re-anticipate the new position of the player based on the updated server position. - // We do this by taking the current authoritative position and replaying every input we have received - // since the reported authority time, re-applying all the movement we have applied since then - // to arrive at a new anticipated player location. - foreach (var item in InputManager.GetHistory()) - { - if (item.Time <= authorityTime) - { - continue; - } - - Move(item.Item, true); - } - // Clear out all the input history before the given authority time. We don't need anything before that - // anymore as we won't get any more updates from the server from before this one. We keep the current - // authority time because theoretically another system may need that. - InputManager.RemoveBefore(authorityTime); - // It's not always desirable to smooth the transform. In cases of very large discrepencies in state, - // it can sometimes be desirable to simply teleport to the new position. We use the SmoothDistance - // value (and use SqrMagnitude instead of Distance for efficiency) as a threshold for teleportation. - // This could also use other mechanisms of detection: For example, when the Telport input is included - // in the replay set, we could set a flag to disable smoothing because we know we are teleporting. - if (SmoothTime != 0.0 && Vector3.SqrMagnitude(anticipatedValue.Position - networkTransform.AnticipatedState.Position) < SmoothDistance * SmoothDistance) - { - // Server updates are not necessarily smooth, so applying reanticipation can also result in - // hitchy, unsmooth animations. To compensate for that, we call this to smooth from the previous - // anticipated state (stored in "anticipatedValue") to the new state (which, because we have used - // the "Move" method that updates the anticipated state of the transform, is now the current - // transform anticipated state) - networkTransform.Smooth(anticipatedValue, networkTransform.AnticipatedState, SmoothTime); - } - }; - base.OnNetworkSpawn(); - - } - - /// - /// Pass client inputs to the server so the server can mirror the client simulation. - /// - /// This is sent once per FixedUpdate frame from the client, so even though this does not necessarily happen - /// in FixedUpdate on the server, it will be processed using Time.fixedUpdateTime to ensure consistency of - /// simulations between the two. - /// - /// - [Rpc(SendTo.Server)] - private void ServerMoveRpc(InputList inputs) - { - var currentPosition = MyTransform.AnticipatedState; - // Calling Anticipate functions on the authority sets the authority value, too, so we can - // just reuse the same method here with no problem. - Move(inputs); - // Server can use Smoothing for interpolation purposes as well. - MyTransform.Smooth(currentPosition, MyTransform.AuthorityState, SmoothTime); - } - - public void Update() - { - // The "ghost transform" here is a little smaller player object that shows the current authority position, - // which is a few frames behind our anticipated value. This helps render the difference. - GhostTrasform.position = MyTransform.AuthorityState.Position; - GhostTrasform.rotation = MyTransform.AuthorityState.Rotation; - GhostTrasform.localScale = MyTransform.AuthorityState.Scale * 0.75f; - } - - // Input processing happens in FixedUpdate rather than Update because the frame rate of server and client - // may not exactly match, and if that is the case, doing movement in Update based on Time.deltaTime could - // result in significantly different calculations between the server and client, meaning greater opportunities - // for desync. Performing updates in FixedUpdate does not guarantee no desync, but it makes the calculations - // more consistent between the two. It also means that we don't have to worry about delta times when replaying - // inputs when we get updates - we can assume a fixed amount of time for each input. Otherwise, we would have - // to store the delta time of each input and replay using those delta times to get consistent results. - public void FixedUpdate() - { - if (!NetworkManager.IsConnectedClient) - { - return; - } - if (!IsServer) - { - var inputs = InputManager.GetInput(); - Move(inputs); - ServerMoveRpc(inputs); - } - } - } -} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs.meta b/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs.meta deleted file mode 100644 index 512d21f15..000000000 --- a/Experimental/Anticipation Sample/Assets/Scripts/PlayerMovableObject.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: a9ed26aec89e49849b94a877f998e41c -timeCreated: 1707417071 \ No newline at end of file diff --git a/Experimental/Anticipation Sample/Packages/manifest.json b/Experimental/Anticipation Sample/Packages/manifest.json deleted file mode 100644 index e4ae29654..000000000 --- a/Experimental/Anticipation Sample/Packages/manifest.json +++ /dev/null @@ -1,46 +0,0 @@ -{ - 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-[![UnityVersion](https://img.shields.io/badge/Unity%20Version:-2021.3%20LTS-57b9d3.svg?logo=unity&color=2196F3)](https://unity.com/releases/editor/whats-new/2022.3.0) -[![NetcodeVersion](https://img.shields.io/badge/Netcode%20Version:-feat/NetworkVariable_Traits_And_Anticipation-57b9d3.svg?logo=unity&color=2196F3)](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/tree/feat/NetworkVariable_Traits_And_Anticipation) -

- -This sample provides examples for how the Client Anticipation feature of Netcode for GameObjects 1.9.0 can be used. It covers several use cases: - -- **AnticipatedNetworkVariable:** - - Moving network variables more responsive by anticipating server actions based on player interaction ("When the player clicks this button, they shouldn't have to wait for the server before they see it update.") - - Handling incorrect anticipation ("If clicking the button fails, it changes back to its previous value") - - Latency compensation for server-controlled values ("this progress bar value is from 100ms in the past due to latency, we can calculate where we expect it to be now") - - Smoothing on incorrect anticipation ("If this progress bar moved to the wrong place, it moves smoothly to the correct one") - - Smoothing on the server/host side ("when the client changes this progress bar, move it smoothly on the server/host") -- **AnticipatedNetworkTransform:** - - Responsive server-authoritative player movement: - - By sending only input to the server, but also processing input locally to anticipate what we expect the server to do with that input, movement of a server-authoritative player object can be immediately responsive on the local client. - - Storing input history over time allows replaying inputs to calculate a new anticipated position every time the server position updates - - Smoothing can allow smooth interpolated movement between a previous anticipated state and a new one when small fluctuations and floating point errors result in slightly different outcomes - - Smooth movement from other players: - - Even without actually anticipating player movement based on latency, the `OnReanticipate` callback can call into `Smooth` on each update to create smooth player movement. (This replaces the normal Interpolate option on `NetworkTransform` when using `AnticipatedNetworkTransform`, and is shown in this sample.) - - This is also shown on the server/host, where `Smooth` is called during the remote input handling RPC - -

- -## Sample overview - -**It is recommended that you build this sample using development builds.** The reason is that it uses the UTP network simulator to simulate 100ms of latency so that the latency compensation is easier to see, and the simulator is not available outside of the editor and development builds. Running on localhost without the simulator makes the latency very small, which makes the effectiveness of these techniques difficult to notice. - -This sample shows NetworkVariables with a series of paired sliders. In each slider, the top value represents the current client local anticipated value and the bottom value represents the current authoritative value (which is to say, the most recent value we received from the server). This helps to show how anticipation hides latency - the top slider shows what AnticipatedNetworkVariable shows to the user, while the bottom value shows what a regular NetworkVariable would show if it were used instead. There are five different types of variables shown here: - -- The first two (left common) are a common use case: a snap variable, where if the server for some reason does something different than we expect it to, the value will simply be updated and "snap" to the new authoritative value. The top one is the expected outcome (the server updates to the value we wanted it to) and shows the latency masking of the feature; the bottom one simulates an error condition on the server where the value changes to something other than what we wanted it to, in which case the top (anticipated) value snaps to the new value when it updates. -- The second two (middle column) match the first two, but add smoothing when the anticipated value is wrong. With only one client, there's no difference in behavior between the top left and top middle variables, but you can see the difference if you launch a second client: when one client changes the value, the other will smoothly interpolate to the new value. (This sample is set to always use smoothing for these variables; theoretically, though, a variable could conditionally smooth based on whether or not it had done an anticipation on the value.) -- The third one (right column) shows a value that slowly increments on the server, using reanticipation and smoothing to mask the latency and smooth out the jitter. You can see this easily if you place the server window over the client window: the authoritative value will be significantly behind what the server is rendering due to latency, but the anticipated value will more closely match the server value. -- The top middle one also shows host-side smoothing - the `Smooth` call is called during the RPC that updates the value, and allows the server/host's display value to be smoothed while the actual authoritative value snaps immediately to be communicated to the other clients. - -In addition to these NetworkVariables, there is also a player character (which moves using tank controls) to show AnticipatedNetworkTransform. There are a few things you can see here: - -- On the client controlling the character, you can see the current value in the white character, and the authoritative value in the smaller gray character that follows behind it. -- On a second client, you can see the smoothing action of the other client's movement, contrasted with the jitter in the gray authoritative character. -- On the server, the `Smooth` method is called in `PlayerMovableObject.ServerMoveRpc` and performs visual smoothing of the transform. This visual smoothing only affects the rendering of the object (as smoothing its actual location would make it impossible for the client side to actually anticipate positions accurately), so the smaller gray character represents the object's actual location (which is used for things like physics) in contrast to the visible "smoothed" location. -- By pressing Q and E, you can simulate error cases where the player on the server ends up in a significantly different place than the player on the client. Q will jump the player to a random position, while the server will jump it to a different random position, leading to the client having to reconcile and update to the new correct position. E will jump the player to a random position near the center of the map, so the distance that it will have to travel to reconcile will be smaller. -- By pressing R, you can simulate a predicted teleport: the client object will jump to the center of the screen and the server object will quickly catch up with no reconciliation necessary. -- Additionally, there is a slider you can use to control the smoothing of the network transform: by default it is set to interpolate over 0.1 seconds, but this slider lets you see how changing that value affects the feel of the smoothing. Setting it to 0 will disable smoothing entirely, showing you what reanticipation without smoothing looks like (some jitter) - ---- -### 💡 Bitesize Readme -Check out our main [Bitesize Samples GitHub Readme](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize#readme) for more documentation, resources, releases, contribution guidelines, and our feedback form. - ---- -
