1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072
#![doc = include_str!("./networking.md")]
use self::{
input::{DenseInput, NetworkInputConfig, NetworkPlayerControl, NetworkPlayerControls},
socket::Socket,
};
use crate::networking::online::OnlineMatchmakerResponse;
pub use crate::networking::random::RngGenerator;
use crate::prelude::*;
use bones_matchmaker_proto::{MATCH_ALPN, PLAY_ALPN};
use ggrs::P2PSession;
use instant::Duration;
use once_cell::sync::Lazy;
use std::{fmt::Debug, marker::PhantomData, sync::Arc};
use tracing::{debug, error, info, trace, warn};
#[cfg(feature = "net-debug")]
use {
self::debug::{NetworkDebugMessage, PlayerSyncState, NETWORK_DEBUG_CHANNEL},
ggrs::{NetworkStats, PlayerHandle},
};
use crate::input::PlayerControls as PlayerControlsTrait;
pub mod input;
pub mod lan;
pub mod online;
pub mod online_lobby;
pub mod online_matchmaking;
pub mod proto;
pub mod random;
pub mod socket;
#[cfg(feature = "net-debug")]
pub mod debug;
/// Runtime, needed to execute network related calls.
pub static RUNTIME: Lazy<tokio::runtime::Runtime> =
Lazy::new(|| tokio::runtime::Runtime::new().expect("unable to crate tokio runtime"));
/// Indicates if input from networking is confirmed, predicted, or if player is disconnected.
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
pub enum NetworkInputStatus {
/// The input of this player for this frame is an actual received input.
Confirmed,
/// The input of this player for this frame is predicted.
Predicted,
/// The player has disconnected at or prior to this frame, so this input is a dummy.
Disconnected,
}
impl From<ggrs::InputStatus> for NetworkInputStatus {
fn from(value: ggrs::InputStatus) -> Self {
match value {
ggrs::InputStatus::Confirmed => NetworkInputStatus::Confirmed,
ggrs::InputStatus::Predicted => NetworkInputStatus::Predicted,
ggrs::InputStatus::Disconnected => NetworkInputStatus::Disconnected,
}
}
}
/// Module prelude.
pub mod prelude {
pub use super::{
input, lan, online, proto, random, DisconnectedPlayers, RngGenerator, SyncingInfo, RUNTIME,
};
#[cfg(feature = "net-debug")]
pub use super::debug::prelude::*;
}
/// Muliplier for framerate that will be used when playing an online match.
///
/// Lowering the frame rate a little for online matches reduces bandwidth and may help overall
/// gameplay. This may not be necessary once we improve network performance.
///
/// Note that FPS is provided as an integer to ggrs, so network modified fps is rounded to nearest int,
/// which is then used to compute timestep so ggrs and networking match.
pub const NETWORK_FRAME_RATE_FACTOR: f32 = 0.9;
/// Default frame rate to run at if user provides none
pub const NETWORK_DEFAULT_SIMULATION_FRAME_RATE: f32 = 60.0;
/// Number of frames client may predict beyond confirmed frame before freezing and waiting
/// for inputs from other players. Default value if not specified in [`GgrsSessionRunnerInfo`].
pub const NETWORK_MAX_PREDICTION_WINDOW_DEFAULT: usize = 7;
// todo test as zero?
/// Amount of frames GGRS will delay local input.
pub const NETWORK_LOCAL_INPUT_DELAY_DEFAULT: usize = 2;
/// Possible errors returned by network loop.
pub enum NetworkError {
/// The session was disconnected.
Disconnected,
}
/// The [`ggrs::Config`] implementation used by Jumpy.
