Unity FpsSample Demo大约是2018发布,用于官方演示MLAPI(NetCode前身)+DOTS的一个FPS多人对战Demo。
Demo下载地址(需要安装Git LFS) :https://github.com/Unity-Technologies/FPSSample
下载完成后3-40GB左右,若大小不对可能下载不完整。
时间原因写的并不完整,但大致描绘了项目的框架轮廓。
在项目根目录可以找到附带的文档:
在项目中的Fps Sample/Windows/Project Tools处可以打开主配置界面:
其中打包AssetBundle的方式值得一提,因为在资源底部标记AssetBundle的方式非常的不方便,
FpsSample将AssetBunlde通过Hash值存到了ScriptableObject里,并且区分Server/Client,
服务端打包AssetBundle时将用一些资源及耗费性能较少的替代文件,客户端打包的AssetBundle
则是完整版本。
可参考文档SourceCode.md,不同的GameLoop决定当前游戏下的主循环逻辑:
游戏内的几种GameLoop分别对应如下:
游戏的入口是Game.prefab:
GameLoop接口定义在Game.cs中:
public interface IGameLoop { bool Init(string[] args); void Shutdown(); void Update(); void FixedUpdate(); void LateUpdate(); }
然后通过命令初始化所需要的GameLoop,内部会通过反射创建(Game.cs中):
void CmdServe(string[] args) { RequestGameLoop(typeof(ServerGameLoop), args); Console.s_PendingCommandsWaitForFrames = 1; }
IGameLoop gameLoop = (IGameLoop)System.Activator.CreateInstance(m_RequestedGameLoopTypes[i]);
initSucceeded = gameLoop.Init(m_RequestedGameLoopArguments[i]);
先来看下ClientGameLoop,初始化会调用Init函数,NetworkTransport为Unity封装的网络层,
NetworkClient为上层封装,附带一些游戏逻辑。
public bool Init(string[] args) { ... m_NetworkTransport = new SocketTransport(); m_NetworkClient = new NetworkClient(m_NetworkTransport);
跟进去看下NetworkClient的结构,删了一些内容,部分接口如下:
public class NetworkClient { ... public bool isConnected { get; } public ConnectionState connectionState { get; } public int clientId { get; } public NetworkClient(INetworkTransport transport) public void Shutdown() public void QueueCommand(int time, DataGenerator generator) public void QueueEvent(ushort typeId, bool reliable, NetworkEventGenerator generator) ClientConnection m_Connection; }
其中QueueCommand用于处理角色的移动、跳跃等信息,包含于Command结构中。
QueueEvent用于处理角色的连接、启动等状态。
继续回到ClientGameLoop,在Update中可以看到NetworkClient的更新逻辑
public void Update() { Profiler.BeginSample("ClientGameLoop.Update"); Profiler.BeginSample("-NetworkClientUpdate"); m_NetworkClient.Update(this, m_clientWorld?.GetSnapshotConsumer()); //客户端接收数据 Profiler.EndSample(); Profiler.BeginSample("-StateMachine update"); m_StateMachine.Update(); Profiler.EndSample(); // TODO (petera) change if we have a lobby like setup one day if (m_StateMachine.CurrentState() == ClientState.Playing && Game.game.clientFrontend != null) Game.game.clientFrontend.UpdateChat(m_ChatSystem); m_NetworkClient.SendData(); //客户端发送数据
其中ClientGameLoop Update函数签名如下:
public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer)
参数1用于处理OnConnect、OnDisconnect等消息,参数2用于处理场景中各类快照信息。
进入Update函数看下接收逻辑:
public void Update(INetworkClientCallbacks clientNetworkConsumer, ISnapshotConsumer snapshotConsumer) { ... TransportEvent e = new TransportEvent(); while (m_Transport.NextEvent(ref e)) { switch (e.type) { case TransportEvent.Type.Connect: OnConnect(e.connectionId); break; case TransportEvent.Type.Disconnect: OnDisconnect(e.connectionId); break; case TransportEvent.Type.Data: OnData(e.connectionId, e.data, e.dataSize, clientNetworkConsumer, snapshotConsumer); break; } } }
可以看见具体逻辑处理在OnData中
进入SendData函数,看下发送数据是如何处理的。
public void SendPackage<TOutputStream>() where TOutputStream : struct, NetworkCompression.IOutputStream { ...if (commandSequence > 0) { lastSentCommandSeq = commandSequence; WriteCommands(info, ref output); } WriteEvents(info, ref output); int compressedSize = output.Flush(); rawOutputStream.SkipBytes(compressedSize); CompleteSendPackage(info, ref rawOutputStream); }