- -[![Documentation](https://img.shields.io/badge/Unity-bitesize--docs-57b9d3.svg?logo=unity&color=2196F3)](https://docs-multiplayer.unity3d.com/netcode/current/learn/bitesize/bitesize-introduction) -[![Forums](https://img.shields.io/badge/Unity-multiplayer--forum-57b9d3.svg?logo=unity&color=2196F3)](https://forum.unity.com/forums/multiplayer.26/) -[![Discord](https://img.shields.io/discord/449263083769036810.svg?label=discord&logo=discord&color=5865F2)](https://discord.gg/FM8SE9E) \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/AdditionalBuildFiles/Client/startupConfiguration.json b/Experimental/DedicatedGameServer/AdditionalBuildFiles/Client/startupConfiguration.json new file mode 100644 index 000000000..32bdfad50 --- /dev/null +++ b/Experimental/DedicatedGameServer/AdditionalBuildFiles/Client/startupConfiguration.json @@ -0,0 +1,5 @@ +{ + "MinPlayers" : "2", + "MaxPlayers" : "8", + "AutoConnect" : "false" +} diff --git 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a/Experimental/DedicatedGameServer/Assets/Scenes/StartupScene.unity.meta b/Experimental/DedicatedGameServer/Assets/Scenes/StartupScene.unity.meta new file mode 100644 index 000000000..d16b4e2a2 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scenes/StartupScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6e5c529b4669aaf4e9530f6c3f5e45f4 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/Anticipation Sample/Assets/Scripts.meta b/Experimental/DedicatedGameServer/Assets/Scripts.meta similarity index 77% rename from Experimental/Anticipation Sample/Assets/Scripts.meta rename to Experimental/DedicatedGameServer/Assets/Scripts.meta index c8bedcb34..4eb0e1fe9 100644 --- a/Experimental/Anticipation Sample/Assets/Scripts.meta +++ b/Experimental/DedicatedGameServer/Assets/Scripts.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4d890e66ca5f4ba439c29db89f5125c0 +guid: a4f7c3b16635c674fb0f82977657a304 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor.meta new file mode 100644 index 000000000..4711ccf0c --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5f4f5d181303ab042b1ada664cfc03e7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs new file mode 100644 index 000000000..0b5b19a56 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs @@ -0,0 +1,222 @@ +using System.IO; +using UnityEditor; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Editor +{ + /// + /// Utility menus to easily create client and server builds to accelerate testing iterations. + /// + public static class BuildHelpers + { + const string k_MenuRoot = "DedicatedGameServerSample/Builds/"; + const string k_BuildClient = k_MenuRoot + "Build Client(s)"; + const string k_BuildServer = k_MenuRoot + "Build Server(s)"; + const string k_BuildClientAndServer = k_MenuRoot + "Build Client(s) and Server(s)"; + + const string k_ToggleAllName = k_MenuRoot + "Toggle All clients and servers"; + + const string k_ClientToggleName = k_MenuRoot + "Toggle All clients"; + const string k_ClientMacOSToggleName = k_MenuRoot + "Toggle MacOS client"; + const string k_ClientWindowsToggleName = k_MenuRoot + "Toggle Windows client"; + const string k_ClientLinuxToggleName = k_MenuRoot + "Toggle Linux client"; + + const string k_ServerToggleName = k_MenuRoot + "Toggle All servers"; + const string k_ServerMacOSToggleName = k_MenuRoot + "Toggle MacOS server"; + const string k_ServerWindowsToggleName = k_MenuRoot + "Toggle Windows server"; + const string k_ServerLinuxToggleName = k_MenuRoot + "Toggle Linux server"; + + const int k_MenuGroupingBuild = 0; // to add separator in menus + const int k_MenuGroupingToggles = 11; + const int k_MenuGroupingClientPlatforms = 22; + const int k_MenuGroupingServerPlatforms = 33; + + static bool s_ExitApplicationOnFailure = false; + + [MenuItem(k_ToggleAllName, false, k_MenuGroupingToggles)] + static void ToggleAllClientsAndServers() + { + var newValue = ToggleMenu(k_ToggleAllName); + ToggleMenu(k_ClientToggleName, newValue); + ToggleMenu(k_ClientMacOSToggleName, newValue); + ToggleMenu(k_ClientWindowsToggleName, newValue); + ToggleMenu(k_ClientLinuxToggleName, newValue); + ToggleMenu(k_ServerToggleName, newValue); + ToggleMenu(k_ServerMacOSToggleName, newValue); + ToggleMenu(k_ServerWindowsToggleName, newValue); + ToggleMenu(k_ServerLinuxToggleName, newValue); + } + + [MenuItem(k_ClientToggleName, false, k_MenuGroupingToggles)] + static void ToggleAllClients() + { + var newValue = ToggleMenu(k_ClientToggleName); + ToggleMenu(k_ClientMacOSToggleName, newValue); + ToggleMenu(k_ClientWindowsToggleName, newValue); + ToggleMenu(k_ClientLinuxToggleName, newValue); + } + + [MenuItem(k_ClientMacOSToggleName, false, k_MenuGroupingClientPlatforms)] + static void ToggleClientMacOS() + { + ToggleMenu(k_ClientMacOSToggleName); + } + + [MenuItem(k_ClientWindowsToggleName, false, k_MenuGroupingClientPlatforms)] + static void ToggleClientWindows() + { + ToggleMenu(k_ClientWindowsToggleName); + } + + [MenuItem(k_ClientLinuxToggleName, false, k_MenuGroupingClientPlatforms)] + static void ToggleClientLinux() + { + ToggleMenu(k_ClientLinuxToggleName); + } + + [MenuItem(k_ServerToggleName, false, k_MenuGroupingToggles)] + static void ToggleAllServers() + { + var newValue = ToggleMenu(k_ServerToggleName); + ToggleMenu(k_ServerMacOSToggleName, newValue); + ToggleMenu(k_ServerWindowsToggleName, newValue); + ToggleMenu(k_ServerLinuxToggleName, newValue); + } + + [MenuItem(k_ServerMacOSToggleName, false, k_MenuGroupingServerPlatforms)] + static void ToggleServerMacOS() + { + ToggleMenu(k_ServerMacOSToggleName); + } + + [MenuItem(k_ServerWindowsToggleName, false, k_MenuGroupingServerPlatforms)] + static void ToggleServerWindows() + { + ToggleMenu(k_ServerWindowsToggleName); + } + + [MenuItem(k_ServerLinuxToggleName, false, k_MenuGroupingServerPlatforms)] + static void ToggleServerLinux() + { + ToggleMenu(k_ServerLinuxToggleName); + } + + [MenuItem(k_BuildClientAndServer, true)] + static bool CanBuildServerAndClient() + { + return CanBuildClient() && CanBuildServer(); + } + + [MenuItem(k_BuildClientAndServer, false, k_MenuGroupingBuild)] + static void BuildEnabledServersAndClients() + { + BuildAllEnabledServers(); + BuildAllEnabledClients(); + } + + [MenuItem(k_BuildServer, true)] + static bool CanBuildServer() + { + return Menu.GetChecked(k_ServerMacOSToggleName) || + Menu.GetChecked(k_ServerWindowsToggleName) || + Menu.GetChecked(k_ServerLinuxToggleName); + } + + [MenuItem(k_BuildServer, false, k_MenuGroupingBuild)] + static void BuildAllEnabledServers() + { + bool buildMacOS = Menu.GetChecked(k_ServerMacOSToggleName); + bool buildWindows = Menu.GetChecked(k_ServerWindowsToggleName); + bool buildLinux = Menu.GetChecked(k_ServerLinuxToggleName); + + var buildPathRoot = Path.Combine("Builds", "Server"); + + DeleteOutputFolder("Server/"); + + if (buildMacOS) + { + BuildProcessor.BuildServer(BuildTarget.StandaloneOSX, Path.Combine(buildPathRoot, "MacOSX", "Game.app"), s_ExitApplicationOnFailure); + } + + if (buildWindows) + { + BuildProcessor.BuildServer(BuildTarget.StandaloneWindows, Path.Combine(buildPathRoot, "Windows10", "Game.exe"), s_ExitApplicationOnFailure); + } + + if (buildLinux) + { + BuildProcessor.BuildServer(BuildTarget.StandaloneLinux64, Path.Combine(buildPathRoot, "Linux64", "Game.x86_64"), s_ExitApplicationOnFailure); + } + } + + [MenuItem(k_BuildClient, true)] + static bool CanBuildClient() + { + return Menu.GetChecked(k_ClientMacOSToggleName) || + Menu.GetChecked(k_ClientWindowsToggleName) || + Menu.GetChecked(k_ClientLinuxToggleName); + } + + [MenuItem(k_BuildClient, false, k_MenuGroupingBuild)] + static void BuildAllEnabledClients() + { + bool buildMacOS = Menu.GetChecked(k_ClientMacOSToggleName); + bool buildWindows = Menu.GetChecked(k_ClientWindowsToggleName); + bool buildLinux = Menu.GetChecked(k_ClientLinuxToggleName); + + var buildPathRoot = Path.Combine("Builds", "Client"); + + DeleteOutputFolder("Client/"); + + if (buildMacOS) + { + BuildProcessor.BuildClient(BuildTarget.StandaloneOSX, Path.Combine(buildPathRoot, "MacOSX", "Game.app"), s_ExitApplicationOnFailure); + } + + if (buildWindows) + { + BuildProcessor.BuildClient(BuildTarget.StandaloneWindows, Path.Combine(buildPathRoot, "Windows10", "Game.exe"), s_ExitApplicationOnFailure); + } + + if (buildLinux) + { + BuildProcessor.BuildClient(BuildTarget.StandaloneLinux64, Path.Combine(buildPathRoot, "Linux64", "Game.x86_64"), s_ExitApplicationOnFailure); + } + } + + /// + /// Toggles everything on and builds a client and a server for each platform. This is used in the continuous integration flow. + /// + public static void BuildEverything() + { + // setting menus unchecked so toggling afterwards will check everything + ToggleMenu(k_ClientToggleName, false); + ToggleMenu(k_ServerToggleName, false); + + // toggling on every platform + ToggleAllClients(); + ToggleAllServers(); + s_ExitApplicationOnFailure = true; + BuildEnabledServersAndClients(); + s_ExitApplicationOnFailure = false; + } + + static bool ToggleMenu(string menuName, bool? valueToSet = null) + { + var toSet = valueToSet != null ? valueToSet.Value : !Menu.GetChecked(menuName); + + Menu.SetChecked(menuName, toSet); + return toSet; + } + + static void DeleteOutputFolder(string pathFromBuildsFolder) + { + string projectPath = Path.Combine(Application.dataPath, "..", "Builds", pathFromBuildsFolder); + var directoryInfo = new FileInfo(projectPath).Directory; + if (directoryInfo != null && directoryInfo.Exists) + { + directoryInfo.Delete(true); + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs.meta new file mode 100644 index 000000000..f3599fc38 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildHelpers.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 04da5e331efc4b519e3fa818aabceccd +timeCreated: 1698074873 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs new file mode 100644 index 000000000..1080935b1 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs @@ -0,0 +1,179 @@ +using System.Collections.Generic; +using System.Linq; +using Unity.DedicatedGameServerSample.Runtime; +using Unity.Multiplayer; +using Unity.Multiplayer.Editor; +using UnityEditor; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Editor +{ + /// + ///Performs additional operations before/after the build is done + /// + public class BuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport + { + static readonly string[] k_BuildOnlySymbols = new string[] + { + //"LIVE", //this is an example, add your own symbols instead + }; + + static readonly string[] k_EditorOnlySymbols = new string[] + { + //"DEV", //this is an example, add your own symbols instead + }; + + /// + /// CallbackOrder of the preprocessing and postprocessing calls. + /// + public int callbackOrder => 0; + + /// + /// Called at the beginning of the build process + /// + /// The generated build report. + public void OnPreprocessBuild(BuildReport report) + { + AssetDatabase.SaveAssets(); + ApplyChangesToMetagameApplication(); + + string definesString = PlayerSettings.GetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup)); + List allDefines = definesString.Split(';').ToList(); + if (k_BuildOnlySymbols.Length > 0) + { + allDefines.AddRange(k_BuildOnlySymbols.Except(allDefines)); + } + + if (k_EditorOnlySymbols.Length > 0) + { + allDefines.RemoveAll(def => k_EditorOnlySymbols.Contains(def)); + } + + Debug.Log($"Symbols used for build: {string.Join(";", allDefines.ToArray())}"); + PlayerSettings.SetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), string.Join(";", allDefines.ToArray())); + } + + /// + /// Called at the end of the build process + /// + /// The generated build report. + public void OnPostprocessBuild(BuildReport report) + { + RevertChangesToMetagameApplication(); + string definesString = PlayerSettings.GetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup)); + List allDefines = definesString.Split(';').ToList(); + + if (k_BuildOnlySymbols.Length > 0) + { + allDefines.RemoveAll(def => k_BuildOnlySymbols.Contains(def)); + } + + if (k_EditorOnlySymbols.Length > 0) + { + allDefines.AddRange(k_EditorOnlySymbols.Except(allDefines)); + } + + Debug.Log($"Symbols restored after build: {string.Join(";", allDefines.ToArray())}"); + PlayerSettings.SetScriptingDefineSymbols(NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), string.Join(";", allDefines.ToArray())); + AssetDatabase.SaveAssets(); +#if !CLOUD_BUILD_WINDOWS && !CLOUD_BUILD_LINUX && !CLOUD_BUILD_MAX + Debug.Log($"Manually Doing PostExport: {report.summary.outputPath}"); + bool isServerBuild = report.summary.outputPath.Contains(".x86_64", System.StringComparison.OrdinalIgnoreCase); //.x86_64 is the extension of the Linux build + CloudBuildHelpers.PostExport(report.summary.outputPath, isServerBuild); +#endif + } + + void ApplyChangesToMetagameApplication() + { + MetagameApplication app = FindMetagameAppInProject(); + + //add your code to apply changes to the MetagameApplication here, I.E: to reference different testing environments + PrefabUtility.SavePrefabAsset(app.gameObject, out bool savedSuccessfully); + if (!savedSuccessfully) + { + throw new BuildPlayerWindow.BuildMethodException("Failed to alter MetagameApplication before building"); + } + + Debug.Log("Updated MetagameApp before build"); + } + + void RevertChangesToMetagameApplication() + { + MetagameApplication app = FindMetagameAppInProject(); + + //add your code to revert changes to the MetagameApplication here, I.E: to reference different testing environments + PrefabUtility.SavePrefabAsset(app.gameObject, out bool savedSuccessfully); + if (!savedSuccessfully) + { + throw new BuildPlayerWindow.BuildMethodException("Failed to restore MetagameApplication after building"); + } + + Debug.Log("Updated MetagameApp after build"); + } + + MetagameApplication FindMetagameAppInProject() + { + foreach (var guid in AssetDatabase.FindAssets("t:Prefab", new string[] {"Assets/Prefabs/Metagame"})) + { + string path = AssetDatabase.GUIDToAssetPath(guid); + var root = (GameObject) AssetDatabase.LoadMainAssetAtPath(path); + if (root.GetComponent()) + { + return root.GetComponent(); + } + } + + return null; + } + + internal static void BuildServer(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false) + { + Debug.Log($"Building {target} server"); + EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Server, BuildTarget.StandaloneLinux64); + EditorMultiplayerRolesManager.SetMultiplayerRoleForBuildTarget(NamedBuildTarget.Server, MultiplayerRoleFlags.Server); + var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions + { + scenes = GetScenePaths(), + locationPathName = locationPathName, + target = target, + subtarget = (int) StandaloneBuildSubtarget.Server, + }); + if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) + { + EditorApplication.Exit(1); + } + } + + internal static void BuildClient(BuildTarget target, string locationPathName, bool exitApplicationOnFailure = false) + { + Debug.Log($"Building {target} client"); + + EditorUserBuildSettings.SwitchActiveBuildTarget(NamedBuildTarget.Standalone, target); + EditorMultiplayerRolesManager.SetMultiplayerRoleForBuildTarget(NamedBuildTarget.Standalone, MultiplayerRoleFlags.Client); + var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions + { + scenes = GetScenePaths(), + locationPathName = locationPathName, + target = target, + subtarget = (int) StandaloneBuildSubtarget.Player, + }); + if (exitApplicationOnFailure && report.summary.result != BuildResult.Succeeded) + { + EditorApplication.Exit(1); + } + } + + static string[] GetScenePaths() + { + var scenes = new string[EditorBuildSettings.scenes.Length]; + for (int i = 0; i < scenes.Length; i++) + { + scenes[i] = EditorBuildSettings.scenes[i].path; + } + + return scenes; + } + } +} diff --git a/Experimental/Anticipation Sample/Assets/Scripts/AnticipationSample.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs.meta similarity index 83% rename from Experimental/Anticipation Sample/Assets/Scripts/AnticipationSample.cs.meta rename to Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs.meta index c2b455e6c..7c5f52c3d 100644 --- a/Experimental/Anticipation Sample/Assets/Scripts/AnticipationSample.cs.meta +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/BuildProcessor.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: bb71a36d2a747914e86b366bc2de89f3 +guid: 997b56330881c874ea3543a81f43ff8e MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs new file mode 100644 index 000000000..df3071106 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs @@ -0,0 +1,62 @@ +using System.IO; + +namespace Unity.DedicatedGameServerSample.Editor +{ + /// + ///A set of methods invoked by Unity Cloud Build during the build process + /// + public static class CloudBuildHelpers + { + const string k_AdditionalClientBuildFilesFolder = "AdditionalBuildFiles/Client/"; + const string k_AdditionalServerBuildFilesFolder = "AdditionalBuildFiles/Server/"; + + /// + /// Method called from CloudBuild when the build finishes. + /// Needs to be referenced in the settings in CloudBuild's dashboard + /// + /// The path where the build is + /// Is this a server build? + public static void PostExport(string exportPath, bool isServerBuild) + { + FileAttributes attr = File.GetAttributes(exportPath); + string directory; + if (attr.HasFlag(FileAttributes.Directory)) + { + directory = exportPath; + } + else + { + directory = Path.GetDirectoryName(exportPath); + } + CopyDirectory(isServerBuild ? k_AdditionalServerBuildFilesFolder : k_AdditionalClientBuildFilesFolder, directory, true); + } + + static void CopyDirectory(string sourceDirName, string destDirName, bool copySubDirs) + { + // Get the subdirectories for the specified directory. + var dir = new DirectoryInfo(sourceDirName); + if (!dir.Exists) + { + throw new DirectoryNotFoundException($"Source directory does not exist or could not be found: {sourceDirName}"); + } + + // If the destination directory doesn't exist, create it. + Directory.CreateDirectory(destDirName); + + // Get the files in the directory and copy them to the new location. + foreach (FileInfo file in dir.GetFiles()) + { + file.CopyTo(Path.Combine(destDirName, file.Name), false); + } + + // If copying subdirectories, copy them and their contents to new location. + if (copySubDirs) + { + foreach (DirectoryInfo subdir in dir.GetDirectories()) + { + CopyDirectory(subdir.FullName, Path.Combine(destDirName, subdir.Name), copySubDirs); + } + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs.meta new file mode 100644 index 000000000..46af4d667 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/CloudBuildHelpers.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75320cdf00c04e241a41ba05798fbada +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs new file mode 100644 index 000000000..4ea5be89b --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs @@ -0,0 +1,165 @@ +using UnityEditor; +using UnityEditor.SceneManagement; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Editor +{ + /// + /// Class that permits auto-loading a bootstrap scene when the editor switches play state. This class is + /// initialized when Unity is opened and when scripts are recompiled. This is to be able to subscribe to + /// EditorApplication's playModeStateChanged event, which is when we wish to open a new scene. + /// + /// + /// A critical edge case scenario regarding NetworkManager is accounted for here. + /// A NetworkObject's GlobalObjectIdHash value is currently generated in OnValidate() which is invoked during a + /// build and when the asset is loaded/viewed in the editor. + /// If we were to manually open Bootstrap scene via EditorSceneManager.OpenScene(...) as the editor is exiting play + /// mode, Bootstrap scene would be entering play mode within the editor prior to having loaded any assets, meaning + /// NetworkManager itself has no entry within the AssetDatabase cache. As a result of this, any referenced Network + /// Prefabs wouldn't have any entry either. + /// To account for this necessary AssetDatabase step, whenever we're redirecting from a new scene, or a scene + /// existing in our EditorBuildSettings, we forcefully stop the editor, open Bootstrap scene, and re-enter play + /// mode. This provides the editor the chance to create AssetDatabase cache entries for the Network Prefabs assigned + /// to the NetworkManager. + /// If we are entering play mode directly from Bootstrap scene, no additional steps need to be taken and the scene + /// is loaded normally. + /// + [InitializeOnLoad] + public class SceneBootstrapper + { + const string k_PreviousSceneKey = "PreviousScene"; + const string k_ShouldLoadBootstrapSceneKey = "LoadBootstrapScene"; + + const string k_LoadBootstrapSceneOnPlay = "DedicatedGameServerSample/Load Bootstrap Scene On Play"; + const string k_DoNotLoadBootstrapSceneOnPlay = "DedicatedGameServerSample/Don't Load Bootstrap Scene On Play"; + + const string k_TestRunnerSceneName = "InitTestScene"; + + static bool s_RestartingToSwitchScene; + + static string BootstrapScene => EditorBuildSettings.scenes[0].path; + + // to track where to go back to + static string PreviousScene + { + get => EditorPrefs.GetString(k_PreviousSceneKey); + set => EditorPrefs.SetString(k_PreviousSceneKey, value); + } + + static bool ShouldLoadBootstrapScene + { + get + { + if (!EditorPrefs.HasKey(k_ShouldLoadBootstrapSceneKey)) + { + EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, true); + } + + return EditorPrefs.GetBool(k_ShouldLoadBootstrapSceneKey, true); + } + set => EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, value); + } + + static SceneBootstrapper() + { + EditorApplication.playModeStateChanged += EditorApplicationOnplayModeStateChanged; + } + + [MenuItem(k_LoadBootstrapSceneOnPlay, true)] + static bool ShowLoadBootstrapSceneOnPlay() + { + return !ShouldLoadBootstrapScene; + } + + [MenuItem(k_LoadBootstrapSceneOnPlay)] + static void EnableLoadBootstrapSceneOnPlay() + { + ShouldLoadBootstrapScene = true; + } + + [MenuItem(k_DoNotLoadBootstrapSceneOnPlay, true)] + static bool ShowDoNotLoadBootstrapSceneOnPlay() + { + return ShouldLoadBootstrapScene; + } + + [MenuItem(k_DoNotLoadBootstrapSceneOnPlay)] + static void DisableDoNotLoadBootstrapSceneOnPlay() + { + ShouldLoadBootstrapScene = false; + } + + static void EditorApplicationOnplayModeStateChanged(PlayModeStateChange playModeStateChange) + { + if (IsTestRunnerActive()) + { + return; + } + + if (!ShouldLoadBootstrapScene) + { + return; + } + + if (s_RestartingToSwitchScene) + { + if (playModeStateChange == PlayModeStateChange.EnteredPlayMode) + { + // for some reason there's multiple start and stops events happening while restarting the editor playmode. We're making sure to + // set stoppingAndStarting only when we're done and we've entered playmode. This way we won't corrupt "activeScene" with the multiple + // start and stop and will be able to return to the scene we were editing at first + s_RestartingToSwitchScene = false; + } + return; + } + + if (playModeStateChange == PlayModeStateChange.ExitingEditMode) + { + // cache previous scene so we return to this scene after play session, if possible + PreviousScene = EditorSceneManager.GetActiveScene().path; + + if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) + { + // user either hit "Save" or "Don't Save"; open bootstrap scene + + if (!string.IsNullOrEmpty(BootstrapScene) && + System.Array.Exists(EditorBuildSettings.scenes, scene => scene.path == BootstrapScene)) + { + var activeScene = EditorSceneManager.GetActiveScene(); + + s_RestartingToSwitchScene = activeScene.path == string.Empty || !BootstrapScene.Contains(activeScene.path); + + // we only manually inject Bootstrap scene if we are in a blank empty scene, + // or if the active scene is not already BootstrapScene + if (s_RestartingToSwitchScene) + { + EditorApplication.isPlaying = false; + + // scene is included in build settings; open it + EditorSceneManager.OpenScene(BootstrapScene); + + EditorApplication.isPlaying = true; + } + } + } + else + { + // user either hit "Cancel" or exited window; don't open bootstrap scene & return to editor + EditorApplication.isPlaying = false; + } + } + else if (playModeStateChange == PlayModeStateChange.EnteredEditMode) + { + if (!string.IsNullOrEmpty(PreviousScene)) + { + EditorSceneManager.OpenScene(PreviousScene); + } + } + } + + static bool IsTestRunnerActive() + { + return EditorSceneManager.GetActiveScene().name.StartsWith(k_TestRunnerSceneName); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs.meta new file mode 100644 index 000000000..9bbd9f531 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/SceneBootstrapper.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ef3d90c43e024db4b972ec11e49265e2 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef new file mode 100644 index 000000000..cd189a922 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef @@ -0,0 +1,24 @@ +{ + "name": "com.unity.sample.dedicated-server.editor", + "rootNamespace": "Unity.DedicatedGameServerSample.Editor", + "references": [ + "Unity.Netcode.Runtime", + "com.unity.sample.dedicated-server.shared", + "com.unity.sample.dedicated-server.runtime", + "Unity.Networking.Transport", + "Unity.EditorCoroutines.Editor", + "Unity.DedicatedServer.MultiplayerRoles", + "Unity.DedicatedServer.MultiplayerRoles.Editor" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef.meta new file mode 100644 index 000000000..f4ec25628 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Editor/com.unity.sample.dedicated-server.editor.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3959f48ad6e365a4bab0859df52a673b +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime.meta new file mode 100644 index 000000000..901c96a91 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cb858399897bca740bec330f662628a5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle.meta new file mode 100644 index 000000000..508bbd0f1 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 995050e15ad1f8e4489b0d5442ea82af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs new file mode 100644 index 000000000..3e27d2115 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs @@ -0,0 +1,157 @@ +using System; +using System.Collections; +using Unity.DedicatedGameServerSample.Runtime.ConnectionManagement; +using Unity.Multiplayer; +using Unity.Netcode; +using UnityEngine; +using UnityEngine.SceneManagement; +using ConnectionEvent = Unity.DedicatedGameServerSample.Runtime.ConnectionManagement.ConnectionEvent; + +namespace Unity.DedicatedGameServerSample.Runtime.ApplicationLifecycle +{ + /// + /// This is the application's entry point, where the configuration is read and the application is initialized + /// accordingly. This also keeps references to systems that must persist throughout the application's lifecycle. + /// + [MultiplayerRoleRestricted] + public class ApplicationEntryPoint : MonoBehaviour + { + const string k_DefaultServerListenAddress = "0.0.0.0"; + const string k_DefaultClientAutoConnectServerAddress = "127.0.0.1"; + public static ApplicationEntryPoint Singleton { get; private set; } + +#if UNITY_EDITOR + public static bool s_AreTestsRunning = false; + public bool AreTestsRunning => s_AreTestsRunning; +#endif + bool AutoConnectOnStartup + { + get + { + bool startAutomatically = false; + switch (MultiplayerRolesManager.ActiveMultiplayerRoleMask) + { + case MultiplayerRoleFlags.Server: + startAutomatically = true; + break; + case MultiplayerRoleFlags.Client: + startAutomatically = m_AutoconnectIfClient; + break; + } +#if UNITY_EDITOR + startAutomatically |= AreTestsRunning; +#endif + return startAutomatically; + } + } + + [SerializeField] + ConnectionManager m_ConnectionManager; + public ConnectionManager ConnectionManager => m_ConnectionManager; + + [SerializeField] + internal int MinPlayers = 2; + [SerializeField] + internal int MaxPlayers = 2; + [SerializeField] + bool m_AutoconnectIfClient = false; + + void Awake() + { + DontDestroyOnLoad(gameObject); + if (Singleton is null) + { + Singleton = this; + } + m_ConnectionManager.EventManager.AddListener(OnConnectionEvent); + } + + void OnDestroy() + { + m_ConnectionManager.EventManager.RemoveListener(OnConnectionEvent); + } + + [RuntimeInitializeOnLoadMethod] + static void OnApplicationStarted() + { + if (!Singleton) //this happens during PlayMode tests + { + return; + } + Singleton.InitializeNetworkLogic(); //note: this is the entry point for all autoconnected instances (including standalone servers) + } + + /// + /// Initializes the application's network-related behaviour according to the configuration. Servers load the main + /// game scene and automatically start. Clients load the metagame scene and, if autonnect is set to true, attempt + /// to connect to a server automatically based on the IP and port passed through the configuration or the command + /// line arguments. + /// + void InitializeNetworkLogic() + { + var commandLineArgumentsParser = new CommandLineArgumentsParser(); + ushort listeningPort = (ushort) commandLineArgumentsParser.Port; + switch (MultiplayerRolesManager.ActiveMultiplayerRoleMask) + { + case MultiplayerRoleFlags.Server: + //lock framerate on dedicated servers + Application.targetFrameRate = commandLineArgumentsParser.TargetFramerate; + QualitySettings.vSyncCount = 0; + m_ConnectionManager.StartServerIP(k_DefaultServerListenAddress, listeningPort); + break; + case MultiplayerRoleFlags.Client: + { + SceneManager.LoadScene("MetagameScene"); + if (AutoConnectOnStartup) + { + m_ConnectionManager.StartClient(k_DefaultClientAutoConnectServerAddress, listeningPort); + } + break; + } + case MultiplayerRoleFlags.ClientAndServer: + throw new ArgumentOutOfRangeException("MultiplayerRole", "ClientAndServer is an invalid multiplayer role in this sample. Please select the Client or Server role."); + } + } + + void OnConnectionEvent(ConnectionEvent evt) + { + if (MultiplayerRolesManager.ActiveMultiplayerRoleMask == MultiplayerRoleFlags.Server) + { + switch (evt.status) + { + case ConnectStatus.GenericDisconnect: + case ConnectStatus.ServerEndedSession: + case ConnectStatus.StartServerFailed: + // If server ends networked session or fails to start, quit the application + Quit(); + break; + case ConnectStatus.Success: + // If server successfully starts, load game scene + NetworkManager.Singleton.SceneManager.LoadScene("GameScene01", LoadSceneMode.Single); + break; + } + } + else + { + switch (evt.status) + { + case ConnectStatus.GenericDisconnect: + case ConnectStatus.UserRequestedDisconnect: + case ConnectStatus.ServerEndedSession: + // If client is disconnected, return to metagame scene + SceneManager.LoadScene("MetagameScene"); + break; + } + } + } + + void Quit() + { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs.meta new file mode 100644 index 000000000..a4bf143c5 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ApplicationLifecycle/ApplicationEntryPoint.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: e5421dec4c564a2abeb66642b1cc697d +timeCreated: 1691005957 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs new file mode 100644 index 000000000..c60875a41 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs @@ -0,0 +1,3 @@ +using System.Runtime.CompilerServices; +//Allows internals visibility for testing purposes +[assembly: InternalsVisibleTo("com.unity.sample.dedicated-server.tests.runtime")] \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs.meta new file mode 100644 index 000000000..f6dfa1f77 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 045923f4745463a47840789934c5afdb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement.meta new file mode 100644 index 000000000..54f885222 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1eddc6e5d56db834a9e848a9b2124114 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs new file mode 100644 index 000000000..85e85bfe2 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs @@ -0,0 +1,57 @@ +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + public enum ConnectStatus + { + /// + /// Status is not defined. This likely means an unexpected error occurred. + /// + Undefined, + /// + /// Client is attempting to connect. + /// + Connecting, + /// + /// Client successfully connected. + /// + Success, + /// + /// Can't join, server is already at capacity. + /// + ServerFull, + /// + /// Client build version is incompatible with server. + /// + IncompatibleVersions, + /// + /// Intentional Disconnect triggered by the user. + /// + UserRequestedDisconnect, + /// + /// Server disconnected, but no specific reason given. + /// + GenericDisconnect, + /// + /// Server intentionally ended the session. + /// + ServerEndedSession, + /// + /// Failed to connect to server and/or invalid network endpoint. + /// + StartClientFailed, + /// + /// Server failed to bind. + /// + StartServerFailed + } + + public class ConnectionEvent : AppEvent + { + public ConnectStatus status; + } + + public class ClientConnectedEvent: AppEvent { } + + public class ClientDisconnectedEvent: AppEvent { } + + public class MinNumberPlayersConnectedEvent: AppEvent { } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs.meta new file mode 100644 index 000000000..711accfa5 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionEvents.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7f882c74b78b49fea82231b114dfca7d +timeCreated: 1695846958 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs new file mode 100644 index 000000000..e51d77c68 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs @@ -0,0 +1,140 @@ +using System; +using System.Collections.Generic; +using Unity.Multiplayer; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + [Serializable] + public class ConnectionPayload + { + public string applicationVersion; + } + + /// + /// This state machine handles connection through the NetworkManager. It is responsible for listening to + /// NetworkManger callbacks and other outside calls and redirecting them to the current ConnectionState object. + /// + [MultiplayerRoleRestricted] + public class ConnectionManager : MonoBehaviour + { + ConnectionState m_CurrentState; + + [SerializeField] + NetworkManager m_NetworkManager; + public NetworkManager NetworkManager => m_NetworkManager; + + public EventManager EventManager + { + get + { + if (m_EventManager == null) + { + m_EventManager = new EventManager(); + } + + return m_EventManager; + } + } + + EventManager m_EventManager; + + internal readonly OfflineState m_Offline = new(); + internal readonly ClientConnectingState m_ClientConnecting = new(); + internal readonly ClientConnectedState m_ClientConnected = new(); + internal readonly StartingServerState m_StartingServer = new(); + internal readonly ServerListeningState m_ServerListening = new(); + + void Awake() + { + DontDestroyOnLoad(gameObject); + List states = new() {m_Offline, m_ClientConnecting, m_ClientConnected, m_StartingServer, m_ServerListening}; + foreach (var state in states) + { + state.ConnectionManager = this; + } + + m_CurrentState = m_Offline; + NetworkManager.OnClientConnectedCallback += OnClientConnectedCallback; + NetworkManager.OnClientDisconnectCallback += OnClientDisconnectCallback; + NetworkManager.OnServerStarted += OnServerStarted; + NetworkManager.ConnectionApprovalCallback += ApprovalCheck; + NetworkManager.OnTransportFailure += OnTransportFailure; + NetworkManager.OnServerStopped += OnServerStopped; + } + + void OnDestroy() + { + NetworkManager.OnClientConnectedCallback -= OnClientConnectedCallback; + NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback; + NetworkManager.OnServerStarted -= OnServerStarted; + NetworkManager.ConnectionApprovalCallback -= ApprovalCheck; + NetworkManager.OnTransportFailure -= OnTransportFailure; + NetworkManager.OnServerStopped -= OnServerStopped; + } + + internal void ChangeState(ConnectionState nextState) + { + Debug.Log($"{name}: Changed connection state from {m_CurrentState.GetType().Name} to {nextState.GetType().Name}."); + + if (m_CurrentState != null) + { + m_CurrentState.Exit(); + } + + m_CurrentState = nextState; + m_CurrentState.Enter(); + } + + void OnClientDisconnectCallback(ulong clientId) + { + m_CurrentState.OnClientDisconnect(clientId); + } + + void OnClientConnectedCallback(ulong clientId) + { + m_CurrentState.OnClientConnected(clientId); + } + + void OnServerStarted() + { + m_CurrentState.OnServerStarted(); + } + + void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) + { + m_CurrentState.ApprovalCheck(request, response); + } + + void OnTransportFailure() + { + m_CurrentState.OnTransportFailure(); + } + + void OnServerStopped(bool isHost) // we don't need this parameter as the ConnectionState already carries the relevant information + { + m_CurrentState.OnServerStopped(); + } + + public void StartClient(string ipaddress, ushort port) + { + m_CurrentState.StartClient(ipaddress, port); + } + + public void StartServerMatchmaker() + { + m_CurrentState.StartServerMatchmaker(); + } + + public void StartServerIP(string ipaddress, ushort port) + { + m_CurrentState.StartServerIP(ipaddress, port); + } + + public void RequestShutdown() + { + m_CurrentState.OnUserRequestedShutdown(); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs.meta new file mode 100644 index 000000000..828a7a2d1 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3c860c436c6a4ecb9a149c08a00b52d7 +timeCreated: 1691004021 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates.meta new file mode 100644 index 000000000..339baf23d --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c3c1277719c86fa40940c444597db8d7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs new file mode 100644 index 000000000..dce7281af --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs @@ -0,0 +1,29 @@ +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Connection state corresponding to a connected client. When being disconnected, transitions to the Offline state. + /// + class ClientConnectedState : OnlineState + { + public override void Enter() { } + + public override void Exit() { } + + public override void OnClientDisconnect(ulong clientId) + { + var disconnectReason = ConnectionManager.NetworkManager.DisconnectReason; + if (string.IsNullOrEmpty(disconnectReason)) + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.GenericDisconnect }); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = connectStatus }); + } + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs.meta new file mode 100644 index 000000000..6657ae62f --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectedState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 0d093e5077054a7fbab05b0b810bcff1 +timeCreated: 1691008000 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs new file mode 100644 index 000000000..8a7a08b66 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs @@ -0,0 +1,96 @@ +using System; +using Unity.Netcode.Transports.UTP; +using Unity.Services.Authentication; +using Unity.Services.Core; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Connection state corresponding to when a client is attempting to connect to a server. Starts the client when + /// entering. If successful, transitions to the ClientConnected state. If not, transitions to the Offline state. + /// + class ClientConnectingState : OnlineState + { + string m_IPAddress; + ushort m_Port; + + public void Configure(string iPAddress, ushort port) + { + m_IPAddress = iPAddress; + m_Port = port; + } + + public override void Enter() + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.Connecting }); + ConnectClient(); + } + + public override void Exit() { } + + public override void OnClientConnected(ulong clientId) + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.Success }); + ConnectionManager.ChangeState(ConnectionManager.m_ClientConnected); + } + + public override void OnClientDisconnect(ulong clientId) + { + // client ID is for sure ours here + StartingClientFailed(); + } + + void StartingClientFailed() + { + var disconnectReason = ConnectionManager.NetworkManager.DisconnectReason; + if (string.IsNullOrEmpty(disconnectReason)) + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.StartClientFailed }); + } + else + { + var connectStatus = JsonUtility.FromJson(disconnectReason); + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = connectStatus }); + } + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + + void ConnectClient() + { + try + { + // Setup NGO with current connection method + SetConnectionPayload(); + var utp = (UnityTransport)ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetConnectionData(m_IPAddress, m_Port); + + Debug.Log($"Attempting to connect to server on {m_IPAddress} with port {m_Port}"); + // NGO's StartClient launches everything + if (!ConnectionManager.NetworkManager.StartClient()) + { + throw new Exception("NetworkManager StartClient failed"); + } + } + catch (Exception e) + { + Debug.LogError("Error connecting client, see following exception"); + Debug.LogException(e); + StartingClientFailed(); + throw; + } + } + + void SetConnectionPayload() + { + var payload = JsonUtility.ToJson(new ConnectionPayload() + { + applicationVersion = Application.version + }); + + var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); + + ConnectionManager.NetworkManager.NetworkConfig.ConnectionData = payloadBytes; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs.meta new file mode 100644 index 000000000..3b3fe75a2 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ClientConnectingState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 66cfe4523b5946aaaf7ad55389c65d4a +timeCreated: 1691004834 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs new file mode 100644 index 000000000..25abd8c43 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs @@ -0,0 +1,36 @@ +using Unity.Netcode; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Base class representing a connection state. + /// + abstract class ConnectionState + { + public ConnectionManager ConnectionManager { get; set; } + + public abstract void Enter(); + + public abstract void Exit(); + + public virtual void OnClientConnected(ulong clientId) { } + + public virtual void OnClientDisconnect(ulong clientId) { } + + public virtual void OnServerStarted() { } + + public virtual void StartClient(string ipaddress, ushort port) { } + + public virtual void StartServerIP(string ipaddress, ushort port) { } + + public virtual void StartServerMatchmaker() { } + + public virtual void OnUserRequestedShutdown() { } + + public