Merge pull request #5276 from aws-lumberyard-dev/TimeoutAndDisconnectImprovements

Timeout and disconnect improvements
This commit is contained in:
SergeyAMZN
2021-11-08 13:27:57 +00:00
committed by GitHub
33 changed files with 319 additions and 509 deletions
@@ -13,7 +13,9 @@
<Member Type="AzNetworking::DisconnectReason" Name="disconnectReason" Init="AzNetworking::DisconnectReason::None" />
</Packet>
<Packet Name="HeartbeatPacket" Desc="This packet is used to keep an established connection alive" />
<Packet Name="HeartbeatPacket" Desc="This packet is used to keep an established connection alive">
<Member Type="bool" Name="requestResponse" Init="false" />
</Packet>
<Packet Name="FragmentedPacket" Desc="This packet is used to segment a packet that exceeds a connections MTU">
<Member Type="AzNetworking::SequenceId" Name="unfragmentedSequence" Init="AzNetworking::InvalidSequenceId" />
@@ -122,10 +122,4 @@ namespace AzNetworking
m_timeoutItemMap.erase(itemTimeoutId);
}
}
void TimeoutQueue::UpdateTimeouts(ITimeoutHandler& timeoutHandler, int32_t maxTimeouts)
{
TimeoutHandler handler([&timeoutHandler](TimeoutQueue::TimeoutItem& item) { return timeoutHandler.HandleTimeout(item); });
UpdateTimeouts(handler, maxTimeouts);
}
}
@@ -23,8 +23,6 @@ namespace AzNetworking
Delete
};
class ITimeoutHandler;
//! @class TimeoutQueue
//! @brief class for managing timeout items.
class TimeoutQueue
@@ -70,11 +68,6 @@ namespace AzNetworking
using TimeoutHandler = AZStd::function<TimeoutResult(TimeoutQueue::TimeoutItem&)>;
void UpdateTimeouts(const TimeoutHandler& timeoutHandler, int32_t maxTimeouts = -1);
//! Updates timeouts for all items, invokes timeout handlers if required.
//! @param timeoutHandler listener instance to call back on for timeouts
//! @param maxTimeouts the maximum number of timeouts to process before breaking iteration
void UpdateTimeouts(ITimeoutHandler& timeoutHandler, int32_t maxTimeouts = -1);
private:
struct TimeoutQueueItem
@@ -94,19 +87,6 @@ namespace AzNetworking
TimeoutItemMap m_timeoutItemMap;
TimeoutItemQueue m_timeoutItemQueue;
};
//! @class ITimeoutHandler
//! @brief interface class for managing timeout items.
class ITimeoutHandler
{
public:
virtual ~ITimeoutHandler() = default;
//! Handler callback for timed out items.
//! @param item containing registered timeout details
//! @return ETimeoutResult for whether to re-register or discard the timeout params
virtual TimeoutResult HandleTimeout(TimeoutQueue::TimeoutItem& item) = 0;
};
}
#include <AzNetworking/DataStructures/TimeoutQueue.inl>
@@ -27,13 +27,11 @@ namespace AzNetworking
ConnectionId connectionId,
const IpAddress& remoteAddress,
TcpNetworkInterface& networkInterface,
TcpSocket& socket,
TimeoutId timeoutId
TcpSocket& socket
)
: IConnection(connectionId, remoteAddress)
, m_networkInterface(networkInterface)
, m_socket(socket.CloneAndTakeOwnership())
, m_timeoutId(timeoutId)
, m_state(m_socket->IsOpen() ? ConnectionState::Connecting : ConnectionState::Disconnected)
, m_connectionRole(ConnectionRole::Acceptor)
, m_registeredSocketFd(InvalidSocketFd)
@@ -163,13 +161,6 @@ namespace AzNetworking
break;
}
TimeoutQueue::TimeoutItem* timeoutItem = m_networkInterface.m_connectionTimeoutQueue.RetrieveItem(GetTimeoutId());
if (timeoutItem == nullptr)
{
return true;
}
timeoutItem->UpdateTimeoutTime(startTimeMs);
NetworkOutputSerializer serializer(buffer.GetBuffer(), static_cast<uint32_t>(buffer.GetSize()));
if (m_state == ConnectionState::Connecting)
{
@@ -38,14 +38,12 @@ namespace AzNetworking
//! @param remoteAddress IP address of the remote endpoint
//! @param networkInterface TcpNetworkInterface that owns this connection instance
//! @param socket TCP socket to take ownership of and use for sending and receiving data
//! @param timeoutId timeout identifier of this connection instance
TcpConnection
(
ConnectionId connectionId,
const IpAddress& remoteAddress,
TcpNetworkInterface& networkInterface,
TcpSocket& socket,
TimeoutId timeoutId
TcpSocket& socket
);
//! Construct a new socket with optional encryption, used when initiating a new connection
@@ -69,14 +67,6 @@ namespace AzNetworking
//! @return the TcpSocket bound to this TcpConnection
TcpSocket* GetTcpSocket() const;
//! Sets the timeout identifier for this TcpConnection.
//! @param timeoutId the timeout identifier to use for this TcpConnection
void SetTimeoutId(TimeoutId timeoutId);
//! Returns the timeout identifier for this TcpConnection.
//! @return the timeout identifier for this TcpConnection
TimeoutId GetTimeoutId() const;
//! Returns true if this connection instance is in an open state, and is capable of actively sending and receiving packets.
//! @return boolean true if this connection instance is in an open state
bool IsOpen() const;
@@ -142,7 +132,6 @@ namespace AzNetworking
AZStd::unique_ptr<TcpSocket> m_socket;
AZStd::unique_ptr<ICompressor> m_compressor;
TimeoutId m_timeoutId;
PacketId m_lastSentPacketId = InvalidPacketId;
ConnectionState m_state = ConnectionState::Disconnected;
ConnectionRole m_connectionRole = ConnectionRole::Connector;
@@ -15,16 +15,6 @@ namespace AzNetworking
return m_socket.get();
}
inline void TcpConnection::SetTimeoutId(TimeoutId timeoutId)
{
m_timeoutId = timeoutId;
}
inline TimeoutId TcpConnection::GetTimeoutId() const
{
return m_timeoutId;
}
inline bool TcpConnection::IsOpen() const
{
return m_socket->IsOpen();
@@ -21,16 +21,11 @@ namespace AzNetworking
static const bool net_TcpUseEncryption = false;
#endif
AZ_CVAR(bool, net_TcpTimeoutConnections, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Boolean value on whether we should timeout Tcp connections");
AZ_CVAR(AZ::TimeMs, net_TcpHeartbeatTimeMs, AZ::TimeMs{ 2 * 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Tcp connection heartbeat frequency");
AZ_CVAR(AZ::TimeMs, net_TcpDefaultTimeoutMs, AZ::TimeMs{ 10 * 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Time in milliseconds before we timeout an idle Tcp connection");
TcpNetworkInterface::TcpNetworkInterface(AZ::Name name, IConnectionListener& connectionListener, TrustZone trustZone, TcpListenThread& listenThread)
: m_name(name)
, m_trustZone(trustZone)
, m_connectionListener(connectionListener)
, m_listenThread(listenThread)
, m_timeoutMs(net_TcpDefaultTimeoutMs)
{
;
}
@@ -98,8 +93,6 @@ namespace AzNetworking
}
AZLOG_INFO("Adding new socket %d", static_cast<int32_t>(tcpSocket->GetSocketFd()));