#[derive(Debug)]
pub struct GgrsConfig<T: DenseInput + Debug> {
phantom: PhantomData<T>,
}
impl<T: DenseInput + Debug> ggrs::Config for GgrsConfig<T> {
type Input = T;
type State = World;
/// Addresses are the same as the player handle for our custom socket.
type Address = usize;
}
/// The network endpoint used for all network communications.
static NETWORK_ENDPOINT: tokio::sync::OnceCell<iroh_net::Endpoint> =
tokio::sync::OnceCell::const_new();
/// Get the network endpoint used for all communications.
pub async fn get_network_endpoint() -> &'static iroh_net::Endpoint {
NETWORK_ENDPOINT
.get_or_init(|| async move {
let secret_key = iroh_net::key::SecretKey::generate();
iroh_net::Endpoint::builder()
.alpns(vec![MATCH_ALPN.to_vec(), PLAY_ALPN.to_vec()])
.discovery(Box::new(
iroh_net::discovery::ConcurrentDiscovery::from_services(vec![
Box::new(
iroh_net::discovery::local_swarm_discovery::LocalSwarmDiscovery::new(
secret_key.public(),
)
.unwrap(),
),
Box::new(iroh_net::discovery::dns::DnsDiscovery::n0_dns()),
Box::new(iroh_net::discovery::pkarr::PkarrPublisher::n0_dns(
secret_key.clone(),
)),
]),
))
.secret_key(secret_key)
.bind()
.await
.unwrap()
})
.await
}
/// Resource containing the [`NetworkSocket`] implementation while there is a connection to a
/// network game.
///
/// This is inserted into the world after a match has been established by a network matchmaker.
#[derive(Clone, HasSchema, Deref, DerefMut)]
#[schema(no_default)]
pub struct NetworkMatchSocket(Arc<dyn NetworkSocket>);
/// Wraps [`ggrs::Message`] with included `match_id`, used to determine if message received
/// from current match.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct GameMessage {
/// Socket match id
pub match_id: u8,
/// Wrapped message
pub message: ggrs::Message,
}
/// Automatically implemented for [`NetworkSocket`] + [`ggrs::NonBlockingSocket<usize>`].
pub trait GgrsSocket: NetworkSocket + ggrs::NonBlockingSocket<usize> {}
impl<T> GgrsSocket for T where T: NetworkSocket + ggrs::NonBlockingSocket<usize> {}
/// Trait that must be implemented by socket connections establish by matchmakers.
///
/// The [`NetworkMatchSocket`] resource will contain an instance of this trait and will be used by
/// the game to send network messages after a match has been established.
pub trait NetworkSocket: Sync + Send {
/// Get a GGRS socket from this network socket.
fn ggrs_socket(&self) -> Socket;
/// Send a reliable message to the given [`SocketTarget`].
fn send_reliable(&self, target: SocketTarget, message: &[u8]);
/// Receive reliable messages from other players. The `usize` is the index of the player that
/// sent the message.
fn recv_reliable(&self) -> Vec<(u32, Vec<u8>)>;
/// Close the connection.
fn close(&self);
/// Get the player index of the local player.
fn player_idx(&self) -> u32;
/// Get the player count for this network match.
fn player_count(&self) -> u32;
/// Increment match id so messages from previous match that are still in flight
/// will be filtered out. Used when starting new session with existing socket.
fn increment_match_id(&mut self);
}
/// The destination for a reliable network message.
pub enum SocketTarget {
/// Send to a specific player.
Player(u32),
/// Broadcast to all players.
All,
}
/// Resource updated each frame exposing syncing/networking information in the current session.
#[derive(HasSchema, Clone)]
#[schema(no_default)]
pub enum SyncingInfo {
/// Holds data for an online session
Online {
/// Current frame of simulation step
current_frame: i32,
/// Last confirmed frame by all clients.
/// Anything that occurred on this frame is agreed upon by all clients.
last_confirmed_frame: i32,
/// Socket
socket: Socket,
/// Networking stats for each connected player, stored at the \[player_idx\] index for each respective player.
players_network_stats: SVec<PlayerNetworkStats>,
/// The local player's index
local_player_idx: usize,
/// The local input delay set for this session
local_frame_delay: usize,
/// List of disconnected players (their idx)
disconnected_players: SVec<usize>,
/// The random seed for this session
random_seed: u64,
},
/// Holds data for an offline session
Offline {
/// Current frame of simulation step
current_frame: i32,
/// The random seed for this session
random_seed: u64,
},
}
impl SyncingInfo {
/// Checks if the session is online.
pub fn is_online(&self) -> bool {
matches!(self, SyncingInfo::Online { .. })
}
/// Checks if the session is offline.
pub fn is_offline(&self) -> bool {
matches!(self, SyncingInfo::Offline { .. })
}
/// Getter for the current frame (number).
pub fn current_frame(&self) -> i32 {
match self {
SyncingInfo::Online { current_frame, .. } => *current_frame,
SyncingInfo::Offline { current_frame, .. } => *current_frame,
}
}
/// Getter for the last confirmed frame (number).
pub fn last_confirmed_frame(&self) -> i32 {
match self {
SyncingInfo::Online {
last_confirmed_frame,
..
} => *last_confirmed_frame,
SyncingInfo::Offline { current_frame, .. } => *current_frame,
}
}
/// Getter for socket.
pub fn socket(&self) -> Option<&Socket> {
match self {
SyncingInfo::Online { socket, .. } => Some(socket),
SyncingInfo::Offline { .. } => None,
}
}
/// Mutable getter for socket.
pub fn socket_mut(&mut self) -> Option<&mut Socket> {
match self {
SyncingInfo::Online { socket, .. } => Some(socket),
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for a single player's network stats using their player_idx
pub fn player_network_stats(&self, player_idx: usize) -> Option<PlayerNetworkStats> {
match self {
SyncingInfo::Online {
players_network_stats,
..
} => players_network_stats.get(player_idx).cloned(),
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for all players' network stats, including local player (set to default). This maintains index == player_idx.
pub fn players_network_stats(&self) -> SVec<PlayerNetworkStats> {
match self {
SyncingInfo::Online {
players_network_stats,
..
} => players_network_stats.clone(),
SyncingInfo::Offline { .. } => SVec::new(),
}
}
/// Getter for remote player network stats (filtering out local player). This does not maintain index == player_idx.
pub fn remote_players_network_stats(&self) -> SVec<PlayerNetworkStats> {
match self {
SyncingInfo::Online {
players_network_stats,
..
} => players_network_stats
.iter()
.filter(|&stats| stats.ping != 0 || stats.kbps_sent != 0)
.cloned()
.collect(),
SyncingInfo::Offline { .. } => SVec::new(),
}
}
/// Calculates the total kilobits per second sent across all remote players.
pub fn total_kbps_sent(&self) -> usize {
self.remote_players_network_stats()
.iter()
.map(|stats| stats.kbps_sent)
.sum()
}
/// Calculates the average kilobits per second sent across all remote players.
pub fn averaged_kbps_sent(&self) -> f32 {
let remote_stats = self.remote_players_network_stats();
if remote_stats.is_empty() {
0.0
} else {
let total_kbps: usize = remote_stats.iter().map(|stats| stats.kbps_sent).sum();
total_kbps as f32 / remote_stats.len() as f32
}
}
/// Returns the highest number of local frames behind across all remote players.
pub fn highest_local_frames_behind(&self) -> i32 {
self.remote_players_network_stats()
.iter()
.map(|stats| stats.local_frames_behind)
.max()
.unwrap_or(0)
}
/// Returns the highest number of remote frames behind across all remote players.
pub fn highest_remote_frames_behind(&self) -> i32 {
self.remote_players_network_stats()
.iter()
.map(|stats| stats.remote_frames_behind)
.max()
.unwrap_or(0)
}
/// Calculates the average ping across all remote players.
pub fn averaged_ping(&self) -> u128 {
let remote_stats = self.remote_players_network_stats();
if remote_stats.is_empty() {
0
} else {
let total_ping: u128 = remote_stats.iter().map(|stats| stats.ping).sum();
total_ping / remote_stats.len() as u128
}
}
/// Returns the lowest ping across all remote players.
pub fn lowest_ping(&self) -> u128 {
self.remote_players_network_stats()
.iter()
.map(|stats| stats.ping)
.min()
.unwrap_or(0)
}
/// Returns the highest ping across all remote players.
pub fn highest_ping(&self) -> u128 {
self.remote_players_network_stats()
.iter()
.map(|stats| stats.ping)
.max()
.unwrap_or(0)
}
/// Getter for the local player index, if offline defaults to None.
pub fn local_player_idx_checked(&self) -> Option<usize> {
match self {
SyncingInfo::Online {
local_player_idx, ..
} => Some(*local_player_idx),
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for the local player index, if offline defaults to 0.
pub fn local_player_idx(&self) -> usize {
match self {
SyncingInfo::Online {
local_player_idx, ..
} => *local_player_idx,
SyncingInfo::Offline { .. } => 0,
}
}
/// Getter for the local frame delay.
pub fn local_frame_delay(&self) -> usize {
match self {
SyncingInfo::Online {
local_frame_delay, ..
} => *local_frame_delay,
SyncingInfo::Offline { .. } => 0,
}
}
/// Getter for the number of players, if offline defaults to 0.
pub fn players_count(&self) -> usize {
match self {
SyncingInfo::Online {
players_network_stats,
..
} => players_network_stats.len(),
SyncingInfo::Offline { .. } => 0,
}
}
/// Getter for the number of players, if offline defaults to None.
pub fn players_count_checked(&self) -> Option<usize> {
match self {
SyncingInfo::Online {
players_network_stats,
..
} => Some(players_network_stats.len()),
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for the list of active players (idx) which are connected. Offline returns empty list.
pub fn active_players(&self) -> SVec<usize> {
match self {
SyncingInfo::Online {
players_network_stats,
disconnected_players,
..
} => {
let total_players = players_network_stats.len();
(0..total_players)
.filter(|&id| !disconnected_players.contains(&id))
.collect()
}
SyncingInfo::Offline { .. } => SVec::new(),
}
}
/// Getter for the list of active players (idx) which are connected. Offline returns None.
pub fn active_players_checked(&self) -> Option<SVec<usize>> {
match self {
SyncingInfo::Online {
players_network_stats,
disconnected_players,
..
} => {
let total_players = players_network_stats.len();
let active = (0..total_players)
.filter(|&id| !disconnected_players.contains(&id))
.collect();
Some(active)
}
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for the list of players which have been disconnected (their idx). Offline returns empty list.
pub fn disconnected_players(&self) -> SVec<usize> {
match self {
SyncingInfo::Online {
disconnected_players,
..
} => disconnected_players.clone(),
SyncingInfo::Offline { .. } => SVec::new(),
}
}
/// Getter for the list of players which have been disconnected (their idx). Offline returns None.
pub fn disconnected_players_checked(&self) -> Option<SVec<usize>> {
match self {
SyncingInfo::Online {
disconnected_players,
..
} => Some(disconnected_players.clone()),
SyncingInfo::Offline { .. } => None,
}
}
/// Getter for the random seed.
pub fn random_seed(&self) -> u64 {
match self {
SyncingInfo::Online { random_seed, .. } => *random_seed,
SyncingInfo::Offline { random_seed, .. } => *random_seed,
}
}
}
/// Resource tracking which players have been disconnected.
/// May not be in world if no disconnects.
///
/// If rollback to frame before disconnect, player handle is still included here.
#[derive(HasSchema, Clone, Default)]
pub struct DisconnectedPlayers {
/// Handles of players that have been disconnected.
pub disconnected_players: Vec<usize>,
}
/// [`SessionRunner`] implementation that uses [`ggrs`] for network play.
///
/// This is where the whole `ggrs` integration is implemented.
pub struct GgrsSessionRunner<'a, InputTypes: NetworkInputConfig<'a>> {
/// The last player input we detected.
pub last_player_input: InputTypes::Dense,
/// The GGRS peer-to-peer session.
pub session: P2PSession<GgrsConfig<InputTypes::Dense>>,
/// Local player idx.
pub player_idx: u32,
/// Index of local player, computed from player_is_local
pub local_player_idx: u32,
/// The frame time accumulator, used to produce a fixed refresh rate.
pub accumulator: f64,
/// Timestamp of last time session was run to compute delta time.
pub last_run: Option<Instant>,
/// FPS from game adjusted with constant network factor (may be slightly slower)
pub network_fps: f64,
/// FPS from game not adjusted with network factor.
pub original_fps: f64,
/// Session runner's input collector.
pub input_collector: InputTypes::InputCollector,
/// Is local input disabled? (No input will be used if set)
pub local_input_disabled: bool,
/// Players who have been reported disconnected by ggrs
disconnected_players: Vec<usize>,
/// Store copy of socket to be able to restart session runner with existing socket.
socket: Socket,
/// Local input delay ggrs session was initialized with
local_input_delay: usize,
/// The random seed used for this session
pub random_seed: u64,
}
/// The info required to create a [`GgrsSessionRunner`].
#[derive(Clone)]
pub struct GgrsSessionRunnerInfo {
/// The socket that will be converted into GGRS socket implementation.
pub socket: Socket,
/// The local player idx
pub player_idx: u32,
/// the player count.
pub player_count: u32,
/// Max prediction window (max number of frames client may predict ahead of last confirmed frame)
/// `None` will use Bone's default.
pub max_prediction_window: Option<usize>,
/// Local input delay (local inputs + remote inputs will be buffered and sampled this many frames later)
/// Increasing helps with mitigating pops when remote user changes input quickly, and reduces amount of frames
/// client will end up predicted ahead from others, helps with high latency.
///
/// `None` will use Bone's default.
pub local_input_delay: Option<usize>,
/// The random seed used for this session
pub random_seed: u64,
}
impl GgrsSessionRunnerInfo {
/// See [`GgrsSessionRunnerInfo`] fields for info on arguments.
pub fn new(
socket: Socket,
max_prediction_window: Option<usize>,
local_input_delay: Option<usize>,
random_seed: u64,
) -> Self {
let player_idx = socket.player_idx();
let player_count = socket.player_count();
Self {
socket,
player_idx,
player_count,
max_prediction_window,
local_input_delay,
random_seed,
}
}
}
impl<'a, InputTypes> GgrsSessionRunner<'a, InputTypes>
where
InputTypes: NetworkInputConfig<'a>,
{
/// Creates a new session runner from a `OnlineMatchmakerResponse::GameStarting`
/// Any input values set as `None` will be set to default.
/// If response is not `GameStarting` returns None.
pub fn new_networked_game_starting(
target_fps: Option<f32>,
max_prediction_window: Option<usize>,
local_input_delay: Option<usize>,
matchmaker_resp_game_starting: OnlineMatchmakerResponse,
) -> Option<Self> {
if let OnlineMatchmakerResponse::GameStarting {
socket,
player_idx: _,
player_count: _,
random_seed,
} = matchmaker_resp_game_starting
{
Some(Self::new(
target_fps,
GgrsSessionRunnerInfo::new(
socket.ggrs_socket(),
max_prediction_window,
local_input_delay,
random_seed,
),
))
} else {
None
}
}
/// Creates a new session runner from scratch.
pub fn new(target_fps: Option<f32>, info: GgrsSessionRunnerInfo) -> Self
where
Self: Sized,
{
let simulation_fps = target_fps.unwrap_or(NETWORK_DEFAULT_SIMULATION_FRAME_RATE);
// Modified FPS may not be an integer, but ggrs requires integer fps, so we clamp and round
// to integer so our computed timestep will match that of ggrs.
let network_fps = (simulation_fps * NETWORK_FRAME_RATE_FACTOR) as f64;
let network_fps = network_fps
.max(usize::MIN as f64)
.min(usize::MAX as f64)
.round() as usize;
// There may be value in dynamically negotitaing these values based on client's pings
// before starting the match.