virtual void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) { } + + public virtual void OnTransportFailure() { } + + public virtual void OnServerStopped() { } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs.meta new file mode 100644 index 000000000..cd79094ba --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ConnectionState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 9f2ec331f54949ceb978654ced3997ae +timeCreated: 1691004004 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs new file mode 100644 index 000000000..d0312b531 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs @@ -0,0 +1,28 @@ +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Connection state corresponding to when the NetworkManager is shut down. From this state we can transition to the + /// ClientConnecting sate, if starting as a client, or the StartingServer state, if starting as a server. + /// + class OfflineState : ConnectionState + { + public override void Enter() + { + ConnectionManager.NetworkManager.Shutdown(); + } + + public override void Exit() { } + + public override void StartClient(string ipaddress, ushort port) + { + ConnectionManager.m_ClientConnecting.Configure(ipaddress, port); + ConnectionManager.ChangeState(ConnectionManager.m_ClientConnecting); + } + + public override void StartServerIP(string ipaddress, ushort port) + { + ConnectionManager.m_StartingServer.Configure(ipaddress, port); + ConnectionManager.ChangeState(ConnectionManager.m_StartingServer); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs.meta new file mode 100644 index 000000000..7b1385e1f --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OfflineState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c9fe010a6b4f4728b146d94678b49e5f +timeCreated: 1691004381 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs new file mode 100644 index 000000000..f89b3b70e --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs @@ -0,0 +1,21 @@ +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Base class representing an online connection state. + /// + abstract class OnlineState : ConnectionState + { + public override void OnUserRequestedShutdown() + { + // This behaviour will be the same for every online state + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.UserRequestedDisconnect }); + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + + public override void OnTransportFailure() + { + // This behaviour will be the same for every online state + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs.meta new file mode 100644 index 000000000..8a1aab4c7 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/OnlineState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 62803ccae5dc4571bf09a1107c447002 +timeCreated: 1691004774 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs new file mode 100644 index 000000000..4506d3fa0 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs @@ -0,0 +1,128 @@ +using Unity.DedicatedGameServerSample.Runtime.ApplicationLifecycle; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Connection state corresponding to a listening server. Handles incoming client connections. When shutting down or + /// being timed out, transitions to the Offline state. + /// + class ServerListeningState : OnlineState + { + // used in ApprovalCheck. This is intended as a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. + const int k_MaxConnectPayload = 1024; + bool m_MinPlayerConnected = false; + + public override void Enter() + { + // todo setup gsh to receive matchmaker tickets + m_MinPlayerConnected = false; + } + + public override void Exit() { } + + public override void OnClientConnected(ulong clientId) + { + Debug.Log($"Client {clientId} connected to the server."); + ConnectionManager.EventManager.Broadcast(new ClientConnectedEvent()); + + if (!m_MinPlayerConnected && ConnectionManager.NetworkManager.ConnectedClientsIds.Count >= ApplicationEntryPoint.Singleton.MinPlayers) + { + m_MinPlayerConnected = true; + ConnectionManager.EventManager.Broadcast(new MinNumberPlayersConnectedEvent()); + } + } + + public override void OnClientDisconnect(ulong clientId) + { + Debug.Log($"Client {clientId} disconnected from the server."); + ConnectionManager.EventManager.Broadcast(new ClientDisconnectedEvent()); + if (ConnectionManager.NetworkManager.ConnectedClientsIds.Count == 1 && ConnectionManager.NetworkManager.ConnectedClients.ContainsKey(clientId)) + { + // This callback is invoked by the last client disconnecting from the server + // Here the networked session is shut down immediately, but if we wanted to allow reconnection, we could + // include a delay in a coroutine that could get cancelled when a client reconnects + Debug.Log("All clients have disconnected from the server. Shutting down"); + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.ServerEndedSession }); + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + } + + public override void OnUserRequestedShutdown() + { + var reason = JsonUtility.ToJson(ConnectStatus.ServerEndedSession); + for (var i = 0; i < ConnectionManager.NetworkManager.ConnectedClientsIds.Count; i++) + { + var id = ConnectionManager.NetworkManager.ConnectedClientsIds[i]; + + ConnectionManager.NetworkManager.DisconnectClient(id, reason); + } + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.ServerEndedSession }); + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + + public override void OnServerStopped() + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.GenericDisconnect }); + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + + /// + /// This logic plugs into the "ConnectionApprovalResponse" exposed by Netcode.NetworkManager. It is run every time a client connects to us. + /// The complementary logic that runs when the client starts its connection can be found in ClientConnectingState. + /// + /// + /// Multiple things can be done here, some asynchronously. For example, it could authenticate your user against an auth service like UGS' auth service. It can + /// also send custom messages to connecting users before they receive their connection result (this is useful to set status messages client side + /// when connection is refused, for example). + /// + /// The initial request contains, among other things, binary data passed into StartClient. In our case, this is the client's GUID, + /// which is a unique identifier for their install of the game that persists across app restarts. + /// Our response to the approval process. In case of connection refusal with custom return message, we delay using the Pending field. + public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) + { + var connectionData = request.Payload; + if (connectionData.Length > k_MaxConnectPayload) + { + // If connectionData too high, deny immediately to avoid wasting time on the server. This is intended as + // a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. + response.Approved = false; + return; + } + + var payload = System.Text.Encoding.UTF8.GetString(connectionData); + var connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html + var gameReturnStatus = GetConnectStatus(connectionPayload); + + if (gameReturnStatus == ConnectStatus.Success) + { + // connection approval will create a player object for you + response.Approved = true; + response.CreatePlayerObject = true; + response.Position = Vector3.zero; + response.Rotation = Quaternion.identity; + return; + } + + response.Approved = false; + response.Reason = JsonUtility.ToJson(gameReturnStatus); + } + + ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload) + { + if (ConnectionManager.NetworkManager.ConnectedClientsIds.Count >= ApplicationEntryPoint.Singleton.MaxPlayers) + { + return ConnectStatus.ServerFull; + } + + if (connectionPayload.applicationVersion != Application.version) + { + return ConnectStatus.IncompatibleVersions; + } + + return ConnectStatus.Success; + //todo add support to deny connection if map or game version is different + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs.meta new file mode 100644 index 000000000..a7989f270 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/ServerListeningState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 828fcede87cc43569478098efc104016 +timeCreated: 1691008009 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs new file mode 100644 index 000000000..81a68d420 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs @@ -0,0 +1,67 @@ +using System; +using Unity.Netcode.Transports.UTP; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime.ConnectionManagement +{ + /// + /// Connection state corresponding to a server starting up. Starts the server when entering the state. If successful, + /// transitions to the ServerListening state, if not, transitions back to the Offline state. + /// + class StartingServerState : OnlineState + { + string m_IPAddress; + ushort m_Port; + + public void Configure(string iPAddress, ushort port) + { + m_IPAddress = iPAddress; + m_Port = port; + } + + public override void Enter() + { + StartServer(); + } + + public override void Exit(){ } + + public override void OnServerStarted() + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.Success }); + ConnectionManager.ChangeState(ConnectionManager.m_ServerListening); + } + + public override void OnServerStopped() + { + StartServerFailed(); + } + + void StartServerFailed() + { + ConnectionManager.EventManager.Broadcast(new ConnectionEvent { status = ConnectStatus.StartServerFailed }); + ConnectionManager.ChangeState(ConnectionManager.m_Offline); + } + + void StartServer() + { + try + { + var utp = (UnityTransport)ConnectionManager.NetworkManager.NetworkConfig.NetworkTransport; + utp.SetConnectionData(m_IPAddress, m_Port); + + // NGO's StartServer launches everything + Debug.Log($"Starting server, listening on {m_IPAddress} with port {m_Port}"); + if (!ConnectionManager.NetworkManager.StartServer()) + { + StartServerFailed(); + } + } + catch (Exception) + { + StartServerFailed(); + throw; + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs.meta new file mode 100644 index 000000000..d144e81a0 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/ConnectionManagement/ConnectionStates/StartingServerState.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6843f77fccfe4a94bca15ad4af34d11c +timeCreated: 1691006355 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core.meta new file mode 100644 index 000000000..bdf985232 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c13fc21b430e1eb47b7e91b51ab93d88 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs new file mode 100644 index 000000000..a6429a508 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs @@ -0,0 +1,87 @@ +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Extension of the BaseApplication class to handle different types of Model View Controllers. + /// + /// + /// + /// + public class BaseApplication : BaseApplication + where M : Element + where V : Element + where C : Element + { + new internal BaseApplication Instance => (BaseApplication)(object)base.Instance; + + /// + /// Model reference using the new type. + /// + new public M Model => (M)(object)base.Model; + + /// + /// View reference using the new type. + /// + new public V View => (V)(object)base.View; + + /// + /// Controller reference using the new type. + /// + new public C Controller => (C)(object)base.Controller; + } + + /// + /// Root class for the scene's scripts. + /// + public class BaseApplication : Element + { + internal BaseApplication Instance { get; private set; } + + internal EventManager EventManager; + + /// + /// Fetches the root Model instance. + /// + internal Model Model => m_model = Find(m_model); + Model m_model; + + /// + /// Fetches the root View instance. + /// + internal View View => m_view = Find(m_view); + View m_view; + + /// + /// Fetches the root Controller instance. + /// + internal Controller Controller => m_controller = Find(m_controller); + Controller m_controller; + + /// + /// Initializes the BaseApplication + /// + public BaseApplication() + { + if (EventManager == null) + { + EventManager = new EventManager(); + } + } + + protected virtual void Awake() + { + if (EventManager == null) + { + EventManager = new EventManager(); + } + } + + /// + /// Notifies an event to the component's of the app + /// + /// + new internal void Broadcast(AppEvent evt) + { + EventManager.Broadcast(evt); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs.meta new file mode 100644 index 000000000..ef19b0909 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/BaseApplication.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4b9738b2773985840a9a28ff7d5460f5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs new file mode 100644 index 000000000..06dc0e609 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs @@ -0,0 +1,38 @@ +using System; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Base class for all Controllers in the application. + /// A Controller's purpose is to act as bridge between its view and model, + /// reacting on events and performing operations on either side + /// + public class Controller : Element { } + + /// + /// Base class for all Controller related classes. + /// + public abstract class Controller : Controller where T : BaseApplication + { + /// + /// Returns app as a custom 'T' type. + /// + new public T App => (T)base.App; + + /// + /// Subscribes to an AppEvent + /// + /// Callback for an AppEvent + internal void AddListener(Action evt) where E : AppEvent + { + App.EventManager.AddListener(evt); + } + + internal void RemoveListener(Action evt) where E : AppEvent + { + App.EventManager.RemoveListener(evt); + } + + internal abstract void RemoveListeners(); + } +} \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs.meta new file mode 100644 index 000000000..f1a73f16f --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Controller.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 53fa4595412e7b34fbdad8614e9dd91e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs new file mode 100644 index 000000000..0f0beb3a5 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs @@ -0,0 +1,50 @@ +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Extension of the element class to handle different BaseApplication types. + /// + /// + public class Element : Element where T : BaseApplication + { + /// + /// Returns app as a custom 'T' type. + /// + new public T App { get { return (T)base.App; } } + } + + /// + /// Base class for all MVC related classes. + /// + public class Element : MonoBehaviour + { + /// + /// Reference to the root application of the scene. + /// + public BaseApplication App => m_app = FindInParent(m_app); + BaseApplication m_app; + + /// + /// Finds a instance of 'T' if 'var' is null. Returns 'var' otherwise. + /// + /// Type to find + /// + /// If true searches in all scope, otherwise, searches in children. + /// + internal T Find(T p_var, bool searchGlobally = false) where T : Object => p_var == null ? (searchGlobally ? GameObject.FindFirstObjectByType() + : transform.GetComponentInChildren(true)) : p_var; + T FindInParent(T p_var) where T : Object => p_var == null ? transform.GetComponentInParent() + : p_var; + + /// + /// Notifies to the listening controllers the event + /// + /// The name of the event to notify + /// The parameters to pass to the listening controllers + internal void Broadcast(AppEvent evt) + { + App.Broadcast(evt); + } + } +} \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs.meta new file mode 100644 index 000000000..9fc553f76 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Element.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 75258f6fad9489b479c7fe62dcf2e9d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs new file mode 100644 index 000000000..c52d62acd --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs @@ -0,0 +1,73 @@ +using System; +using System.Collections.Generic; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + public class AppEvent { } + + /// + /// A simple Event System that can be used for remote systems communication + /// + public class EventManager + { + readonly Dictionary> m_Events = new Dictionary>(); + readonly Dictionary> m_EventLookups = new Dictionary>(); + + internal void AddListener(Action evt) where T : AppEvent + { + if (m_EventLookups.ContainsKey(evt)) + { + return; + } + + Action newAction = (e) => evt((T)e); + m_EventLookups[evt] = newAction; + + if (m_Events.TryGetValue(typeof(T), out Action internalAction)) + { + m_Events[typeof(T)] = internalAction += newAction; + } + else + { + m_Events[typeof(T)] = newAction; + } + } + + internal void RemoveListener(Action evt) where T : AppEvent + { + if (!m_EventLookups.TryGetValue(evt, out var action)) + { + return; + } + + if (m_Events.TryGetValue(typeof(T), out var tempAction)) + { + tempAction -= action; + if (tempAction == null) + { + m_Events.Remove(typeof(T)); + } + else + { + m_Events[typeof(T)] = tempAction; + } + } + + m_EventLookups.Remove(evt); + } + + internal void Broadcast(AppEvent evt) + { + if (m_Events.TryGetValue(evt.GetType(), out var action)) + { + action.Invoke(evt); + } + } + + internal void Clear() + { + m_Events.Clear(); + m_EventLookups.Clear(); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs.meta new file mode 100644 index 000000000..5a3f7c6d8 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/EventManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af856a75c6d871e42881e43ba3613c8e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs new file mode 100644 index 000000000..276b06b96 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs @@ -0,0 +1,19 @@ +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Base class for all Model related classes. + /// A Model's purpose is to contain data about something (tipically its view) + /// + public class Model : Element { } + + /// + /// Base class for all Model related classes. + /// + public class Model : Model where T : BaseApplication + { + /// + /// Returns app as a custom 'T' type. + /// + new public T App => (T)base.App; + } +} \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs.meta new file mode 100644 index 000000000..b5f0ae641 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/Model.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c53e6c70550e31479630e80b8b8acad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs new file mode 100644 index 000000000..14b3b9f80 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs @@ -0,0 +1,29 @@ +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Base class for all View related classes. + /// A View's purpose is to display data and objects (typically contained in the model) + /// + public class View : Element { } + + /// + /// Base class for all View related classes. + /// + public class View : View where T : BaseApplication + { + /// + /// Returns app as a custom 'T' type. + /// + new public T App => (T)base.App; + + internal void Show() + { + gameObject.SetActive(true); + } + + internal void Hide() + { + gameObject.SetActive(false); + } + } +} \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs.meta new file mode 100644 index 000000000..6cfa02eb3 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Core/View.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a89dd10ab7790a2419e1c15a3be42ac0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game.meta new file mode 100644 index 000000000..1e64f576d --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5278a6484263bf44a8be2573476de7b6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters.meta new file mode 100644 index 000000000..27346d26c --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 030b7f8d0cf92b0459b6c641ac9d74c3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI.meta new file mode 100644 index 000000000..68e08b3bc --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a2ffcbec65536947a580f75da5417ab +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs new file mode 100644 index 000000000..21e2f3cfe --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs @@ -0,0 +1,51 @@ +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + [RequireComponent(typeof(NetworkedAICharacter))] + public class ClientAICharacter : MonoBehaviour + { + [SerializeField] + NetworkedAICharacter m_NetworkedAICharacter; + + [SerializeField] + Animator m_Animator; + + [SerializeField] + AudioClip[] FootstepAudioClips; + + [SerializeField] + [Range(0, 1)] + float FootstepAudioVolume = 0.5f; + + static readonly int k_AnimIdSpeed = Animator.StringToHash("Speed"); + static readonly int k_AnimIdMotionSpeed = Animator.StringToHash("MotionSpeed"); + const float k_AnimMotionSpeed = 1.0f; + + void Start() + { + // Setting this value to 1 + m_Animator.SetFloat(k_AnimIdMotionSpeed, k_AnimMotionSpeed); + } + + void Update() + { + if (m_NetworkedAICharacter.IsSpawned) + { + m_Animator.SetFloat(k_AnimIdSpeed, m_NetworkedAICharacter.Speed); + } + } + + void OnFootstep(AnimationEvent animationEvent) + { + if (animationEvent.animatorClipInfo.weight > 0.5f) + { + if (FootstepAudioClips.Length > 0) + { + var index = Random.Range(0, FootstepAudioClips.Length); + AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.position, FootstepAudioVolume); + } + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs.meta new file mode 100644 index 000000000..2361e5755 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ClientAICharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 817c71b62011ef746bb2c549f5897149 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs new file mode 100644 index 000000000..497ed9680 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs @@ -0,0 +1,22 @@ +using System; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Networked script to handle player character logic that needs to be networked. + /// Inherits from NetcodeHooks class to provide hooks for spawn and despawn events. + /// + public class NetworkedAICharacter : NetcodeHooks, ICharacter + { + NetworkVariable m_Speed = new NetworkVariable(); + + public float Speed + { + get => m_Speed.Value; + set => m_Speed.Value = value; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs.meta new file mode 100644 index 000000000..1b196ba8a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/NetworkedAICharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fc55bb2809cf3cd43997f110554eaed3 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs new file mode 100644 index 000000000..7c429679e --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs @@ -0,0 +1,64 @@ +using System; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Basic script to define a patrol made of a list of points. Handles drawing gizmos to make creation easier. + /// + public class Patrol : MonoBehaviour + { + [SerializeField] + List m_PatrolPoints; + + Vector3[] m_PatrolPointsPositions; + public Vector3[] PatrolPointsPositions => m_PatrolPointsPositions; + + void OnValidate() + { + if (m_PatrolPoints.Count < 2) + { + throw new Exception("Each patrol must have at least two points in it"); + } + } + + void Awake() + { + SetPatrolPointsPositions(); + } + + void SetPatrolPointsPositions() + { + var temp = new List(); + foreach (var point in m_PatrolPoints) + { + temp.Add(point.position); + } + + m_PatrolPointsPositions = temp.ToArray(); + } + + void OnDrawGizmos() + { +#if UNITY_EDITOR + // if in editor and playmode is off, manually update point positions before drawing + if (!EditorApplication.isPlaying) + { + SetPatrolPointsPositions(); + } +#endif + if (PatrolPointsPositions.Length >= 2) + { + Gizmos.DrawLineStrip(PatrolPointsPositions, true); + foreach (var point in m_PatrolPointsPositions) + { + Gizmos.DrawLine(point, point + Vector3.up); + } + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs.meta new file mode 100644 index 000000000..2fb380884 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/Patrol.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 585995a8e6d34efaab14e386bba6298d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 4162164826716764455, guid: 0000000000000000d000000000000000, type: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs new file mode 100644 index 000000000..ae59da8d0 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs @@ -0,0 +1,64 @@ +using System; +using UnityEngine; +using UnityEngine.AI; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Handles the server-side logic of AI characters. + /// Navigation code is based on the example shown in https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavAgentPatrol.html + /// + [RequireComponent(typeof(NetworkedAICharacter))] + public class ServerAICharacter : MonoBehaviour + { + [SerializeField] + NetworkedAICharacter m_NetworkedAICharacter; + + [SerializeField] + NavMeshAgent m_NavMeshAgent; + + public Vector3[] PatrolPoints { get; set; } + int m_PatrolIndex; + + const float k_ReachDist = 0.5f; + + void Awake() + { + m_NetworkedAICharacter.OnNetworkSpawnHook += OnNetworkSpawn; + } + + void OnDestroy() + { + if (m_NetworkedAICharacter != null) + { + m_NetworkedAICharacter.OnNetworkSpawnHook -= OnNetworkSpawn; + } + } + + void OnNetworkSpawn() + { + m_PatrolIndex = 0; + GotoNextPoint(); + } + + void GotoNextPoint() + { + if (PatrolPoints.Length == 0) + return; + + m_NavMeshAgent.destination = PatrolPoints[m_PatrolIndex]; + + m_PatrolIndex = (m_PatrolIndex + 1) % PatrolPoints.Length; + } + + void Update() + { + if (!m_NavMeshAgent.pathPending && m_NavMeshAgent.remainingDistance < k_ReachDist) + { + GotoNextPoint(); + } + + m_NetworkedAICharacter.Speed = m_NavMeshAgent.velocity.magnitude; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs.meta new file mode 100644 index 000000000..e403b934a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAICharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f45232468e01af34d95012664f7e3e2f \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs new file mode 100644 index 000000000..bfc692336 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs @@ -0,0 +1,39 @@ +using System; +using System.Collections.Generic; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + public class ServerAISpawner : MonoBehaviour + { + [SerializeField] + List m_Patrols; + + [SerializeField] + GameObject m_CharacterPrefab; + + [SerializeField] + NetworkedGameState m_NetworkedGameState; + + void Awake() + { + m_NetworkedGameState.OnMatchStarted += OnMatchStarted; + } + + void OnDestroy() + { + m_NetworkedGameState.OnMatchStarted -= OnMatchStarted; + } + + void OnMatchStarted() + { + foreach (var patrol in m_Patrols) + { + var characterGO = Instantiate(m_CharacterPrefab, patrol.PatrolPointsPositions[0], Quaternion.identity); + characterGO.GetComponent().PatrolPoints = patrol.PatrolPointsPositions; + characterGO.GetComponent().Spawn(); + } + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs.meta new file mode 100644 index 000000000..8d93bf89e --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/AI/ServerAISpawner.