Changes to desync debug output to make it less stressful on bandwidth and the server, as well as some fixes to corrections on the local client

Signed-off-by: kberg-amzn <karlberg@amazon.com>
This commit is contained in:
kberg-amzn
2021-08-03 13:12:37 -07:00
parent f0cafd0e9d
commit e0d0bbfdae
15 changed files with 154 additions and 138 deletions
@@ -21,9 +21,11 @@ namespace Multiplayer
AZ_CVAR(AZ::TimeMs, cl_MaxRewindHistoryMs, AZ::TimeMs{ 2000 }, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum number of milliseconds to keep for server correction rewind and replay");
#ifndef AZ_RELEASE_BUILD
AZ_CVAR(float, cl_DebugHackTimeMultiplier, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "Scalar value used to simulate clock hacking cheats for validating bank time system and anticheat");
AZ_CVAR(bool, cl_EnableDesyncDebugging, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
AZ_CVAR(bool, cl_EnableDesyncDebugging, true, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, debug logs will contain verbose information on detected state desyncs");
AZ_CVAR(uint32_t, cl_PredictiveStateHistorySize, 120, nullptr, AZ::ConsoleFunctorFlags::Null, "Controls how many inputs of predictive state should be retained for debugging desyncs");
#endif
AZ_CVAR(bool, sv_ForceCorrections, false, nullptr, AZ::ConsoleFunctorFlags::Null, "If enabled, the server will force a correction for every input received for debugging");
AZ_CVAR(bool, sv_EnableCorrections, true, nullptr, AZ::ConsoleFunctorFlags::Null, "Enables server corrections on autonomous proxy desyncs");
AZ_CVAR(double, sv_MaxBankTimeWindowSec, 0.2, nullptr, AZ::ConsoleFunctorFlags::Null, "Maximum bank time we allow before we start rejecting autonomous proxy move inputs due to anticheat kicking in");
AZ_CVAR(double, sv_BankTimeDecay, 0.025, nullptr, AZ::ConsoleFunctorFlags::Null, "Amount to decay bank time by, in case of more permanent shifts in client latency");
@@ -45,6 +47,40 @@ namespace Multiplayer
return serializer.GetString();
}
void PrintCorrectionDifferences(const AzNetworking::StringifySerializer& client, const AzNetworking::StringifySerializer& server)
{
const auto& clientMap = client.GetValueMap();
const auto& serverMap = server.GetValueMap();
AzNetworking::StringifySerializer::ValueMap differences = clientMap;
for (auto iter = server.GetValueMap().begin(); iter != server.GetValueMap().end(); ++iter)
{
auto serverValueIter = clientMap.find(iter->first);
if (iter->second == differences[iter->first])
{
differences.erase(iter->first);
}
}
if (differences.empty())
{
AZLOG_ERROR("The hash mismatched, but no differences were found.")
}
for (auto iter = differences.begin(); iter != differences.end(); ++iter)
{
auto clientValueIter = clientMap.find(iter->first);
auto serverValueIter = serverMap.find(iter->first);
if (clientValueIter == clientMap.end() || serverValueIter == serverMap.end())
{
AZLOG_ERROR(" %s (Not found in server and/or client value map!)", iter->first.c_str());
continue;
}
AZLOG_ERROR(" %s Server=%s Client=%s", iter->first.c_str(), serverValueIter->second.c_str(), clientValueIter->second.c_str());
}
}
void LocalPredictionPlayerInputComponent::LocalPredictionPlayerInputComponent::Reflect(AZ::ReflectContext* context)
{
AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
@@ -106,8 +142,7 @@ namespace Multiplayer
(
AzNetworking::IConnection* invokingConnection,
const Multiplayer::NetworkInputArray& inputArray,
const AZ::HashValue32& stateHash,
[[maybe_unused]] const AzNetworking::PacketEncodingBuffer& clientState
const AZ::HashValue32& stateHash
)
{
if (invokingConnection == nullptr)
@@ -176,7 +211,7 @@ namespace Multiplayer
}
}
if (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs))
if (sv_ForceCorrections || (sv_EnableCorrections && (currentTimeMs - m_lastCorrectionSentTimeMs > sv_MinCorrectionTimeMs)))
{
m_lastCorrectionSentTimeMs = currentTimeMs;
@@ -210,69 +245,6 @@ namespace Multiplayer
// Send correction
SendClientInputCorrection(GetLastInputId(), correction);
#ifndef AZ_RELEASE_BUILD
AZStd::string clientStateString;
AZStd::string serverStateString;
if (cl_EnableDesyncDebugging)
{
// In debug, show which states caused the correction
// Write in client state
AzNetworking::NetworkOutputSerializer clientStateSerializer(clientState.GetBuffer(), clientState.GetSize());
GetNetBindComponent()->SerializeEntityCorrection(clientStateSerializer);
// Read out state values
AzNetworking::StringifySerializer clientValues;
GetNetBindComponent()->SerializeEntityCorrection(clientValues);
// Restore server state
AzNetworking::NetworkOutputSerializer serverStateSerializer(correction.GetBuffer(), correction.GetSize());
GetNetBindComponent()->SerializeEntityCorrection(serverStateSerializer);
// Read out state values
AzNetworking::StringifySerializer serverValues;
GetNetBindComponent()->SerializeEntityCorrection(serverValues);
AZStd::map<AZStd::string, AZStd::pair<AZStd::string, AZStd::string>> mapComparison;
// put the server value in the first part of the pair
for (const auto& pair : serverValues.GetValueMap())
{
mapComparison[pair.first].first = pair.second;
}
// put the client value in the second part of the pair
for (const auto& pair : clientValues.GetValueMap())
{
mapComparison[pair.first].second = pair.second;
}
bool firstIt = true;
for (const auto& mapPair : mapComparison)
{
if (mapPair.second.first != mapPair.second.second)
{
if (!firstIt)
{
clientStateString += ",";
serverStateString += ",";
}
firstIt = false;
AZStd::string clientValue = mapPair.second.second.empty() ? "<no value>" : mapPair.second.second;
AZStd::string serverValue = mapPair.second.first.empty() ? "<no value>" : mapPair.second.first;
clientStateString += mapPair.first + "=" + clientValue;
serverStateString += mapPair.first + "=" + serverValue;
}
}
}
else
{
clientStateString = "available in debug only";
serverStateString = "available in debug only";
}
AZLOG_ERROR("** Autonomous proxy desync detected! ** clientState=[%s], serverState=[%s]", clientStateString.c_str(), serverStateString.c_str());
#endif
}
}
}
@@ -331,7 +303,7 @@ namespace Multiplayer
void LocalPredictionPlayerInputComponentController::HandleSendClientInputCorrection
(
AzNetworking::IConnection* invokingConnection,
[[maybe_unused]] AzNetworking::IConnection* invokingConnection,
const Multiplayer::ClientInputId& inputId,
const AzNetworking::PacketEncodingBuffer& correction
)
@@ -356,6 +328,25 @@ namespace Multiplayer
GetNetBindComponent()->SerializeEntityCorrection(serializer);
m_correctionEvent.Signal();
#ifndef AZ_RELEASE_BUILD
if (cl_EnableDesyncDebugging)
{
AZLOG_INFO("** Autonomous Desync - Corrected clientInputId=%d ", aznumeric_cast<int32_t>(inputId));
auto iter = m_predictiveStateHistory.find(inputId);
if (iter != m_predictiveStateHistory.end())
{
// Read out state values
AzNetworking::StringifySerializer serverValues;
GetNetBindComponent()->SerializeEntityCorrection(serverValues);
PrintCorrectionDifferences(*iter->second, serverValues);
}
else
{
AZLOG_INFO("Received correction that is too old to diff, increase cl_PredictiveStateHistorySize");
}
}
#endif
AZLOG
(
NET_Prediction,
@@ -370,29 +361,13 @@ namespace Multiplayer
// If this correction is for a move outside our input history window, just start replaying from the oldest move we have available
const uint32_t startReplayIndex = (inputHistorySize > historicalDelta) ? (inputHistorySize - historicalDelta) : 0;
// Flag that we are replaying inputs
struct ScopedReplayingInput
{
ScopedReplayingInput(LocalPredictionPlayerInputComponentController* instance)
: m_instance(instance)
{
m_instance->m_replayingInput = true;
}
~ScopedReplayingInput()
{
m_instance->m_replayingInput = false;
}
LocalPredictionPlayerInputComponentController* m_instance;
};
ScopedReplayingInput markReplayingInput(this);
const float clientInputRateSec = static_cast<float>(static_cast<AZ::TimeMs>(cl_InputRateMs)) / 1000.0;
for (uint32_t replayIndex = startReplayIndex; replayIndex < inputHistorySize; ++replayIndex)
{
// Reprocess the input for this frame
NetworkInput& input = m_inputHistory[replayIndex];
ScopedAlterTime scopedTime(input.GetHostFrameId(), input.GetHostTimeMs(), invokingConnection->GetConnectionId());
GetNetBindComponent()->ProcessInput(input, clientInputRateSec);
GetNetBindComponent()->ReprocessInput(input, clientInputRateSec);
AZLOG
(
@@ -405,11 +380,6 @@ namespace Multiplayer
}
}
bool LocalPredictionPlayerInputComponentController::IsReplayingInput() const
{
return m_replayingInput;
}
bool LocalPredictionPlayerInputComponentController::IsMigrating() const
{
return m_lastMigratedInputId != ClientInputId{ 0 };
@@ -519,17 +489,6 @@ namespace Multiplayer
AzNetworking::HashSerializer hashSerializer;
GetNetBindComponent()->SerializeEntityCorrection(hashSerializer);
// In debug, send the entire client output state to the server to make it easier to debug desync issues
AzNetworking::PacketEncodingBuffer processInputResult;
#ifndef AZ_RELEASE_BUILD
if (cl_EnableDesyncDebugging)
{
AzNetworking::NetworkInputSerializer processInputResultSerializer(processInputResult.GetBuffer(), processInputResult.GetCapacity());
GetNetBindComponent()->SerializeEntityCorrection(processInputResultSerializer);
processInputResult.Resize(processInputResultSerializer.GetSize());
}
#endif
// Save this input and discard move history outside our client rewind window
m_inputHistory.PushBack(input);
while (m_inputHistory.Size() > maxClientInputs)
@@ -548,10 +507,23 @@ namespace Multiplayer
inputArray[i] = m_inputHistory[historyIndex];
}
#ifndef AZ_RELEASE_BUILD
if (cl_EnableDesyncDebugging)
{
StateHistoryItem inputHistory = AZStd::make_unique<AzNetworking::StringifySerializer>();
while (m_predictiveStateHistory.size() > cl_PredictiveStateHistorySize)
{
m_predictiveStateHistory.erase(m_predictiveStateHistory.begin());
}
GetNetBindComponent()->SerializeEntityCorrection(*inputHistory);
m_predictiveStateHistory.emplace(m_clientInputId, AZStd::move(inputHistory));
}
#endif
// Send the input to server (only when we are not migrating)
if (!IsMigrating())
{
SendClientInput(inputArray, hashSerializer.GetHash(), processInputResult);
SendClientInput(inputArray, hashSerializer.GetHash());
}
}
}