let max_prediction = info
.max_prediction_window
.unwrap_or(NETWORK_MAX_PREDICTION_WINDOW_DEFAULT);
let local_input_delay = info
.local_input_delay
.unwrap_or(NETWORK_LOCAL_INPUT_DELAY_DEFAULT);
// Notify debugger of setting
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::SetMaxPrediction(max_prediction))
.unwrap();
let mut builder = ggrs::SessionBuilder::new()
.with_num_players(info.player_count as usize)
.with_input_delay(local_input_delay)
.with_fps(network_fps)
.unwrap()
.with_max_prediction_window(max_prediction)
.unwrap();
let local_player_idx = info.player_idx;
for i in 0..info.player_count {
if i == info.player_idx {
builder = builder
.add_player(ggrs::PlayerType::Local, i as usize)
.unwrap();
} else {
builder = builder
.add_player(ggrs::PlayerType::Remote(i as usize), i as usize)
.unwrap();
}
}
let session = builder.start_p2p_session(info.socket.clone()).unwrap();
Self {
last_player_input: InputTypes::Dense::default(),
session,
player_idx: info.player_idx,
local_player_idx,
accumulator: default(),
last_run: None,
network_fps: network_fps as f64,
original_fps: simulation_fps as f64,
disconnected_players: default(),
input_collector: InputTypes::InputCollector::default(),
socket: info.socket.clone(),
local_input_delay,
local_input_disabled: false,
random_seed: info.random_seed,
}
}
}
/// Helper for accessing nested associated types on [`NetworkInputConfig`].
#[allow(type_alias_bounds)]
type ControlMapping<'a, C: NetworkInputConfig<'a>> =
<C::PlayerControls as PlayerControls<'a, C::Control>>::ControlMapping;
impl<InputTypes> SessionRunner for GgrsSessionRunner<'static, InputTypes>
where
InputTypes: NetworkInputConfig<'static> + 'static,
{
fn step(&mut self, frame_start: Instant, world: &mut World, stages: &mut SystemStages) {
let step: f64 = 1.0 / self.network_fps;
let last_run = self.last_run.unwrap_or(frame_start);
let delta = (frame_start - last_run).as_secs_f64();
self.accumulator += delta;
let mut skip_frames: u32 = 0;
{
let keyboard = world.resource::<KeyboardInputs>();
let gamepad = world.resource::<GamepadInputs>();
let player_inputs = world.resource::<InputTypes::PlayerControls>();
// Collect inputs and update controls
self.input_collector.apply_inputs(
&world.resource::<ControlMapping<InputTypes>>(),
&keyboard,
&gamepad,
);
self.input_collector.update_just_pressed();
// save local players dense input for use with ggrs
match player_inputs.get_control_source(self.local_player_idx as usize) {
Some(control_source) => {
let control = self
.input_collector
.get_control(self.local_player_idx as usize, control_source);
self.last_player_input = control.get_dense_input();
},
None => warn!("GgrsSessionRunner local_player_idx {} has no control source, no local input provided.",
self.local_player_idx)
};
}
#[cfg(feature = "net-debug")]
// Current frame before we start network update loop
let current_frame_original = self.session.current_frame();
for event in self.session.events() {
match event {
ggrs::GgrsEvent::Synchronizing { addr, total, count } => {
info!(player=%addr, %total, progress=%count, "Syncing network player");
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::PlayerSync((
PlayerSyncState::SyncInProgress,
addr,
)))
.unwrap();
}
ggrs::GgrsEvent::Synchronized { addr } => {
info!(player=%addr, "Syncrhonized network client");
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::PlayerSync((
PlayerSyncState::Sychronized,
addr,
)))
.unwrap();
}
ggrs::GgrsEvent::Disconnected { addr } => {
warn!(player=%addr, "Player Disconnected");
self.disconnected_players.push(addr);
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::DisconnectedPlayers(
self.disconnected_players.clone(),
))
.unwrap();
} //return Err(SessionError::Disconnected)},
ggrs::GgrsEvent::NetworkInterrupted { addr, .. } => {
info!(player=%addr, "Network player interrupted");
}
ggrs::GgrsEvent::NetworkResumed { addr } => {
info!(player=%addr, "Network player re-connected");
}
ggrs::GgrsEvent::WaitRecommendation {
skip_frames: skip_count,
} => {
info!(
"Skipping {skip_count} frames to give network players a chance to catch up"
);
skip_frames = skip_count;
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::SkipFrame {
frame: current_frame_original,
count: skip_count,
})
.unwrap();
}
ggrs::GgrsEvent::DesyncDetected {
frame,
local_checksum,
remote_checksum,
addr,
} => {
error!(%frame, %local_checksum, %remote_checksum, player=%addr, "Network de-sync detected");
}
}
}
loop {
if self.accumulator >= step {
self.accumulator -= step;
if !self.local_input_disabled {
self.session
.add_local_input(self.local_player_idx as usize, self.last_player_input)
.unwrap();
} else {
// If local input is disabled, we still submit a default value representing no-inputs.