可以看见,这里将之前加入队列的Command和Event取出写入缓冲准备发送。
和ClientGameLoop一样,在Init中初始化Transport网络层和NetworkServer。
public bool Init(string[] args) { // Set up statemachine for ServerGame m_StateMachine = new StateMachine<ServerState>(); m_StateMachine.Add(ServerState.Idle, null, UpdateIdleState, null); m_StateMachine.Add(ServerState.Loading, null, UpdateLoadingState, null); m_StateMachine.Add(ServerState.Active, EnterActiveState, UpdateActiveState, LeaveActiveState); m_StateMachine.SwitchTo(ServerState.Idle); m_NetworkTransport = new SocketTransport(NetworkConfig.serverPort.IntValue, serverMaxClients.IntValue); m_NetworkServer = new NetworkServer(m_NetworkTransport);
注意,其中生成快照的操作在状态机的Active中。
Update中更新并SendData:
public void Update() { UpdateNetwork();//更新SQP查询服务器和调用NetWorkServer.Update m_StateMachine.Update(); m_NetworkServer.SendData(); m_NetworkStatistics.Update(); if (showGameLoopInfo.IntValue > 0) OnDebugDrawGameloopInfo(); }
来看一下接收客户端命令后是如何处理的,在ServerTick函数内,调用
HandleClientCommands处理客户端发来的命令
public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor { ... public void ServerTickUpdate() { ... m_NetworkServer.HandleClientCommands(m_GameWorld.worldTime.tick, this); }
public void HandleClientCommands(int tick, IClientCommandProcessor processor) { foreach (var c in m_Connections) c.Value.ProcessCommands(tick, processor); }
然后反序列化,加上ComponentData交给对应的System处理:
public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor {
... public void ProcessCommand(int connectionId, int tick, ref NetworkReader data) {
... if (tick == m_GameWorld.worldTime.tick) client.latestCommand.Deserialize(ref serializeContext, ref data); if (client.player.controlledEntity != Entity.Null) { var userCommand = m_GameWorld.GetEntityManager().GetComponentData<UserCommandComponentData>( client.player.controlledEntity); userCommand.command = client.latestCommand; m_GameWorld.GetEntityManager().SetComponentData<UserCommandComponentData>( client.player.controlledEntity,userCommand); } }
项目中所有的客户端命令都发到服务器上执行,服务器创建Snapshot快照,客户端接收Snapshot快照同步内容。
Server部分关注ReplicatedEntityModuleServer和ISnapshotGenerator的调用:
public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor { public ServerGameWorld(GameWorld world, NetworkServer networkServer, Dictionary<int, ServerGameLoop.ClientInfo> clients, ChatSystemServer m_ChatSystem, BundledResourceManager resourceSystem) { ... m_ReplicatedEntityModule = new ReplicatedEntityModuleServer(m_GameWorld, resourceSystem, m_NetworkServer); m_ReplicatedEntityModule.ReserveSceneEntities(networkServer); } public void ServerTickUpdate() { ... m_ReplicatedEntityModule.HandleSpawning(); m_ReplicatedEntityModule.HandleDespawning(); } public void GenerateEntitySnapshot(int entityId, ref NetworkWriter writer) { ... m_ReplicatedEntityModule.GenerateEntitySnapshot(entityId, ref writer); } public string GenerateEntityName(int entityId) { ... return m_ReplicatedEntityModule.GenerateName(entityId); } }
Client部分关注ReplicatedEntityModuleClient和ISnapshotConsumer的调用:
foreach (var id in updates) { var info = entities[id]; GameDebug.Assert(info.type != null, "Processing update of id {0} but type is null", id); fixed (uint* data = info.lastUpdate) { var reader = new NetworkReader(data, info.type.schema); consumer.ProcessEntityUpdate(serverTime, id, ref reader); } }