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 60bc545e3cb0a89478529e9a036abfbe \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs new file mode 100644 index 000000000..40523f70a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs @@ -0,0 +1,9 @@ +using Unity.Netcode; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal interface ICharacter + { + NetworkObject NetworkObject { get; } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs.meta new file mode 100644 index 000000000..1e916a6ab --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/ICharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3ce29964969d25b4ba939be344e07172 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player.meta new file mode 100644 index 000000000..6927053c3 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2bd40e6733e53604f9acaec75578a86f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs new file mode 100644 index 000000000..ce386185d --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs @@ -0,0 +1,95 @@ +using System; +using Cinemachine; +using StarterAssets; +using UnityEngine; +using UnityEngine.InputSystem; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Assumes client authority + /// + [RequireComponent(typeof(NetworkedPlayerCharacter))] + public class ClientPlayerCharacter : MonoBehaviour + { + [SerializeField] + NetworkedPlayerCharacter m_NetworkedPlayerCharacter; + + [SerializeField] + CharacterController m_CharacterController; + + [SerializeField] + ThirdPersonController m_ThirdPersonController; + + [SerializeField] + CapsuleCollider m_CapsuleCollider; + + [SerializeField] + Transform m_CameraFollow; + + [SerializeField] + PlayerInput m_PlayerInput; + internal PlayerInput PlayerInput => m_PlayerInput; + + void Awake() + { + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + + // ThirdPersonController & CharacterController are enabled only on owning clients. Ghost player objects have + // these two components disabled, and will enable a CapsuleCollider. Per the CharacterController documentation: + // https://docs.unity3d.com/Manual/CharacterControllers.html, a Character controller can push rigidbody + // objects aside while moving but will not be accelerated by incoming collisions. This means that a primitive + // CapsuleCollider must instead be used for ghost clients to simulate collisions between owning players and + // ghost clients. + m_ThirdPersonController.enabled = false; + m_PlayerInput.enabled = false; + m_CapsuleCollider.enabled = false; + m_CharacterController.enabled = false; + m_NetworkedPlayerCharacter.OnNetworkSpawnHook += OnNetworkSpawn; + } + + void OnDestroy() + { + m_NetworkedPlayerCharacter.OnNetworkSpawnHook -= OnNetworkSpawn; + } + + void OnNetworkSpawn() + { + if (!m_NetworkedPlayerCharacter.IsOwner) + { + enabled = false; + m_CapsuleCollider.enabled = true; + return; + } + + // player input is only enabled on owning players + m_PlayerInput.enabled = true; + m_ThirdPersonController.enabled = true; + + // see the note inside NetworkedPlayerCharacter why this step is also necessary for synchronizing initial player + // position on owning clients + m_CharacterController.enabled = true; + + var cinemachineVirtualCamera = FindFirstObjectByType(); + cinemachineVirtualCamera.Follow = m_CameraFollow; + + GameApplication.Instance.Model.PlayerCharacter = this; + } + + void OnMenuToggle(InputValue value) + { + if (value.isPressed) + { + GameApplication.Instance.Broadcast(new MenuToggleEvent()); + } + } + + public void SetInputsActive(bool active) + { + m_PlayerInput.enabled = active; + Cursor.lockState = active ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !active; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs.meta new file mode 100644 index 000000000..b89e7c391 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerCharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bb8100e3fcda6294a8656d145e5951d4 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs new file mode 100644 index 000000000..08f2e8f0b --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs @@ -0,0 +1,49 @@ +using System; +using UnityEngine; +using Unity.Netcode; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + class ClientPlayerColor : NetworkBehaviour + { + [SerializeField] + Renderer m_PlayerNumberMesh; + [ColorUsage(false, true)] + [SerializeField] + Color[] m_PlayerColors; + [ColorUsage(false, true)] + [SerializeField] + Color[] m_PlayerEmissiveColors; + [SerializeField] + int m_PlayerNumber; + [SerializeField] + Vector2 m_PlayerNumberVector; + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + SkinnedMeshRenderer m_Renderer = GetComponentInChildren(); + m_PlayerNumber = Convert.ToInt32(OwnerClientId.ToString()); + var playerColorIndex = m_PlayerNumber % m_PlayerColors.Length; + + foreach (var material in m_Renderer.materials) + { + material.SetColor("_Character_Color", m_PlayerColors[playerColorIndex]); + material.SetColor("_Character_Emissive_Color", m_PlayerEmissiveColors[playerColorIndex]); + } + + if (m_PlayerNumber < 10) + { + m_PlayerNumberVector = new Vector2(0, m_PlayerNumber); + } + else + { + char[] numberCharArray = m_PlayerNumber.ToString().ToCharArray(); + m_PlayerNumberVector = new Vector2(Int32.Parse(numberCharArray[0].ToString()), Int32.Parse(numberCharArray[1].ToString())); + } + + m_PlayerNumberMesh.material.SetVector("_PlayerNumber", m_PlayerNumberVector); + m_PlayerNumberMesh.material.SetColor("_PlayerColor", m_PlayerColors[playerColorIndex]); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs.meta new file mode 100644 index 000000000..97fe0ac43 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ClientPlayerColor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dc55263d027ad72419720fde3696727a \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs new file mode 100644 index 000000000..3d62c2431 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs @@ -0,0 +1,40 @@ +using System; +using Unity.Multiplayer.Samples.Utilities; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Networked script to handle player character logic that needs to be networked. + /// Inherits from NetcodeHooks class to provide hooks for spawn and despawn events. + /// + public class NetworkedPlayerCharacter : NetcodeHooks, ICharacter + { + public override void OnNetworkSpawn() + { + if (IsServer) + { + OnServerSpawnPlayer(); + } + + base.OnNetworkSpawn(); + } + + void OnServerSpawnPlayer() + { + // this is done server side, so we have a single source of truth for our spawn point list + var spawnPoint = ServerPlayerSpawnPoints.Instance.ConsumeNextSpawnPoint(); + var spawnPosition = spawnPoint ? spawnPoint.transform.position : Vector3.zero; + transform.position = spawnPosition; + + // Side Note: Specific to Owner Authoritative + // Setting the position works as and can be set in OnNetworkSpawn server-side unless there is a + // CharacterController that is enabled by default on the authoritative side. With CharacterController, it + // needs to be disabled by default (i.e. in Awake), the server applies the position (OnNetworkSpawn), and then + // the owner of the NetworkObject should enable CharacterController during OnNetworkSpawn. Otherwise, + // CharacterController will initialize itself with the initial position (before synchronization) and updates the + // transform after synchronization with the initial position, thus overwriting the synchronized position. + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs.meta new file mode 100644 index 000000000..8b46fdefe --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/NetworkedPlayerCharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 72cdb96278bc495ea1450b659fef8403 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs new file mode 100644 index 000000000..85c5a982c --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Assumes client authority + /// + [RequireComponent(typeof(NetworkedPlayerCharacter))] + public class ServerPlayerCharacter : MonoBehaviour + { + // Those events are caught by ThirdPersonController on clients, but since it doesn't exist on the server, + // they have to also be caught here, where they do nothing. This is required because we are using the + // NetworkAnimator component to synchronize animations between clients. This component requires an animator to + // also be present on the server. While this prevents the server from stripping out the Animator component, it + // is simple to do if we want to synchronize an animation between clients without having to manually synchronize + // the animation triggers and parameters. + void OnFootstep(AnimationEvent animationEvent) { } + + void OnLand(AnimationEvent animationEvent) { } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs.meta new file mode 100644 index 000000000..457937df5 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerCharacter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e5abadeefc16c65478b964d474f8af23 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs new file mode 100644 index 000000000..fbeb58a32 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs @@ -0,0 +1,35 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +public class ServerPlayerSpawnPoints : MonoBehaviour +{ + [SerializeField] + List m_SpawnPoints; + + static ServerPlayerSpawnPoints s_Instance; + + public static ServerPlayerSpawnPoints Instance => s_Instance; + + void Awake() + { + s_Instance = this; + } + + void OnDestroy() + { + s_Instance = null; + } + + public GameObject ConsumeNextSpawnPoint() + { + if (m_SpawnPoints.Count == 0) + { + return null; + } + + var toReturn = m_SpawnPoints[m_SpawnPoints.Count - 1]; + m_SpawnPoints.RemoveAt(m_SpawnPoints.Count - 1); + return toReturn; + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs.meta new file mode 100644 index 000000000..7eeb7a37a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Characters/Player/ServerPlayerSpawnPoints.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4e527eab88b471c4f8486f1947ee3097 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers.meta new file mode 100644 index 000000000..d37e1460e --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9f244a7b84cca714fb3f3d93f73e6bbb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs new file mode 100644 index 000000000..f2fa2914a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs @@ -0,0 +1,21 @@ +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Main controller of the + /// + public class GameController : Controller + { + GameModel Model => App.Model; + + void OnDestroy() + { + RemoveListeners(); + } + + internal override void RemoveListeners() + { + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs.meta new file mode 100644 index 000000000..0cd4ae20b --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eeb1f660831c3a143b1b0b77a612f726 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs new file mode 100644 index 000000000..b2f602c13 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs @@ -0,0 +1,75 @@ +using System; +using Unity.DedicatedGameServerSample.Runtime.ApplicationLifecycle; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal class GameMenuController : Controller + { + GameMenuView View => App.View.Menu; + + void Awake() + { + AddListener(OnClientResumeButtonClicked); + AddListener(OnClientQuitButtonClicked); + AddListener(OnMenuToggled); + AddListener(OnClientEndMatch); + } + + void OnDestroy() + { + RemoveListeners(); + } + + void OnApplicationFocus(bool hasFocus) + { + if (!hasFocus) + { + // open menu when losing focus + SetMenuActive(true); + } + } + + internal override void RemoveListeners() + { + RemoveListener(OnClientResumeButtonClicked); + RemoveListener(OnClientQuitButtonClicked); + RemoveListener(OnMenuToggled); + RemoveListener(OnClientEndMatch); + } + + void OnClientResumeButtonClicked(ResumeButtonClickedEvent evt) + { + SetMenuActive(false); + } + + void OnClientQuitButtonClicked(QuitButtonClickedEvent evt) + { + ApplicationEntryPoint.Singleton.ConnectionManager.RequestShutdown(); + } + + void OnMenuToggled(MenuToggleEvent evt) + { + SetMenuActive(!App.Model.MenuVisible); + } + + void OnClientEndMatch(EndMatchEvent evt) + { + View.Hide(); + RemoveListeners(); + } + + void SetMenuActive(bool isMenuActive) + { + if (isMenuActive) + { + View.Show(); + } + else + { + View.Hide(); + } + App.Model.MenuVisible = isMenuActive; + App.Model.PlayerCharacter.SetInputsActive(!isMenuActive); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs.meta new file mode 100644 index 000000000..298442565 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/GameMenuController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f96c4a9e6d4942c4bfe610a7ee318772 +timeCreated: 1698348198 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs new file mode 100644 index 000000000..4fcb3fa32 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs @@ -0,0 +1,50 @@ +using System; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal class MatchController : Controller + { + MatchView View => App.View.Match; + + void Awake() + { + App.Model.Countdown.OnValueChanged += OnCountdownChanged; + App.Model.PlayersConnected.OnValueChanged += OnPlayersConnectedChanged; + App.Model.NetworkedGameState.OnMatchStarted += OnMatchStarted; + App.Model.NetworkedGameState.OnMatchEnded += OnMatchEnded; + } + + void OnDestroy() + { + RemoveListeners(); + } + + internal override void RemoveListeners() + { + App.Model.Countdown.OnValueChanged -= OnCountdownChanged; + App.Model.PlayersConnected.OnValueChanged -= OnPlayersConnectedChanged; + App.Model.NetworkedGameState.OnMatchStarted -= OnMatchStarted; + App.Model.NetworkedGameState.OnMatchEnded -= OnMatchEnded; + } + + void OnCountdownChanged(uint previousValue, uint newValue) + { + View.OnCountdownChanged(newValue); + } + + void OnPlayersConnectedChanged(int previousValue, int newValue) + { + View.OnPlayersConnectedChanged(newValue); + } + + void OnMatchEnded() + { + Broadcast(new EndMatchEvent()); + } + + void OnMatchStarted() + { + Broadcast(new StartMatchEvent()); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs.meta new file mode 100644 index 000000000..de5a6716a --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 719e07b3624c81140be71b4ef4f59064 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs new file mode 100644 index 000000000..08447b147 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs @@ -0,0 +1,37 @@ +using Unity.DedicatedGameServerSample.Runtime.ApplicationLifecycle; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal class MatchRecapController : Controller + { + MatchRecapView View => App.View.MatchRecap; + + void Awake() + { + AddListener(OnClientEndMatch); + AddListener(OnClientMatchEndAcknowledged); + } + + void OnDestroy() + { + RemoveListeners(); + } + + internal override void RemoveListeners() + { + RemoveListener(OnClientEndMatch); + RemoveListener(OnClientMatchEndAcknowledged); + } + + void OnClientEndMatch(EndMatchEvent evt) + { + App.Model.PlayerCharacter.SetInputsActive(false); + View.OnClientEndMatch(evt); + } + + void OnClientMatchEndAcknowledged(MatchEndAcknowledgedEvent evt) + { + ApplicationEntryPoint.Singleton.ConnectionManager.RequestShutdown(); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs.meta new file mode 100644 index 000000000..2b3154aa7 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Controllers/MatchRecapController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1bc2a90b0160b442acf63cf3e9727cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs new file mode 100644 index 000000000..c66f91a2f --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs @@ -0,0 +1,18 @@ +using Unity.Netcode; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Manages the flow of the Game part of the application + /// + public class GameApplication : BaseApplication + { + internal new static GameApplication Instance { get; private set; } + + protected override void Awake() + { + base.Awake(); + Instance = this; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs.meta new file mode 100644 index 000000000..96098a7af --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameApplication.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4cb1e22d830e50240ac8d402a642fce2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs new file mode 100644 index 000000000..dccfd3599 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs @@ -0,0 +1,14 @@ +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal class ResumeButtonClickedEvent : AppEvent { } + + internal class QuitButtonClickedEvent : AppEvent { } + + internal class MatchEndAcknowledgedEvent : AppEvent { } + + internal class StartMatchEvent : AppEvent { } + + internal class MenuToggleEvent : AppEvent { } + + internal class EndMatchEvent : AppEvent { } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs.meta new file mode 100644 index 000000000..ba2028cce --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46a83e85282930741a79d07c6103702d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects.meta new file mode 100644 index 000000000..29b0d9b32 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: ad51411b5b8748ddaa47b623a7983cb5 +timeCreated: 1699306389 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs new file mode 100644 index 000000000..4f0358243 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs @@ -0,0 +1,217 @@ +using System; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Contains both client and server logic for a door that is opened when a player asks to. + /// The visuals of the door animate as "opening" and "closing", but for physics purposes this is an illusion: + /// whenever the door is open on the server, the door's physics are disabled, and vice versa. + /// + public class SwitchedDoor : NetworkBehaviour + { + const string k_OpenDoorAction = "OpenDoor"; + static readonly int s_AnimatorDoorOpenBoolID = Animator.StringToHash("IsOpen"); + + [SerializeField] + Animator m_Animator; + + [SerializeField] + GameObject m_UI; + + public NetworkVariable IsOpen { get; } = new NetworkVariable(); + NetworkVariable m_CanBeOpened { get; } = new NetworkVariable(); + byte m_NearbyPlayers = 0; + bool m_LocalPlayerIsNearby = false; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + [SerializeField] + bool m_ForceOpen; +#endif + + [SerializeField] + [Tooltip("This physics and navmesh obstacle is enabled when the door is closed.")] + GameObject m_PhysicsObject; + + public override void OnNetworkSpawn() + { + IsOpen.OnValueChanged += OnDoorStateChanged; + m_CanBeOpened.OnValueChanged += OnDoorCanBeOpenedChanged; + + if (IsClient) + { + // initialize visuals based on current server state (or else we default to "closed") + m_PhysicsObject.SetActive(!IsOpen.Value); + } + + if (IsServer) + { + OnDoorStateChanged(false, IsOpen.Value); + } + OnDoorCanBeOpenedChanged(false, false); + } + + public override void OnNetworkDespawn() + { + IsOpen.OnValueChanged -= OnDoorStateChanged; + m_CanBeOpened.OnValueChanged -= OnDoorCanBeOpenedChanged; + } + + void Update() + { + if (IsServer && IsSpawned) + { + var forceOpen = false; + +#if UNITY_EDITOR || DEVELOPMENT_BUILD + forceOpen |= m_ForceOpen; +#endif + if (forceOpen) + { + OnServerOpenDoor(); + } + } + if (IsClient && m_LocalPlayerIsNearby && m_CanBeOpened.Value) + { + if (GameApplication.Instance.Model.PlayerCharacter.PlayerInput.actions[k_OpenDoorAction].WasPressedThisFrame()) + { + Debug.Log("[Client] Local player opening door"); + OnServerOpenServerRpc(); + } + } + } + + void OnTriggerEnter(Collider other) + { + if (IsClient) + { + OnClientTriggerEnter(other); + } + if (IsServer) + { + OnServerTriggerEnter(other); + } + } + + void OnTriggerExit(Collider other) + { + if (IsClient) + { + OnClientTriggerExit(other); + } + if (IsServer) + { + OnServerTriggerExit(other); + } + } + + void OnServerTriggerEnter(Collider other) + { + if (other.GetComponent() == null) + { + return; + } + Debug.Log("[Server] Player entered!"); + m_NearbyPlayers++; + OnServerUpdateCanBeOpened(); + } + + void OnServerTriggerExit(Collider other) + { + if (other.GetComponent() == null) + { + return; + } + Debug.Log("[Server] Player exited!"); + m_NearbyPlayers--; + OnServerUpdateCanBeOpened(); + } + + void OnClientTriggerEnter(Collider other) + { + Debug.Log("[Client] Player entered!"); + var character = other.GetComponent(); + if (character == null) + { + return; + } + if (character.NetworkObject.IsLocalPlayer) + { + m_LocalPlayerIsNearby = true; + /* + * we do not use m_CanBeOpened here to predict if we can display the UI or not, + * because its value is being recalculated by the server + * at the same time and we could have an outdated value. + */ + m_UI.SetActive(!IsOpen.Value); + } + } + + void OnClientTriggerExit(Collider other) + { + var character = other.GetComponent(); + if (character == null) + { + return; + } + Debug.Log("[Client] Player exited!"); + if (character.NetworkObject.IsLocalPlayer) + { + Debug.Log("[Client] Hiding UI!"); + m_LocalPlayerIsNearby = false; + m_UI.SetActive(false); + } + } + + void OnServerUpdateCanBeOpened() + { + m_CanBeOpened.Value = m_NearbyPlayers > 0 && !IsOpen.Value; + } + + void OnDoorStateChanged(bool wasDoorOpen, bool isDoorOpen) + { + if (IsServer) + { + m_Animator.SetBool(s_AnimatorDoorOpenBoolID, isDoorOpen); + } + + if (IsClient) + { + m_PhysicsObject.SetActive(!isDoorOpen); + if (isDoorOpen) + { + m_UI.SetActive(false); + } + } + } + + void OnDoorCanBeOpenedChanged(bool couldBeOpened, bool canBeOpened) + { + if (IsClient) + { + Debug.Log($"[Client] Door UI should be: {canBeOpened}"); + if (gameObject.activeSelf != canBeOpened) + { + m_UI.SetActive(canBeOpened); + } + } + } + + [ServerRpc(RequireOwnership = false)] + void OnServerOpenServerRpc() + { + OnServerOpenDoor(); + } + + void OnServerOpenDoor() + { + if (IsOpen.Value) + { + return; + } + Debug.Log("[Server] Opening door"); + IsOpen.Value = true; + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs.meta new file mode 100644 index 000000000..bd3d3c989 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/GameplayObjects/SwitchedDoor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ad6052574cd80ab4a940feee78103150 \ No newline at end of file diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models.meta new file mode 100644 index 000000000..b1e529fe6 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d58c864ea35aaa24c9740885c77b9868 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs new file mode 100644 index 000000000..3a651ab47 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs @@ -0,0 +1,24 @@ +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Main model of the + /// + public class GameModel : Model + { + [SerializeField] + NetworkedGameState m_NetworkedGameState; + + public NetworkedGameState NetworkedGameState => m_NetworkedGameState; + + public NetworkVariable Countdown => m_NetworkedGameState.matchCountdown; + + public NetworkVariable PlayersConnected => m_NetworkedGameState.playersConnected; + + public bool MenuVisible { get; set; } = false; + + public ClientPlayerCharacter PlayerCharacter { get; set; } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs.meta new file mode 100644 index 000000000..1a568b276 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Models/GameModel.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea353653657b423409b67c735679262d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs new file mode 100644 index 000000000..f7f685e74 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs @@ -0,0 +1,124 @@ +using System; +using System.Collections; +using Unity.DedicatedGameServerSample.Runtime.ApplicationLifecycle; +using Unity.DedicatedGameServerSample.Runtime.ConnectionManagement; +using Unity.Netcode; +using UnityEngine; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + /// + /// Holds the logical state of a game and synchronizes it across the network + /// + public class NetworkedGameState : NetworkBehaviour + { + internal NetworkVariable matchCountdown = new NetworkVariable(); + internal NetworkVariable playersConnected = new NetworkVariable(); + bool m_MatchStarted; + bool m_MatchEnded; + + internal event Action OnMatchStarted; + internal event Action OnMatchEnded; + + + const uint k_CountdownStartValue = 300; + const float k_ShutdownDelayAfterCountdownEnd = 30; + + Coroutine m_CountdownRoutine; + + ConnectionManager ConnectionManager => ApplicationEntryPoint.Singleton.ConnectionManager; + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + if (IsServer) + { + m_MatchEnded = false; + ConnectionManager.EventManager.AddListener(OnServerMinNumberPlayersConnected); + ConnectionManager.EventManager.AddListener(OnServerClientConnected); + ConnectionManager.EventManager.AddListener(OnServerClientDisconnected); + playersConnected.Value = NetworkManager.ConnectedClientsIds.Count; + } + } + + public override void OnNetworkDespawn() + { + if (IsServer) + { + if (m_CountdownRoutine != null) + { + StopCoroutine(m_CountdownRoutine); + m_CountdownRoutine = null; + } + ConnectionManager.EventManager.RemoveListener(OnServerMinNumberPlayersConnected); + ConnectionManager.EventManager.RemoveListener(OnServerClientConnected); + ConnectionManager.EventManager.RemoveListener(OnServerClientDisconnected); + } + } + + void OnServerMinNumberPlayersConnected(MinNumberPlayersConnectedEvent evt) + { + if (m_MatchStarted) + { + throw new Exception("[Server] Match has already started and received an unexpected MinNumberPlayersConnectedEvent"); + } + Debug.Log("[Server] Starting match!"); + m_MatchStarted = true; + OnServerStartCountdown(); + StartMatchClientRpc(); + OnMatchStarted?.Invoke(); + } + + void OnServerClientConnected(ClientConnectedEvent evt) + { + playersConnected.Value = NetworkManager.ConnectedClientsIds.Count; + } + + void OnServerClientDisconnected(ClientDisconnectedEvent evt) + { + playersConnected.Value = NetworkManager.ConnectedClientsIds.Count; + } + + void OnServerStartCountdown() + { + matchCountdown.Value = k_CountdownStartValue; + m_CountdownRoutine = StartCoroutine(OnServerDoCountdown()); + } + + [ClientRpc] + void StartMatchClientRpc() + { + OnMatchStarted?.Invoke(); + } + + IEnumerator OnServerDoCountdown() + { + while (matchCountdown.Value > 0 + && !m_MatchEnded) + { + yield return CoroutinesHelper.OneSecond; + matchCountdown.Value--; + } + OnServerCountdownExpired(); + } + + void OnServerCountdownExpired() + { + m_MatchEnded = true; + if (m_CountdownRoutine != null) + { + StopCoroutine(m_CountdownRoutine); + m_CountdownRoutine = null; + } + + EndMatchClientRpc(); + StartCoroutine(CoroutinesHelper.WaitAndDo(new WaitForSeconds(k_ShutdownDelayAfterCountdownEnd), () => ConnectionManager.RequestShutdown())); + } + + [ClientRpc] + void EndMatchClientRpc() + { + OnMatchEnded?.Invoke(); + } + } +} diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs.meta new file mode 100644 index 000000000..40d8a1cb2 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/NetworkedGameState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c49e45af4320b1741be4c52adf9aef91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views.meta b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views.meta new file mode 100644 index 000000000..24e09b733 --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bedadcd3f67a8a0479a0eabbd7871801 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views/GameMenuView.cs b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views/GameMenuView.cs new file mode 100644 index 000000000..12c72f70d --- /dev/null +++ b/Experimental/DedicatedGameServer/Assets/Scripts/Runtime/Game/Views/GameMenuView.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine.UIElements; + +namespace Unity.DedicatedGameServerSample.Runtime +{ + internal class GameMenuView : View + { + Button m_ResumeButton; + Button m_QuitButton; + UIDocument m_UIDocument; + + void Awake() + { + m_UIDocument = GetComponent(); + } + + void OnEnable() + { + var root = m_UIDocument.rootVisualElement; + m_ResumeButton = root.Q