// This way if input is disabled current inputs will not be held down indefinitely.
self.session
.add_local_input(
self.local_player_idx as usize,
InputTypes::Dense::default(),
)
.unwrap();
}
#[cfg(feature = "net-debug")]
{
let current_frame = self.session.current_frame();
let confirmed_frame = self.session.confirmed_frame();
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::FrameUpdate {
current: current_frame,
last_confirmed: confirmed_frame,
})
.unwrap();
}
if skip_frames > 0 {
skip_frames = skip_frames.saturating_sub(1);
continue;
}
match self.session.advance_frame() {
Ok(requests) => {
for request in requests {
match request {
ggrs::GgrsRequest::SaveGameState { cell, frame } => {
cell.save(frame, Some(world.clone()), None)
}
ggrs::GgrsRequest::LoadGameState { cell, .. } => {
// Swap out sessions to preserve them after world save.
// Sessions clone makes empty copy, so saved snapshots do not include sessions.
// Sessions are borrowed from Game for execution of this session,
// they are not like other resources and should not be preserved.
let mut sessions = Sessions::default();
std::mem::swap(
&mut sessions,
&mut world.resource_mut::<Sessions>(),
);
*world = cell.load().unwrap_or_default();
std::mem::swap(
&mut sessions,
&mut world.resource_mut::<Sessions>(),
);
}
ggrs::GgrsRequest::AdvanceFrame {
inputs: network_inputs,
} => {
// Input has been consumed, signal that we are in new input frame
self.input_collector.advance_frame();
// Fetch the PlayerNetworkStats for each remote player, guaranteeing each one is inserted into the index matching its handle
let mut players_network_stats: Vec<PlayerNetworkStats> = vec![
PlayerNetworkStats::default();
self.session.remote_player_handles().len() + 1 // + 1 for the local player to maintain correct length
];
for handle in self.session.remote_player_handles().iter() {
if let Ok(stats) = self.session.network_stats(*handle) {
players_network_stats[*handle] =
PlayerNetworkStats::from_ggrs_network_stats(
*handle, stats,
);
}
}
// Create and insert the RngGenerator resource if it doesn't exist
if world.resources.get::<RngGenerator>().is_none() {
let rng_generator = RngGenerator::new(self.random_seed);
world.insert_resource(rng_generator);
}
// TODO: Make sure SyncingInfo is initialized immediately when session is created,
// even before a frame has advanced.
// The existance of this resource may be used to determine if in an online match, and there could
// be race if expected it to exist but testing before first frame advance.
world.insert_resource(SyncingInfo::Online {
current_frame: self.session.current_frame(),
last_confirmed_frame: self.session.confirmed_frame(),
socket: self.socket.clone(),
players_network_stats: players_network_stats.into(),
local_player_idx: self.local_player_idx as usize,
local_frame_delay: self.local_input_delay,
disconnected_players: self
.disconnected_players
.clone()
.into(),
random_seed: self.random_seed,
});
// Disconnected players persisted on session runner, and updated each frame.
