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#![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::Endpoint> = tokio::sync::OnceCell::const_new();
/// Get the network endpoint used for all communications.
pub async fn get_network_endpoint() -> &'static iroh::Endpoint {
NETWORK_ENDPOINT
.get_or_init(|| async move {
let secret_key = iroh::key::SecretKey::generate();
iroh::Endpoint::builder()
.alpns(vec![MATCH_ALPN.to_vec(), PLAY_ALPN.to_vec()])
.discovery(Box::new(
iroh::discovery::ConcurrentDiscovery::from_services(vec![
Box::new(
iroh::discovery::local_swarm_discovery::LocalSwarmDiscovery::new(
secret_key.public(),
)
.unwrap(),
),
Box::new(iroh::discovery::dns::DnsDiscovery::n0_dns()),
Box::new(iroh::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,
}
}
}