const TimeoutId newTimeoutId = m_connectionTimeoutQueue.RegisterItem(static_cast<uint64_t>(tcpSocket->GetSocketFd()), net_TcpHeartbeatTimeMs);
connection->SetTimeoutId(newTimeoutId);
connection->SendReliablePacket(CorePackets::InitiateConnectionPacket());
m_connectionListener.OnConnect(connection.get());
m_connectionSet.AddConnection(AZStd::move(connection));
@@ -110,12 +103,6 @@ namespace AzNetworking
{
const AZ::TimeMs startTimeMs = AZ::GetElapsedTimeMs();
// Time out any stale connections
{
ConnectionTimeoutFunctor functor(*this);
m_connectionTimeoutQueue.UpdateTimeouts(functor);
}
AcceptNewConnections();
auto readCallback = [this, startTimeMs](SocketFd socketFd) { HandleConnectionRecv(socketFd, startTimeMs); };
@@ -258,8 +245,7 @@ namespace AzNetworking
return;
}
AZLOG(NET_TcpTraffic, "Adding new socket %d", static_cast<int32_t>(tcpSocket.GetSocketFd()));
const TimeoutId timeoutId = m_connectionTimeoutQueue.RegisterItem(static_cast<uint64_t>(tcpSocket.GetSocketFd()), m_timeoutMs);
AZStd::unique_ptr<TcpConnection> connection = AZStd::make_unique<TcpConnection>(connectionId, remoteAddress, *this, tcpSocket, timeoutId);
AZStd::unique_ptr<TcpConnection> connection = AZStd::make_unique<TcpConnection>(connectionId, remoteAddress, *this, tcpSocket);
AZ_Assert(connection->GetConnectionRole() == ConnectionRole::Acceptor, "Invalid role for connection");
GetConnectionListener().OnConnect(connection.get());
m_connectionSet.AddConnection(AZStd::move(connection));
@@ -286,7 +272,6 @@ namespace AzNetworking
m_pendingRemoves.resize_no_construct(0);
}
TcpNetworkInterface::PendingConnection::PendingConnection(SocketFd socketFd, uint32_t remoteIpAddress, uint16_t remotePort, uint16_t listenPort)
: m_socketFd(socketFd)
, m_remoteIpAddress(remoteIpAddress)
@@ -295,34 +280,4 @@ namespace AzNetworking
{
;
}
TcpNetworkInterface::ConnectionTimeoutFunctor::ConnectionTimeoutFunctor(TcpNetworkInterface& networkInterface)
: m_networkInterface(networkInterface)
{
;
}
TimeoutResult TcpNetworkInterface::ConnectionTimeoutFunctor::HandleTimeout(TimeoutQueue::TimeoutItem& item)
{
const SocketFd socketFd = static_cast<SocketFd>(item.m_userData);
TcpConnection* tcpConnection = m_networkInterface.m_connectionSet.GetConnection(socketFd);
if (tcpConnection == nullptr)
{
// We've already deleted this connection
return TimeoutResult::Delete;
}
if (tcpConnection->GetConnectionRole() == ConnectionRole::Connector)
{
tcpConnection->SendReliablePacket(CorePackets::HeartbeatPacket());
}
else if (net_TcpTimeoutConnections && (m_networkInterface.GetTimeoutMs() > AZ::TimeMs{ 0 }))
{
tcpConnection->Disconnect(DisconnectReason::Timeout, TerminationEndpoint::Local);
return TimeoutResult::Delete;
}
return TimeoutResult::Refresh;
}
}
@@ -137,16 +137,6 @@ namespace AzNetworking
AZ_DISABLE_COPY_MOVE(TcpNetworkInterface);
struct ConnectionTimeoutFunctor final
: public ITimeoutHandler
{
ConnectionTimeoutFunctor(TcpNetworkInterface& networkInterface);
TimeoutResult HandleTimeout(TimeoutQueue::TimeoutItem& item) override;
private:
AZ_DISABLE_COPY_MOVE(ConnectionTimeoutFunctor);
TcpNetworkInterface& m_networkInterface;
};
struct PendingRemove
{
SocketFd m_socketFd;
@@ -162,7 +152,6 @@ namespace AzNetworking
TcpSocketManager m_tcpSocketManager;
AZ::ThreadSafeDeque<PendingConnection> m_pendingConnections;
AZStd::vector<PendingRemove> m_pendingRemoves;
TimeoutQueue m_connectionTimeoutQueue;
TcpListenThread& m_listenThread;
friend class TcpConnection; // For access to private RequestDisconnect() method
@@ -79,7 +79,8 @@ namespace AzNetworking
AZLOG(NET_Acks, "Unacked packet count exceeded, sending client heartbeat (curr %u : max %u)", m_unackedPacketCount, static_cast<uint32_t>(net_UdpMaxUnackedPacketCount));
// This simply times out unreliable chunks that haven't completed within our timeout delay
m_fragmentQueue.Update();
SendUnreliablePacket(CorePackets::HeartbeatPacket());
// This heartbeat is sent to minimize the time the remote endpoint spends waiting for ack vector replication, we don't require a response
SendUnreliablePacket(CorePackets::HeartbeatPacket(false));
}
}
@@ -289,7 +290,11 @@ namespace AzNetworking
{
return PacketDispatchResult::Failure;
}
// Do nothing, we've already processed our ack packets
if (packet.GetRequestResponse())
{
// We're replying to a heartbeat request, we don't want a response
SendUnreliablePacket(CorePackets::HeartbeatPacket(false));
}
return PacketDispatchResult::Success;
}
break;
@@ -136,12 +136,12 @@ namespace AzNetworking
AZ_DISABLE_COPY_MOVE(UdpConnection);
UdpNetworkInterface& m_networkInterface;
UdpPacketTracker m_packetTracker;
UdpReliableQueue m_reliableQueue;
UdpFragmentQueue m_fragmentQueue;
ConnectionState m_state = ConnectionState::Disconnected;
ConnectionRole m_connectionRole = ConnectionRole::Connector;
DtlsEndpoint m_dtlsEndpoint;
UdpPacketTracker m_packetTracker;
UdpReliableQueue m_reliableQueue;
UdpFragmentQueue m_fragmentQueue;
ConnectionState m_state = ConnectionState::Disconnected;
ConnectionRole m_connectionRole = ConnectionRole::Connector;
DtlsEndpoint m_dtlsEndpoint;
AZ::TimeMs m_lastSentPacketMs;
uint32_t m_unackedPacketCount = 0;
@@ -20,7 +20,13 @@ namespace AzNetworking
void UdpFragmentQueue::Update()
{
m_timeoutQueue.UpdateTimeouts(*this);
m_timeoutQueue.UpdateTimeouts([this](TimeoutQueue::TimeoutItem& item)
{
const SequenceId fragmentSequence = static_cast<SequenceId>(item.m_userData & 0xFF);
AZLOG(NET_FragmentQueue, "Timing out unreliable fragmented packet %u", static_cast<uint32_t>(fragmentSequence));
m_packetFragments.erase(fragmentSequence);
return TimeoutResult::Delete;
});
}
void UdpFragmentQueue::Reset()
@@ -163,12 +169,4 @@ namespace AzNetworking
return handledPacket;
}
TimeoutResult UdpFragmentQueue::HandleTimeout(TimeoutQueue::TimeoutItem& item)
{
const SequenceId fragmentSequence = static_cast<SequenceId>(item.m_userData & 0xFF);
AZLOG(NET_FragmentQueue, "Timing out unreliable fragmented packet %u", static_cast<uint32_t>(fragmentSequence));
m_packetFragments.erase(fragmentSequence);
return TimeoutResult::Delete;
}
}
@@ -26,7 +26,6 @@ namespace AzNetworking
//! @class UdpFragmentQueue
//! @brief Class for reconstructing packet chunks into the original unsegmented packet.
class UdpFragmentQueue
: public ITimeoutHandler
{
public:
@@ -51,11 +50,6 @@ namespace AzNetworking
private:
//! Handler callback for timed out items.
//! @param item containing registered timeout details
//! @return ETimeoutResult for whether to re-register or discard the timeout params
TimeoutResult HandleTimeout(TimeoutQueue::TimeoutItem& item) override;
TimeoutQueue m_timeoutQueue;
SequenceGenerator m_sequenceGenerator;
@@ -31,7 +31,7 @@ namespace AzNetworking
AZ_CVAR(bool, net_UdpTimeoutConnections, true, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Boolean value on whether we should timeout Udp connections");
AZ_CVAR(AZ::TimeMs, net_UdpPacketTimeSliceMs, AZ::TimeMs{ 8 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "The number of milliseconds to allow for packet processing");
AZ_CVAR(AZ::TimeMs, net_UdpHeartbeatTimeMs, AZ::TimeMs{ 2 * 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Udp connection heartbeat frequency");
AZ_CVAR(uint32_t, net_UdpUnackedHeartbeats, 5, nullptr, AZ::ConsoleFunctorFlags::Null, "The number of heartbeats to attempt to send to keep a connection alive before giving up");
AZ_CVAR(AZ::TimeMs, net_UdpDefaultTimeoutMs, AZ::TimeMs{ 10 * 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Time in milliseconds before we timeout an idle Udp connection");
AZ_CVAR(AZ::TimeMs, net_MinPacketTimeoutMs, AZ::TimeMs{ 200 }, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Minimum time to wait before timing out an unacked packet");
AZ_CVAR(int32_t, net_MaxTimeoutsPerFrame, 1000, nullptr, AZ::ConsoleFunctorFlags::DontReplicate, "Maximum number of packet timeouts to allow to process in a single frame");
@@ -139,7 +139,8 @@ namespace AzNetworking
}
const ConnectionId connectionId = m_connectionSet.GetNextConnectionId();
const TimeoutId timeoutId = m_connectionTimeoutQueue.RegisterItem(aznumeric_cast<uint64_t>(connectionId), m_timeoutMs);
const AZ::TimeMs timeoutTimeMs = m_timeoutMs / static_cast<AZ::TimeMs>(static_cast<int32_t>(net_UdpUnackedHeartbeats));
const TimeoutId timeoutId = m_connectionTimeoutQueue.RegisterItem(aznumeric_cast<uint64_t>(connectionId), timeoutTimeMs);
AZStd::unique_ptr<UdpConnection> connection = AZStd::make_unique<UdpConnection>(connectionId, remoteAddress, *this, ConnectionRole::Connector);
UdpPacketEncodingBuffer dtlsData;
@@ -277,6 +278,7 @@ namespace AzNetworking
}
timeoutItem->UpdateTimeoutTime(startTimeMs);
connection->m_timeoutCounter = 0;
PacketDispatchResult handledPacket = PacketDispatchResult::Failure;
if (header.GetPacketType() < aznumeric_cast<PacketType>(CorePackets::PacketType::MAX))
@@ -319,16 +321,10 @@ namespace AzNetworking
const AZ::TimeMs receiveTimeMs = AZ::GetElapsedTimeMs() - startTimeMs;
// Time out any stale client connections
{
ConnectionTimeoutFunctor functor(*this);
m_connectionTimeoutQueue.UpdateTimeouts(functor);
}
m_connectionTimeoutQueue.UpdateTimeouts([this](TimeoutQueue::TimeoutItem& item) { return HandleConnectionTimeout(item); });
// Time out any packets that haven't been acked within our timeout window
{
PacketTimeoutFunctor functor(*this);
m_packetTimeoutQueue.UpdateTimeouts(functor, static_cast<int32_t>(net_MaxTimeoutsPerFrame));
}
m_packetTimeoutQueue.UpdateTimeouts([this](TimeoutQueue::TimeoutItem& item) { return HandlePacketTimeout(item); }, static_cast<int32_t>(net_MaxTimeoutsPerFrame));
// Delete any connections we've disconnected
for (RemovedConnection& removedConnection : m_removedConnections)
@@ -709,21 +705,14 @@ namespace AzNetworking
{
// Packets involved in handshake are InitiateConnection, ConnectionHandshake and FragmentedPackets of ConnectionHandshake
return packetType == aznumeric_cast<PacketType>(CorePackets::PacketType::InitiateConnectionPacket) ||
packetType == aznumeric_cast<PacketType>(CorePackets::PacketType::ConnectionHandshakePacket) ||
(packetType == aznumeric_cast<PacketType>(CorePackets::PacketType::FragmentedPacket) && endpoint.IsConnecting());
packetType == aznumeric_cast<PacketType>(CorePackets::PacketType::ConnectionHandshakePacket) ||
(packetType == aznumeric_cast<PacketType>(CorePackets::PacketType::FragmentedPacket) && endpoint.IsConnecting());
}
UdpNetworkInterface::ConnectionTimeoutFunctor::ConnectionTimeoutFunctor(UdpNetworkInterface& networkInterface)
: m_networkInterface(networkInterface)
{
;
}
TimeoutResult UdpNetworkInterface::ConnectionTimeoutFunctor::HandleTimeout(TimeoutQueue::TimeoutItem& item)
TimeoutResult UdpNetworkInterface::HandleConnectionTimeout(TimeoutQueue::TimeoutItem& item)
{
const ConnectionId connectionId = ConnectionId(aznumeric_cast<uint32_t>(item.m_userData));
UdpConnection* udpConnection = static_cast<UdpConnection*>(m_networkInterface.m_connectionSet.GetConnection(connectionId));
UdpConnection* udpConnection = static_cast<UdpConnection*>(m_connectionSet.GetConnection(connectionId));
if (udpConnection == nullptr)
{
@@ -731,22 +720,23 @@ namespace AzNetworking
return TimeoutResult::Delete;
}
if (udpConnection->GetConnectionState() == ConnectionState::Connecting)
if ((udpConnection->GetConnectionState() == ConnectionState::Connecting)
&& udpConnection->GetDtlsEndpoint().IsConnecting())
{
if (udpConnection->GetDtlsEndpoint().IsConnecting())
{
// DTLS prefers we resend data lost over the wire with fresh SSL IDs so account for that here
UdpPacketEncodingBuffer dtlsData;
udpConnection->ProcessHandshakeData(dtlsData);
return TimeoutResult::Refresh;
}
// DTLS prefers we resend data lost over the wire with fresh SSL IDs so account for that here
UdpPacketEncodingBuffer dtlsData;
udpConnection->ProcessHandshakeData(dtlsData);
return TimeoutResult::Refresh;
}
if (udpConnection->GetConnectionRole() == ConnectionRole::Connector)
if ((udpConnection->GetConnectionRole() == ConnectionRole::Connector)
&& (udpConnection->m_timeoutCounter < net_UdpUnackedHeartbeats))
{
udpConnection->SendUnreliablePacket(CorePackets::HeartbeatPacket());
// Set the request response flag to true since we want a response to keep the connection alive
udpConnection->SendUnreliablePacket(CorePackets::HeartbeatPacket(true));
++udpConnection->m_timeoutCounter;
}
else if (net_UdpTimeoutConnections && (m_networkInterface.GetTimeoutMs() > AZ::TimeMs{ 0 }))
else if (net_UdpTimeoutConnections && (GetTimeoutMs() > AZ::TimeMs{ 0 }))
{
udpConnection->Disconnect(DisconnectReason::Timeout, TerminationEndpoint::Local);
return TimeoutResult::Delete;
@@ -755,19 +745,13 @@ namespace AzNetworking
return TimeoutResult::Refresh;
}
UdpNetworkInterface::PacketTimeoutFunctor::PacketTimeoutFunctor(UdpNetworkInterface& networkInterface)
: m_networkInterface(networkInterface)
{
;
}
TimeoutResult UdpNetworkInterface::PacketTimeoutFunctor::HandleTimeout(TimeoutQueue::TimeoutItem& item)
TimeoutResult UdpNetworkInterface::HandlePacketTimeout(TimeoutQueue::TimeoutItem& item)
{
ConnectionId connectionId;
PacketId packetId;
ReliabilityType reliability;
DecodeTimeoutId(item.m_userData, connectionId, packetId, reliability);
UdpConnection* connection = static_cast<UdpConnection*>(m_networkInterface.m_connectionSet.GetConnection(connectionId));
UdpConnection* connection = static_cast<UdpConnection*>(m_connectionSet.GetConnection(connectionId));
if (connection == nullptr)
{
@@ -782,16 +766,14 @@ namespace AzNetworking
case PacketTimeoutResult::Acked:
// Packet was already acked, just discard this timeout entry
return TimeoutResult::Delete;
case PacketTimeoutResult::Pending:
// Packet timed out before we received any info about it's sequence from the remote endpoint
// The connection latency may have increased, and our Rtt metrics may still be adjusting..
// Just throw it back into the timeout queue
return TimeoutResult::Refresh;
case PacketTimeoutResult::Lost:
// Packet timed out and was not acked, so we consider it lost
m_networkInterface.m_connectionListener.OnPacketLost(connection, packetId);
m_connectionListener.OnPacketLost(connection, packetId);
break;
}
@@ -149,34 +149,24 @@ namespace AzNetworking
//! @param endpoint whether the disconnection was initiated locally or remotely
void RequestDisconnect(UdpConnection* connection, DisconnectReason reason, TerminationEndpoint endpoint);
//! Internal helper to check if a packet's type is for connection handshake
//! Internal helper to check if a packet's type is for connection handshake.
//! @param endpoint DTLS endpoint participating in the handshake
//! @param packetType type of the packet
//! @return if the packet is for handshake
bool IsHandshakePacket(const DtlsEndpoint& endpoint, AzNetworking::PacketType packetType) const;
//! Internal helper to manage connection timeout behaviour.
//! @param item the timeout item corresponding to the timed out connection
//! @return whether to delete or persist the timeout item
TimeoutResult HandleConnectionTimeout(TimeoutQueue::TimeoutItem& item);
//! Internal helper to manage packet timeout behaviour.
//! @param item the timeout item corresponding to the timed out packet
//! @return whether to delete or persist the timeout item
TimeoutResult HandlePacketTimeout(TimeoutQueue::TimeoutItem& item);
AZ_DISABLE_COPY_MOVE(UdpNetworkInterface);
struct ConnectionTimeoutFunctor final
: public ITimeoutHandler
{
ConnectionTimeoutFunctor(UdpNetworkInterface& networkInterface);
TimeoutResult HandleTimeout(TimeoutQueue::TimeoutItem& item) override;
private:
AZ_DISABLE_COPY_MOVE(ConnectionTimeoutFunctor);
UdpNetworkInterface& m_networkInterface;
};
struct PacketTimeoutFunctor final
: public ITimeoutHandler
{
PacketTimeoutFunctor(UdpNetworkInterface& networkInterface);
TimeoutResult HandleTimeout(TimeoutQueue::TimeoutItem& item) override;
private:
AZ_DISABLE_COPY_MOVE(PacketTimeoutFunctor);
UdpNetworkInterface& m_networkInterface;
};
AZ::Name m_name;
TrustZone m_trustZone;
uint16_t m_port = 0;
@@ -17,8 +17,6 @@ namespace Multiplayer
class IEntityDomain
{
public:
using EntitiesNotInDomain = AZStd::unordered_set<NetEntityId>;
virtual ~IEntityDomain() = default;
//! For domains that operate on a region of space, this sets the area the domain is responsible for.
@@ -34,12 +32,10 @@ namespace Multiplayer
//! @return false if this entity should not belong to the entity manger, true if it could be owned by the entity manager
virtual bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const = 0;
//! Enable Entity Domain Exit Tracking for entities on the host.
//! @param ownedEntitySet the set of entities to activate tracking for
virtual void ActivateTracking(const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) = 0;
//! Return the set of netbound entities not included in this domain.
virtual const EntitiesNotInDomain& RetrieveEntitiesNotInDomain() const = 0;
//! This method will be invoked whenever we unexpectedly lose the authoritative entity replicator for an entity.
//! This gives our entity domain a chance to determine whether or not it should assume authority in this instance.
//! @param entityHandle the network entity handle of the entity that has lost its authoritative replicator
virtual void HandleLossOfAuthoritativeReplicator(const ConstNetworkEntityHandle& entityHandle) = 0;
//! Debug draw to visualize host entity domains.
virtual void DebugDraw() const = 0;
@@ -150,7 +150,6 @@ namespace Multiplayer
void ClearRemovedReplicators();
class OrphanedEntityRpcs
: public AzNetworking::ITimeoutHandler
{
public:
OrphanedEntityRpcs(EntityReplicationManager& replicationManager);
@@ -159,7 +158,6 @@ namespace Multiplayer
void AddOrphanedRpc(NetEntityId entityId, NetworkEntityRpcMessage& entityRpcMessage);
AZStd::size_t Size() const { return m_entityRpcMap.size(); }
private:
AzNetworking::TimeoutResult HandleTimeout(AzNetworking::TimeoutQueue::TimeoutItem& item) override;
struct OrphanedRpcs
{
OrphanedRpcs() = default;
@@ -26,6 +26,7 @@ namespace Multiplayer
using EntityExitDomainEvent = AZ::Event<const ConstNetworkEntityHandle&>;
using ControllersActivatedEvent = AZ::Event<const ConstNetworkEntityHandle&, EntityIsMigrating>;
using ControllersDeactivatedEvent = AZ::Event<const ConstNetworkEntityHandle&, EntityIsMigrating>;
using NetEntityIdSet = AZStd::unordered_set<NetEntityId>;
//! @class INetworkEntityManager
//! @brief The interface for managing all networked entities.
@@ -34,18 +35,17 @@ namespace Multiplayer
public:
AZ_RTTI(INetworkEntityManager, "{109759DE-9492-439C-A0B1-AE46E6FD029C}");
using OwnedEntitySet = AZStd::unordered_set<ConstNetworkEntityHandle>;
using EntityList = AZStd::vector<NetworkEntityHandle>;
virtual ~INetworkEntityManager() = default;
//! Configures the NetworkEntityManager to operate as an authoritative host.
//! @param hostId the hostId of this NetworkEntityManager
//! Configures the NetworkEntityManager.
//! @param hostId the hostId of this NetworkEntityManager (invalid for clients)
//! @param entityDomain the entity domain used to determine which entities this manager has authority over
virtual void Initialize(const HostId& hostId, AZStd::unique_ptr<IEntityDomain> entityDomain) = 0;
//! Returns whether or not the network entity manager has been initialized to host.
//! @return boolean true if this network entity manager has been intialized to host
//! Returns whether or not the network entity manager has been initialized.
//! @return boolean true if this network entity manager has been intialized
virtual bool IsInitialized() const = 0;
//! Returns the entity domain associated with this network entity manager, this will be nullptr on clients.
@@ -181,6 +181,19 @@ namespace Multiplayer
//! @param entityRpcMessage the local rpc message to handle
virtual void HandleLocalRpcMessage(NetworkEntityRpcMessage& message) = 0;
//! Handles a set of entities transitioning between entity domains.
//! @param entitiesNotInDomain the set of entities that are no longer contained within our entity domain
virtual void HandleEntitiesExitDomain(const NetEntityIdSet& entitiesNotInDomain) = 0;
//! Forcibly assumes authoritative control over the given entity.
//! This should only be used in the event of the unexpected loss of the previous authority, any other usage could corrupt the simulation.
//! @param entityHandle the entity to forcibly assume authoritative control over
virtual void ForceAssumeAuthority(const ConstNetworkEntityHandle& entityHandle) = 0;
//! Overrides the default timeout time used during entity migrations.
//! @param timeoutTimeMs the timeout time to use in milliseconds
virtual void SetMigrateTimeoutTimeMs(AZ::TimeMs timeoutTimeMs) = 0;
//! Visualization of network entity manager state.
virtual void DebugDraw() const = 0;
};
@@ -317,7 +317,7 @@ namespace Multiplayer
return false;
}
bool NetBindComponent::HandlePropertyChangeMessage([[maybe_unused]] AzNetworking::ISerializer& serializer, [[maybe_unused]] bool notifyChanges)
bool NetBindComponent::HandlePropertyChangeMessage(AzNetworking::ISerializer& serializer, bool notifyChanges)
{
const NetEntityRole netEntityRole = m_netEntityRole;
ReplicationRecord replicationRecord(netEntityRole);
@@ -492,7 +492,7 @@ namespace Multiplayer
void NetBindComponent::FillTotalReplicationRecord(ReplicationRecord& replicationRecord) const
{
replicationRecord.Append(m_totalRecord);
// if we have any outstanding changes yet to be logged, grab those as well
// If we have any outstanding changes yet to be logged, grab those as well
if (m_currentRecord.HasChanges())
{
replicationRecord.Append(m_currentRecord);
@@ -26,14 +26,9 @@ namespace Multiplayer
return true;
}
void FullOwnershipEntityDomain::ActivateTracking([[maybe_unused]] const INetworkEntityManager::OwnedEntitySet& ownedEntitySet)
void FullOwnershipEntityDomain::HandleLossOfAuthoritativeReplicator([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle)
{
;
}
const IEntityDomain::EntitiesNotInDomain& FullOwnershipEntityDomain::RetrieveEntitiesNotInDomain() const
{
return m_entitiesNotInDomain;
AZ_Assert(false, "FullOwnershipEntityDomain has authoritative control over all entities, something unexpected has happened");
}
void FullOwnershipEntityDomain::DebugDraw() const
@@ -24,12 +24,8 @@ namespace Multiplayer
void SetAabb(const AZ::Aabb& aabb) override;
const AZ::Aabb& GetAabb() const override;
bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const override;
void ActivateTracking(const INetworkEntityManager::OwnedEntitySet& ownedEntitySet) override;
const EntitiesNotInDomain& RetrieveEntitiesNotInDomain() const override;
void HandleLossOfAuthoritativeReplicator(const ConstNetworkEntityHandle& entityHandle) override;
void DebugDraw() const override;
//! @}
private:
EntitiesNotInDomain m_entitiesNotInDomain;
};
}
@@ -0,0 +1,41 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Source/EntityDomains/NullEntityDomain.h>
#include <Multiplayer/IMultiplayer.h>
#include <AzCore/Console/ILogger.h>
namespace Multiplayer
{
void NullEntityDomain::SetAabb([[maybe_unused]] const AZ::Aabb& aabb)
{
; // Do nothing, by definition we own everything
}
const AZ::Aabb& NullEntityDomain::GetAabb() const
{
static AZ::Aabb nullAabb = AZ::Aabb::CreateNull();
return nullAabb;
}
bool NullEntityDomain::IsInDomain([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) const
{
return false;
}
void NullEntityDomain::HandleLossOfAuthoritativeReplicator([[maybe_unused]] const ConstNetworkEntityHandle& entityHandle)
{
AZLOG_ERROR("Timed out entity id %llu during migration, marking for removal", aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()));
GetNetworkEntityManager()->MarkForRemoval(entityHandle);
}
void NullEntityDomain::DebugDraw() const
{
;
}
}
@@ -0,0 +1,31 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Multiplayer/EntityDomains/IEntityDomain.h>
namespace Multiplayer
{
class NullEntityDomain
: public IEntityDomain
{
public:
NullEntityDomain() = default;
NullEntityDomain(const NullEntityDomain& rhs) = default;
//! IEntityDomain overrides.
//! @{
void SetAabb(const AZ::Aabb& aabb) override;
const AZ::Aabb& GetAabb() const override;
bool IsInDomain(const ConstNetworkEntityHandle& entityHandle) const override;
void HandleLossOfAuthoritativeReplicator(const ConstNetworkEntityHandle& entityHandle) override;
void DebugDraw() const override;
//! @}
};
}
@@ -13,6 +13,7 @@
#include <ConnectionData/ClientToServerConnectionData.h>
#include <ConnectionData/ServerToClientConnectionData.h>
#include <EntityDomains/FullOwnershipEntityDomain.h>
#include <EntityDomains/NullEntityDomain.h>
#include <ReplicationWindows/NullReplicationWindow.h>
#include <ReplicationWindows/ServerToClientReplicationWindow.h>
#include <Source/AutoGen/AutoComponentTypes.h>
@@ -831,18 +832,21 @@ namespace Multiplayer
if (multiplayerType == MultiplayerAgentType::ClientServer || multiplayerType == MultiplayerAgentType::DedicatedServer)
{
m_spawnNetboundEntities = true;
m_initEvent.Signal(m_networkInterface);
m_initEvent.Signal(m_networkInterface); //< Note! This might initialize our network entity manager for us
if (!m_networkEntityManager.IsInitialized())
{
// Set up a full ownership domain if we didn't construct a domain during the initialize event
const AZ::CVarFixedString serverAddr = cl_serveraddr;
const uint16_t serverPort = cl_serverport;
const AzNetworking::ProtocolType serverProtocol = sv_protocol;
const AzNetworking::IpAddress hostId = AzNetworking::IpAddress(serverAddr.c_str(), serverPort, serverProtocol);
// Set up a full ownership domain if we didn't construct a domain during the initialize event
m_networkEntityManager.Initialize(hostId, AZStd::make_unique<FullOwnershipEntityDomain>());
}
}
else if (multiplayerType == MultiplayerAgentType::Client)
{
m_networkEntityManager.Initialize(AzNetworking::IpAddress(), AZStd::make_unique<NullEntityDomain>());
}
}
m_agentType = multiplayerType;
@@ -1106,7 +1110,6 @@ namespace Multiplayer
void MultiplayerSystemComponent::OnAutonomousEntityReplicatorCreated()
{
m_autonomousEntityReplicatorCreatedHandler.Disconnect();
//m_networkEntityManager.GetNetworkEntityAuthorityTracker()->ResetTimeoutTime(AZ::TimeMs{ 2000 });
m_clientMigrationEndEvent.Signal();
}
@@ -155,7 +155,6 @@ namespace Multiplayer
AZ_CONSOLEFUNC(MultiplayerSystemComponent, DumpStats, AZ::ConsoleFunctorFlags::Null, "Dumps stats for the current multiplayer session");
AzNetworking::INetworkInterface* m_networkInterface = nullptr;
AzNetworking::INetworkInterface* m_networkEditorInterface = nullptr;
AZ::ConsoleCommandInvokedEvent::Handler m_consoleCommandHandler;
AZ::ThreadSafeDeque<AZStd::string> m_cvarCommands;
@@ -912,24 +912,22 @@ namespace Multiplayer
;
}
AzNetworking::TimeoutResult EntityReplicationManager::OrphanedEntityRpcs::HandleTimeout(AzNetworking::TimeoutQueue::TimeoutItem& item)
{
NetEntityId timedOutEntityId = aznumeric_cast<NetEntityId>(item.m_userData);
auto entityRpcsIter = m_entityRpcMap.find(timedOutEntityId);
if (entityRpcsIter != m_entityRpcMap.end())
{
for (NetworkEntityRpcMessage& rpcMessage : entityRpcsIter->second.m_rpcMessages)
{
m_replicationManager.DispatchOrphanedRpc(rpcMessage, nullptr);
}
m_entityRpcMap.erase(entityRpcsIter);
}
return AzNetworking::TimeoutResult::Delete;
}
void EntityReplicationManager::OrphanedEntityRpcs::Update()
{
m_timeoutQueue.UpdateTimeouts(*this);
m_timeoutQueue.UpdateTimeouts([this](AzNetworking::TimeoutQueue::TimeoutItem& item)
{
NetEntityId timedOutEntityId = aznumeric_cast<NetEntityId>(item.m_userData);
auto entityRpcsIter = m_entityRpcMap.find(timedOutEntityId);
if (entityRpcsIter != m_entityRpcMap.end())
{
for (NetworkEntityRpcMessage& rpcMessage : entityRpcsIter->second.m_rpcMessages)
{
m_replicationManager.DispatchOrphanedRpc(rpcMessage, nullptr);
}
m_entityRpcMap.erase(entityRpcsIter);
}
return AzNetworking::TimeoutResult::Delete;
});
}
bool EntityReplicationManager::OrphanedEntityRpcs::DispatchOrphanedRpcs(EntityReplicator& entityReplicator)
@@ -9,61 +9,53 @@
#include <Source/NetworkEntity/NetworkEntityAuthorityTracker.h>
#include <Multiplayer/Components/NetBindComponent.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
#include <Multiplayer/EntityDomains/IEntityDomain.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/Console/ILogger.h>
#include <AzCore/EBus/IEventScheduler.h>
#include <AzNetworking/Utilities/NetworkCommon.h>
#include <AzNetworking/Serialization/NetworkOutputSerializer.h>
namespace Multiplayer
{
AZ_CVAR(AZ::TimeMs, net_EntityMigrationTimeoutMs, AZ::TimeMs{ 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Time to wait for a new authority to attach to an entity before we delete the entity");
AZ_CVAR(AZ::TimeMs, net_DefaultEntityMigrationTimeoutMs, AZ::TimeMs{ 1000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Time to wait for a new authority to attach to an entity before we delete the entity");
NetworkEntityAuthorityTracker::NetworkEntityAuthorityTracker(INetworkEntityManager& networkEntityManager)
: m_networkEntityManager(networkEntityManager)
, m_timeoutTimeMs(net_DefaultEntityMigrationTimeoutMs)
{
;
}
void NetworkEntityAuthorityTracker::SetTimeoutTimeMs(AZ::TimeMs timeoutTimeMs)
{
m_timeoutTimeMs = timeoutTimeMs;
}
bool NetworkEntityAuthorityTracker::AddEntityAuthorityManager(ConstNetworkEntityHandle entityHandle, const HostId& newOwner)
{
bool ret = false;
auto timeoutData = m_timeoutDataMap.find(entityHandle.GetNetEntityId());
if (timeoutData != m_timeoutDataMap.end())
auto timeoutData = m_timedOutNetEntityIds.find(entityHandle.GetNetEntityId());
if (timeoutData != m_timedOutNetEntityIds.end())
{
AZLOG
(
NET_AuthTracker,
"AuthTracker: Removing timeout for networkEntityId %llu from %s, new owner is %s",
"AuthTracker: Removing timeout for networkEntityId %llu, new owner is %s",
aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()),
timeoutData->second.m_previousOwner.GetString().c_str(),
newOwner.GetString().c_str()
);
m_timeoutDataMap.erase(timeoutData);
m_timedOutNetEntityIds.erase(timeoutData);
ret = true;
}
auto iter = m_entityAuthorityMap.find(entityHandle.GetNetEntityId());
if (iter != m_entityAuthorityMap.end())
{
AZLOG
(
NET_AuthTracker,
"AuthTracker: Assigning networkEntityId %llu from %s to %s",
aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()),
iter->second.back().GetString().c_str(),
newOwner.GetString().c_str()
);
}
else
{
AZLOG
(
NET_AuthTracker,
"AuthTracker: Assigning networkEntityId %llu to %s",
aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()),
newOwner.GetString().c_str()
);
}
AZLOG
(
NET_AuthTracker,
"AuthTracker: Assigning networkEntityId %llu to %s",
aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()),
newOwner.GetString().c_str()
);
m_entityAuthorityMap[entityHandle.GetNetEntityId()].push_back(newOwner);
return ret;
@@ -103,14 +95,35 @@ namespace Multiplayer
{
AZ_Assert
(
(m_timeoutDataMap.find(entityHandle.GetNetEntityId()) == m_timeoutDataMap.end()) ||
(m_timeoutDataMap[entityHandle.GetNetEntityId()].m_previousOwner == previousOwner),
m_timedOutNetEntityIds.find(entityHandle.GetNetEntityId()) == m_timedOutNetEntityIds.end(),
"Trying to add something twice to the timeout map, this is unexpected"
);
m_timeoutQueue.RegisterItem(aznumeric_cast<uint64_t>(entityHandle.GetNetEntityId()), net_EntityMigrationTimeoutMs);
TimeoutData& timeoutData = m_timeoutDataMap[entityHandle.GetNetEntityId()];
timeoutData.m_entityHandle = entityHandle;
timeoutData.m_previousOwner = previousOwner;
m_timedOutNetEntityIds.insert(entityHandle.GetNetEntityId());
AZ::Interface<AZ::IEventScheduler>::Get()->AddCallback([this, netEntityId = entityHandle.GetNetEntityId()]
{
auto timeoutData = m_timedOutNetEntityIds.find(netEntityId);
if (timeoutData != m_timedOutNetEntityIds.end())
{
m_timedOutNetEntityIds.erase(timeoutData);
ConstNetworkEntityHandle entityHandle = m_networkEntityManager.GetEntity(netEntityId);
if (auto entity = entityHandle.GetEntity())
{
NetEntityRole networkRole = NetEntityRole::InvalidRole;
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
if (netBindComponent != nullptr)
{
networkRole = netBindComponent->GetNetEntityRole();
}
if (networkRole != NetEntityRole::Authority)
{
m_networkEntityManager.GetEntityDomain()->HandleLossOfAuthoritativeReplicator(entityHandle);
}
}
}
},
AZ::Name("Entity authority removal functor"),
m_timeoutTimeMs
);
}
else
{
@@ -127,18 +140,6 @@ namespace Multiplayer
}
HostId NetworkEntityAuthorityTracker::GetEntityAuthorityManager(ConstNetworkEntityHandle entityHandle) const
{
HostId hostId = GetEntityAuthorityManagerInternal(entityHandle);
AZ_Assert(hostId != InvalidHostId, "Unable to determine manager for entity");
return hostId;
}
bool NetworkEntityAuthorityTracker::DoesEntityHaveOwner(ConstNetworkEntityHandle entityHandle) const
{
return InvalidHostId != GetEntityAuthorityManagerInternal(entityHandle);
}
HostId NetworkEntityAuthorityTracker::GetEntityAuthorityManagerInternal(ConstNetworkEntityHandle entityHandle) const
{
if (auto localEnt = entityHandle.GetEntity())
{
@@ -167,52 +168,8 @@ namespace Multiplayer
return InvalidHostId;
}
NetworkEntityAuthorityTracker::TimeoutData::TimeoutData(ConstNetworkEntityHandle entityHandle, const HostId& previousOwner)
: m_entityHandle(entityHandle)
, m_previousOwner(previousOwner)
bool NetworkEntityAuthorityTracker::DoesEntityHaveOwner(ConstNetworkEntityHandle entityHandle) const
{
;
}
NetworkEntityAuthorityTracker::NetworkEntityTimeoutFunctor::NetworkEntityTimeoutFunctor
(
NetworkEntityAuthorityTracker& networkEntityAuthorityTracker,
INetworkEntityManager& networkEntityManager
)
: m_networkEntityAuthorityTracker(networkEntityAuthorityTracker)
, m_networkEntityManager(networkEntityManager)
{
;
}
AzNetworking::TimeoutResult NetworkEntityAuthorityTracker::NetworkEntityTimeoutFunctor::HandleTimeout(AzNetworking::TimeoutQueue::TimeoutItem& item)
{
const NetEntityId netEntityId = aznumeric_cast<NetEntityId>(item.m_userData);
auto timeoutData = m_networkEntityAuthorityTracker.m_timeoutDataMap.find(netEntityId);
if (timeoutData != m_networkEntityAuthorityTracker.m_timeoutDataMap.end())
{
m_networkEntityAuthorityTracker.m_timeoutDataMap.erase(timeoutData);
ConstNetworkEntityHandle entityHandle = m_networkEntityManager.GetEntity(netEntityId);
if (auto entity = entityHandle.GetEntity())
{
NetEntityRole networkRole = NetEntityRole::InvalidRole;
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
if (netBindComponent != nullptr)
{
networkRole = netBindComponent->GetNetEntityRole();
}
if (networkRole != NetEntityRole::Authority)
{
AZLOG_ERROR
(
"Timed out entity id %llu during migration previous owner %s, removing it",
aznumeric_cast<AZ::u64>(entityHandle.GetNetEntityId()),
timeoutData->second.m_previousOwner.GetString().c_str()
);
m_networkEntityManager.MarkForRemoval(entityHandle);
}
}
}
return AzNetworking::TimeoutResult::Delete;
return InvalidHostId != GetEntityAuthorityManager(entityHandle);
}
}
@@ -13,6 +13,7 @@
#include <AzCore/std/containers/unordered_map.h>
#include <AzNetworking/DataStructures/TimeoutQueue.h>
#include <Source/NetworkEntity/NetworkEntityTracker.h>
#include <Multiplayer/NetworkEntity/INetworkEntityManager.h>
namespace Multiplayer
{
@@ -23,43 +24,21 @@ namespace Multiplayer
public:
NetworkEntityAuthorityTracker(INetworkEntityManager& networkEntityManager);
void SetTimeoutTimeMs(AZ::TimeMs timeoutTimeMs);
bool DoesEntityHaveOwner(ConstNetworkEntityHandle entityHandle) const;
bool AddEntityAuthorityManager(ConstNetworkEntityHandle entityHandle, const HostId& newOwner);
void RemoveEntityAuthorityManager(ConstNetworkEntityHandle entityHandle, const HostId& previousOwner);
HostId GetEntityAuthorityManager(ConstNetworkEntityHandle entityHandle) const;
private:
HostId GetEntityAuthorityManagerInternal(ConstNetworkEntityHandle entityHandle) const;
NetworkEntityAuthorityTracker& operator= (const NetworkEntityAuthorityTracker&) = delete;
struct TimeoutData final
{
TimeoutData() = default;
TimeoutData(ConstNetworkEntityHandle entityHandle, const HostId& previousOwner);
ConstNetworkEntityHandle m_entityHandle;
HostId m_previousOwner = InvalidHostId;
};
struct NetworkEntityTimeoutFunctor final
: public AzNetworking::ITimeoutHandler
{
NetworkEntityTimeoutFunctor(NetworkEntityAuthorityTracker& networkEntityAuthorityTracker, INetworkEntityManager& m_networkEntityManager);
AzNetworking::TimeoutResult HandleTimeout(AzNetworking::TimeoutQueue::TimeoutItem& item) override;
private:
AZ_DISABLE_COPY_MOVE(NetworkEntityTimeoutFunctor);
NetworkEntityAuthorityTracker& m_networkEntityAuthorityTracker;
INetworkEntityManager& m_networkEntityManager;
};
using TimeoutDataMap = AZStd::unordered_map<NetEntityId, TimeoutData>;
using EntityAuthorityMap = AZStd::unordered_map<NetEntityId, AZStd::vector<HostId>>;
TimeoutDataMap m_timeoutDataMap;
NetEntityIdSet m_timedOutNetEntityIds;
EntityAuthorityMap m_entityAuthorityMap;
INetworkEntityManager& m_networkEntityManager;
AzNetworking::TimeoutQueue m_timeoutQueue;
AZ::TimeMs m_timeoutTimeMs = AZ::TimeMs{ 0 };
};
}
@@ -28,12 +28,10 @@
namespace Multiplayer
{
AZ_CVAR(bool, net_DebugCheckNetworkEntityManager, false, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables extra debug checks inside the NetworkEntityManager");
AZ_CVAR(AZ::TimeMs, net_EntityDomainUpdateMs, AZ::TimeMs{ 500 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Frequency for updating the entity domain in ms");
NetworkEntityManager::NetworkEntityManager()
: m_networkEntityAuthorityTracker(*this)
, m_removeEntitiesEvent([this] { RemoveEntities(); }, AZ::Name("NetworkEntityManager remove entities event"))
, m_updateEntityDomainEvent([this] { UpdateEntityDomain(); }, AZ::Name("NetworkEntityManager update entity domain event"))
{
AZ::Interface<INetworkEntityManager>::Register(this);
AzFramework::RootSpawnableNotificationBus::Handler::BusConnect();
@@ -63,8 +61,6 @@ namespace Multiplayer
}
m_entityDomain = AZStd::move(entityDomain);
m_updateEntityDomainEvent.Enqueue(net_EntityDomainUpdateMs, true);
m_entityDomain->ActivateTracking(m_ownedEntities);
}
bool NetworkEntityManager::IsInitialized() const
@@ -231,6 +227,74 @@ namespace Multiplayer
m_localDeferredRpcMessages.emplace_back(AZStd::move(message));
}
void NetworkEntityManager::HandleEntitiesExitDomain(const NetEntityIdSet& entitiesNotInDomain)
{
for (NetEntityId exitingId : entitiesNotInDomain)
{
bool safeToExit = true;
NetworkEntityHandle entityHandle = m_networkEntityTracker.Get(exitingId);
// We need special handling for the NetworkHierarchy as well, since related entities need to be migrated together
NetworkHierarchyRootComponentController* hierarchyRootController = entityHandle.FindController<NetworkHierarchyRootComponentController>();
NetworkHierarchyChildComponentController* hierarchyChildController = entityHandle.FindController<NetworkHierarchyChildComponentController>();
// Find the root entity
AZ::Entity* hierarchyRootEntity = nullptr;
if (hierarchyRootController)
{
hierarchyRootEntity = hierarchyRootController->GetParent().GetHierarchicalRoot();
}
else if (hierarchyChildController)
{
hierarchyRootEntity = hierarchyChildController->GetParent().GetHierarchicalRoot();
}
if (hierarchyRootEntity)
{
NetEntityId rootNetId = GetNetEntityIdById(hierarchyRootEntity->GetId());
ConstNetworkEntityHandle rootEntityHandle = GetEntity(rootNetId);
// Check if the root entity is still tracked by this authority
if (rootEntityHandle.Exists() && rootEntityHandle.GetNetBindComponent()->HasController())
{
safeToExit = false;
}
}
// Validate that we aren't already planning to remove this entity
if (safeToExit)
{
for (auto remoteEntityId : m_removeList)
{
if (remoteEntityId == remoteEntityId)
{
safeToExit = false;
}
}
}
if (safeToExit)
{
// Tell all the attached replicators for this entity that it's exited the domain
m_entityExitDomainEvent.Signal(entityHandle);
}
}
}
void NetworkEntityManager::ForceAssumeAuthority(const ConstNetworkEntityHandle& entityHandle)
{
NetBindComponent* netBindComponent = entityHandle.GetNetBindComponent();
if (netBindComponent != nullptr)
{
netBindComponent->ConstructControllers();
}
}
void NetworkEntityManager::SetMigrateTimeoutTimeMs(AZ::TimeMs timeoutTimeMs)
{
m_networkEntityAuthorityTracker.SetTimeoutTimeMs(timeoutTimeMs);
}
void NetworkEntityManager::DebugDraw() const
{
AzFramework::DebugDisplayRequestBus::BusPtr debugDisplayBus;
@@ -243,7 +307,7 @@ namespace Multiplayer
NetBindComponent* netBindComponent = m_networkEntityTracker.GetNetBindComponent(entity);
AZ::Aabb entityBounds = AZ::Interface<AzFramework::IEntityBoundsUnion>::Get()->GetEntityWorldBoundsUnion(entity->GetId());
entityBounds.Expand(AZ::Vector3(0.01f));
if (netBindComponent->GetNetEntityRole() == NetEntityRole::Authority)
if ((netBindComponent != nullptr) && netBindComponent->GetNetEntityRole() == NetEntityRole::Authority)
{
debugDisplay->SetColor(AZ::Colors::Black);
debugDisplay->SetAlpha(0.5f);
@@ -277,77 +341,11 @@ namespace Multiplayer
m_localDeferredRpcMessages.clear();
}
void NetworkEntityManager::UpdateEntityDomain()
{
if (m_entityDomain == nullptr)
{
return;
}
const IEntityDomain::EntitiesNotInDomain& entitiesNotInDomain = m_entityDomain->RetrieveEntitiesNotInDomain();
for (NetEntityId exitingId : entitiesNotInDomain)
{
OnEntityExitDomain(exitingId);
}
}
void NetworkEntityManager::OnEntityExitDomain(NetEntityId entityId)
{
bool safeToExit = true;
NetworkEntityHandle entityHandle = m_networkEntityTracker.Get(entityId);
// We also need special handling for the NetworkHierarchy as well, since related entities need to be migrated together
NetworkHierarchyRootComponentController* hierarchyRootController = entityHandle.FindController<NetworkHierarchyRootComponentController>();
NetworkHierarchyChildComponentController* hierarchyChildController = entityHandle.FindController<NetworkHierarchyChildComponentController>();
// Find the root entity
AZ::Entity* hierarchyRootEntity = nullptr;
if (hierarchyRootController)
{
hierarchyRootEntity = hierarchyRootController->GetParent().GetHierarchicalRoot();
}
else if (hierarchyChildController)
{
hierarchyRootEntity = hierarchyChildController->GetParent().GetHierarchicalRoot();
}
if (hierarchyRootEntity)
{
NetEntityId rootNetId = GetNetEntityIdById(hierarchyRootEntity->GetId());
ConstNetworkEntityHandle rootEntityHandle = GetEntity(rootNetId);
// Check if the root entity is still tracked by this authority
if (rootEntityHandle.Exists() && rootEntityHandle.GetNetBindComponent()->HasController())
{
safeToExit = false;
}
}
// Validate that we aren't already planning to remove this entity
if (safeToExit)
{
for (auto remoteEntityId : m_removeList)
{
if (remoteEntityId == remoteEntityId)
{
safeToExit = false;
}
}
}
if (safeToExit)
{
m_entityExitDomainEvent.Signal(entityHandle);
}
}
void NetworkEntityManager::Reset()
{
m_multiplayerComponentRegistry.Reset();
m_removeList.clear();
m_entityDomain = nullptr;
m_updateEntityDomainEvent.RemoveFromQueue();
m_ownedEntities.clear();
m_entityExitDomainEvent.DisconnectAllHandlers();
m_onEntityMarkedDirty.DisconnectAllHandlers();
m_onEntityNotifyChanges.DisconnectAllHandlers();
@@ -79,12 +79,13 @@ namespace Multiplayer
void NotifyControllersActivated(const ConstNetworkEntityHandle& entityHandle, EntityIsMigrating entityIsMigrating) override;
void NotifyControllersDeactivated(const ConstNetworkEntityHandle& entityHandle, EntityIsMigrating entityIsMigrating) override;
void HandleLocalRpcMessage(NetworkEntityRpcMessage& message) override;
void HandleEntitiesExitDomain(const NetEntityIdSet& entitiesNotInDomain) override;
void ForceAssumeAuthority(const ConstNetworkEntityHandle& entityHandle) override;
void SetMigrateTimeoutTimeMs(AZ::TimeMs timeoutTimeMs) override;
void DebugDraw() const override;
//! @}
void DispatchLocalDeferredRpcMessages();
void UpdateEntityDomain();
void OnEntityExitDomain(NetEntityId entityId);
//! RootSpawnableNotificationBus
//! @{
@@ -106,9 +107,6 @@ namespace Multiplayer
AZ::ScheduledEvent m_removeEntitiesEvent;
AZStd::vector<NetEntityId> m_removeList;
AZStd::unique_ptr<IEntityDomain> m_entityDomain;
AZ::ScheduledEvent m_updateEntityDomainEvent;
OwnedEntitySet m_ownedEntities;
EntityExitDomainEvent m_entityExitDomainEvent;
AZ::Event<> m_onEntityMarkedDirty;
@@ -212,7 +212,7 @@ namespace Multiplayer
}
};
class BenchmarkNetworkEntityManager : public Multiplayer::INetworkEntityManager
class BenchmarkNetworkEntityManager : public MockNetworkEntityManager
{
public:
BenchmarkNetworkEntityManager() : m_authorityTracker(*this) {}
@@ -221,55 +221,6 @@ namespace Multiplayer
NetworkEntityAuthorityTracker* GetNetworkEntityAuthorityTracker() override { return &m_authorityTracker; }
MultiplayerComponentRegistry* GetMultiplayerComponentRegistry() override { return &m_multiplayerComponentRegistry; }
const HostId& GetHostId() const override { return m_hostId; }
EntityList CreateEntitiesImmediate(
[[maybe_unused]] const PrefabEntityId& prefabEntryId,
[[maybe_unused]] NetEntityRole netEntityRole,
[[maybe_unused]] const AZ::Transform& transform,
[[maybe_unused]] AutoActivate autoActivate) override {
return {};
}
EntityList CreateEntitiesImmediate(
[[maybe_unused]] const PrefabEntityId& prefabEntryId,
[[maybe_unused]] NetEntityId netEntityId,
[[maybe_unused]] NetEntityRole netEntityRole,
[[maybe_unused]] AutoActivate autoActivate,
[[maybe_unused]] const AZ::Transform& transform) override {
return {};
}
void SetupNetEntity(
[[maybe_unused]] AZ::Entity* netEntity,
[[maybe_unused]] PrefabEntityId prefabEntityId,
[[maybe_unused]] NetEntityRole netEntityRole) override {}
uint32_t GetEntityCount() const override { return {}; }
void MarkForRemoval(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) override {}
bool IsMarkedForRemoval(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) const override {
return {};
}
void ClearEntityFromRemovalList(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle) override {}
void ClearAllEntities() override {}
void AddEntityMarkedDirtyHandler(
[[maybe_unused]] AZ::Event<>::Handler& entityMarkedDirtyHandle) override {}
void AddEntityNotifyChangesHandler(
[[maybe_unused]] AZ::Event<>::Handler& entityNotifyChangesHandle) override {}
void AddEntityExitDomainHandler(
[[maybe_unused]] EntityExitDomainEvent::Handler& entityExitDomainHandler) override {}
void AddControllersActivatedHandler(
[[maybe_unused]] ControllersActivatedEvent::Handler& controllersActivatedHandler) override {}
void AddControllersDeactivatedHandler(
[[maybe_unused]] ControllersDeactivatedEvent::Handler& controllersDeactivatedHandler) override {}
void NotifyEntitiesDirtied() override {}
void NotifyEntitiesChanged() override {}
void NotifyControllersActivated(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle,
[[maybe_unused]] EntityIsMigrating entityIsMigrating) override {}
void NotifyControllersDeactivated(
[[maybe_unused]] const ConstNetworkEntityHandle& entityHandle,
[[maybe_unused]] EntityIsMigrating entityIsMigrating) override {}
void HandleLocalRpcMessage(
[[maybe_unused]] NetworkEntityRpcMessage& message) override {}
mutable AZStd::map<NetEntityId, AZ::Entity*> m_networkEntityMap;
@@ -298,18 +249,6 @@ namespace Multiplayer
return InvalidNetEntityId;
}
[[nodiscard]] AZStd::unique_ptr<AzFramework::EntitySpawnTicket> RequestNetSpawnableInstantiation(
[[maybe_unused]] const AZ::Data::Asset<AzFramework::Spawnable>& netSpawnable,
[[maybe_unused]] const AZ::Transform& transform) override
{
return {};
}
void Initialize([[maybe_unused]] const HostId& hostId, [[maybe_unused]] AZStd::unique_ptr<IEntityDomain> entityDomain) override {}
bool IsInitialized() const override { return true; }
IEntityDomain* GetEntityDomain() const override { return nullptr; }
void DebugDraw() const override {}
NetworkEntityTracker m_tracker;
NetworkEntityAuthorityTracker m_authorityTracker;
MultiplayerComponentRegistry m_multiplayerComponentRegistry;
@@ -10,6 +10,7 @@
#include <IMultiplayerConnectionMock.h>
#include <MockInterfaces.h>
#include <AzCore/Component/Entity.h>
#include <AzCore/EBus/EventSchedulerSystemComponent.h>
#include <AzCore/Console/Console.h>
#include <AzCore/Math/Vector3.h>
#include <AzCore/Name/Name.h>
@@ -119,6 +120,8 @@ namespace Multiplayer
m_mockTime = AZStd::make_unique<NiceMock<MockTime>>();
AZ::Interface<AZ::ITime>::Register(m_mockTime.get());
m_eventScheduler = AZStd::make_unique<AZ::EventSchedulerSystemComponent>();
m_mockNetworkTime = AZStd::make_unique<NiceMock<MockNetworkTime>>();
AZ::Interface<INetworkTime>::Register(m_mockNetworkTime.get());
@@ -170,6 +173,7 @@ namespace Multiplayer
AZ::Interface<IMultiplayer>::Unregister(m_mockMultiplayer.get());
AZ::Interface<AZ::ComponentApplicationRequests>::Unregister(m_mockComponentApplicationRequests.get());
m_eventScheduler.reset();
m_mockTime.reset();
m_mockNetworkEntityManager.reset();
@@ -204,6 +208,7 @@ namespace Multiplayer
AZStd::unique_ptr<NiceMock<MockMultiplayer>> m_mockMultiplayer;
AZStd::unique_ptr<MockNetworkEntityManager> m_mockNetworkEntityManager;
AZStd::unique_ptr<NiceMock<MockTime>> m_mockTime;
AZStd::unique_ptr<AZ::EventSchedulerSystemComponent> m_eventScheduler;
AZStd::unique_ptr<NiceMock<MockNetworkTime>> m_mockNetworkTime;
AZStd::unique_ptr<NiceMock<IMultiplayerConnectionMock>> m_mockConnection;
@@ -87,6 +87,9 @@ namespace UnitTest
MOCK_METHOD2(NotifyControllersActivated, void(const Multiplayer::ConstNetworkEntityHandle&, Multiplayer::EntityIsMigrating));
MOCK_METHOD2(NotifyControllersDeactivated, void(const Multiplayer::ConstNetworkEntityHandle&, Multiplayer::EntityIsMigrating));
MOCK_METHOD1(HandleLocalRpcMessage, void(Multiplayer::NetworkEntityRpcMessage&));
MOCK_METHOD1(HandleEntitiesExitDomain, void(const Multiplayer::NetEntityIdSet&));
MOCK_METHOD1(ForceAssumeAuthority, void(const Multiplayer::ConstNetworkEntityHandle&));
MOCK_METHOD1(SetMigrateTimeoutTimeMs, void(AZ::TimeMs));
MOCK_CONST_METHOD0(DebugDraw, void());
};
@@ -95,6 +95,8 @@ set(FILES
Source/Editor/MultiplayerEditorConnection.h
Source/EntityDomains/FullOwnershipEntityDomain.cpp
Source/EntityDomains/FullOwnershipEntityDomain.h
Source/EntityDomains/NullEntityDomain.cpp
Source/EntityDomains/NullEntityDomain.h
Source/MultiplayerStats.cpp
Source/MultiplayerSystemComponent.cpp
Source/MultiplayerSystemComponent.h