// This avoids a rollback from changing resource state.
world.insert_resource(DisconnectedPlayers {
disconnected_players: self.disconnected_players.clone(),
});
{
world
.resource_mut::<Time>()
.advance_exact(Duration::from_secs_f64(step));
// update game controls from ggrs inputs
let mut player_inputs =
world.resource_mut::<InputTypes::PlayerControls>();
for (player_idx, (input, status)) in
network_inputs.into_iter().enumerate()
{
trace!(
"Net player({player_idx}) local: {}, status: {status:?}, input: {:?}",
self.local_player_idx as usize == player_idx,
input
);
player_inputs.network_update(
player_idx,
&input,
status.into(),
);
}
}
// Run game session stages, advancing simulation
stages.run(world);
}
}
}
}
Err(e) => match e {
ggrs::GgrsError::NotSynchronized => {
debug!("Waiting for network clients to sync")
}
ggrs::GgrsError::PredictionThreshold => {
warn!("Freezing game while waiting for network to catch-up.");
#[cfg(feature = "net-debug")]
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::FrameFroze {
frame: self.session.current_frame(),
})
.unwrap();
}
e => error!("Network protocol error: {e}"),
},
}
} else {
break;
}
}
self.last_run = Some(frame_start);
// Fetch GGRS network stats of remote players and send to net debug tool
#[cfg(feature = "net-debug")]
{
let mut network_stats: Vec<(PlayerHandle, NetworkStats)> = vec![];
for handle in self.session.remote_player_handles().iter() {
if let Ok(stats) = self.session.network_stats(*handle) {
network_stats.push((*handle, stats));
}
}
if !network_stats.is_empty() {
NETWORK_DEBUG_CHANNEL
.sender
.try_send(NetworkDebugMessage::NetworkStats { network_stats })
.unwrap();
}
}
}
fn restart_session(&mut self) {
// Rebuild session info from runner + create new runner
// Increment match id so messages from previous match that are still in flight
// will be filtered out.
self.socket.increment_match_id();
let runner_info = GgrsSessionRunnerInfo {
socket: self.socket.clone(),
player_idx: self.player_idx,
player_count: self.session.num_players().try_into().unwrap(),
max_prediction_window: Some(self.session.max_prediction()),
local_input_delay: Some(self.local_input_delay),
random_seed: self.random_seed,
};
*self = GgrsSessionRunner::new(Some(self.original_fps as f32), runner_info);
}
fn disable_local_input(&mut self, input_disabled: bool) {
self.local_input_disabled = input_disabled;
}
}
/// A schema-compatible wrapper for ggrs `NetworkStats` struct contains networking stats.
#[derive(Debug, Default, Clone, Copy, HasSchema)]
pub struct PlayerNetworkStats {
/// The idx of the player these stats are for. Included here for self-attesting/ease-of-access.
pub player_idx: usize,
/// The length of the queue containing UDP packets which have not yet been acknowledged by the end client.
/// The length of the send queue is a rough indication of the quality of the connection. The longer the send queue, the higher the round-trip time between the
/// clients. The send queue will also be longer than usual during high packet loss situations.
pub send_queue_len: usize,
/// The roundtrip packet transmission time as calculated by GGRS.
pub ping: u128,
/// The estimated bandwidth used between the two clients, in kilobits per second.
pub kbps_sent: usize,
/// The number of frames GGRS calculates that the local client is behind the remote client at this instant in time.
/// For example, if at this instant the current game client is running frame 1002 and the remote game client is running frame 1009,
/// this value will mostly likely roughly equal 7.
pub local_frames_behind: i32,
/// The same as [`local_frames_behind`], but calculated from the perspective of the remote player.
///
/// [`local_frames_behind`]: #structfield.local_frames_behind
pub remote_frames_behind: i32,
}
impl PlayerNetworkStats {
/// Creates a new PlayerNetworkStats from a player index and a ggrs NetworkStats.
pub fn from_ggrs_network_stats(player_idx: usize, stats: ggrs::NetworkStats) -> Self {
Self {
player_idx,
send_queue_len: stats.send_queue_len,
ping: stats.ping,
kbps_sent: stats.kbps_sent,
local_frames_behind: stats.local_frames_behind,
remote_frames_behind: stats.remote_frames_behind,
}
}
}