在ServerGameLoop中调用快照创建逻辑:
public class ServerGameWorld : ISnapshotGenerator, IClientCommandProcessor { void UpdateActiveState() { int tickCount = 0; while (Game.frameTime > m_nextTickTime) { tickCount++; m_serverGameWorld.ServerTickUpdate(); ... m_NetworkServer.GenerateSnapshot(m_serverGameWorld, m_LastSimTime); }
在Server中存了所有的实体,每个实体拥有EntityInfo结构,结构存放了snapshots字段。
遍历实体并调用GenerateEntitySnapshot接口生成实体内容:
unsafe public class NetworkServer { unsafe public void GenerateSnapshot(ISnapshotGenerator snapshotGenerator, float simTime) { ... // Run through all the registered network entities and serialize the snapshot for (var id = 0; id < m_Entities.Count; id++) { var entity = m_Entities[id]; EntityTypeInfo typeInfo; bool generateSchema = false; if (!m_EntityTypes.TryGetValue(entity.typeId, out typeInfo)) { typeInfo = new EntityTypeInfo() { name = snapshotGenerator.GenerateEntityName(id), typeId = entity.typeId, createdSequence = m_ServerSequence, schema = new NetworkSchema(entity.typeId + NetworkConfig.firstEntitySchemaId) }; m_EntityTypes.Add(entity.typeId, typeInfo); generateSchema = true; } // Generate entity snapshot var snapshotInfo = entity.snapshots.Acquire(m_ServerSequence); snapshotInfo.start = worldsnapshot.data + worldsnapshot.length; var writer = new NetworkWriter(snapshotInfo.start, NetworkConfig.maxWorldSnapshotDataSize / 4 - worldsnapshot.length, typeInfo.schema, generateSchema); snapshotGenerator.GenerateEntitySnapshot(id, ref writer); writer.Flush(); snapshotInfo.length = writer.GetLength();
在NetworkClient的OnData中处理快照信息
case TransportEvent.Type.Data: OnData(e.connectionId, e.data, e.dataSize, clientNetworkConsumer, snapshotConsumer); break;
对应的处理函数:
public void ProcessEntityUpdate(int serverTick, int id, ref NetworkReader reader) { var data = m_replicatedData[id]; GameDebug.Assert(data.lastServerUpdate < serverTick, "Failed to apply snapshot. Wrong tick order. entityId:{0} snapshot tick:{1} last server tick:{2}", id, serverTick, data.lastServerUpdate); data.lastServerUpdate = serverTick; GameDebug.Assert(data.serializableArray != null, "Failed to apply snapshot. Serializablearray is null"); foreach (var entry in data.serializableArray) entry.Deserialize(ref reader, serverTick); foreach (var entry in data.predictedArray) entry.Deserialize(ref reader, serverTick); foreach (var entry in data.interpolatedArray) entry.Deserialize(ref reader, serverTick); m_replicatedData[id] = data; }
BaseComponentDataSystem.cs类中包含了各类System基类扩展:
以编辑器下打开Level_01_Main.unity运行为例。
运行后会进入EditorLevelManager.cs触发对应绑定的场景运行回调:
[InitializeOnLoad] public class EditorLevelManager { static EditorLevelManager() { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; } ... static void OnPlayModeStateChanged(PlayModeStateChange mode) { if (mode == PlayModeStateChange.EnteredPlayMode) { ... case LevelInfo.LevelType.Gameplay: Game.game.RequestGameLoop( typeof(PreviewGameLoop), new string[0]); break; } }
在PreviewGameLoop中写了PreviewGameMode的逻辑,在此处若controlledEntity为空则触发创建:
public class PreviewGameMode : BaseComponentSystem { ... protected override void OnUpdate() { if (m_Player.controlledEntity == Entity.Null) { Spawn(false); return; } }
最后调到此处进行创建:
CharacterSpawnRequest.Create(PostUpdateCommands, charControl.characterType, m_SpawnPos, m_SpawnRot, playerEntity);
在创建后执行到CharacterSystemShared.cs的HandleCharacterSpawn时,会启动角色相关逻辑:
public static void CreateHandleSpawnSystems(GameWorld world,SystemCollection systems, BundledResourceManager resourceManager, bool server) { systems.Add(world.GetECSWorld().CreateManager<HandleCharacterSpawn>(world, resourceManager, server)); // TODO (mogensh) needs to be done first as it creates presentation systems.Add(world.GetECSWorld().CreateManager<HandleAnimStateCtrlSpawn>(world)); }
如果把这行代码注释掉,运行后会发现角色无法启动。
角色模块分为客户端和服务端,区别如下:
Client | Server | 说明 |
UpdateCharacter1PSpawn | 处理第一人称角色 | |
PlayerCharacterControlSystem | PlayerCharacterControlSystem | 同步角色Id等参数 |
CreateHandleSpawnSystems | CreateHandleSpawnSystems | 处理角色生成 |
CreateHandleDespawnSystems | CreateHandleDespawnSystems | 处理角色销毁 |
CreateAbilityRequestSystems | CreateAbilityRequestSystems | 技能相关逻辑 |
CreateAbilityStartSystems | CreateAbilityStartSystems | 技能相关逻辑 |
CreateAbilityResolveSystems | CreateAbilityResolveSystems | 技能相关逻辑 |
CreateMovementStartSystems | CreateMovementStartSystems | 移动相关逻辑 |
CreateMovementResolveSystems | CreateMovementResolveSystems | 应用移动数据逻辑 |
UpdatePresentationRootTransform | UpdatePresentationRootTransform | 处理展示角色的根位置旋转信息 |
UpdatePresentationAttachmentTransform | UpdatePresentationAttachmentTransform | 处理附加物体的根位置旋转信息 |
UpdateCharPresentationState | UpdateCharPresentationState | 更新角色展示状态用于网络传输 |
ApplyPresentationState | ApplyPresentationState | 应用角色展示状态到AnimGraph |
HandleDamage | 处理伤害 | |
UpdateTeleportation | 处理角色位置传送 | |
CharacterLateUpdate | 在LateUpdate时序同步一些参数 | |
UpdateCharacterUI | 更新角色UI | |
UpdateCharacterCamera | 更新角色相机 | |
HandleCharacterEvents | 处理角色事件 |
角色内部用的还是角色控制器:
角色的生成被分到了多个System中,所以角色控制器也是单独的GameObject,
创建代码如下:
public class CharacterMoveQuery : MonoBehaviour { public void Initialize(Settings settings, Entity hitCollOwner) { //GameDebug.Log("CharacterMoveQuery.Initialize"); this.settings = settings; var go = new GameObject("MoveColl_" + name,typeof(CharacterController), typeof(HitCollision)); charController = go.GetComponent<CharacterController>();
在Movement_Update的System中将deltaPos传至moveQuery:
class Movement_Update : BaseComponentDataSystem<CharBehaviour, AbilityControl, Ability_Movement.Settings> { protected override void Update(Entity abilityEntity, CharBehaviour charAbility, AbilityControl abilityCtrl, Ability_Movement.Settings settings ) { // Calculate movement and move character var deltaPos = Vector3.zero; CalculateMovement(ref time, ref predictedState, ref command, ref deltaPos); // Setup movement query moveQuery.collisionLayer = character.teamId == 0 ? m_charCollisionALayer : m_charCollisionBLayer; moveQuery.moveQueryStart = predictedState.position; moveQuery.moveQueryEnd = moveQuery.moveQueryStart + (float3)deltaPos; EntityManager.SetComponentData(charAbility.character,predictedState); } }
最后在moveQuery中将deltaPos应用至角色控制器:
class HandleMovementQueries : BaseComponentSystem { protected override void OnUpdate() { ... var deltaPos = query.moveQueryEnd - currentControllerPos; charController.Move(deltaPos); query.moveQueryResult = charController.transform.position; query.isGrounded = charController.isGrounded; Profiler.EndSample(); } }
这个小工具支持不创建额外材质球的情况下修改材质球参数,
并且无项目依赖,可以直接拿到别的项目里用:
快速搭建动态交互绳节工具
参考: