nimble_client/lib.rs
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/*
* Copyright (c) Peter Bjorklund. All rights reserved. https://github.com/nimble-rust/nimble
* Licensed under the MIT License. See LICENSE in the project root for license information.
*/
/*!
# Nimble Client 🕹
**Nimble Client** is a Rust crate designed to manage networking tasks for multiplayer games.
It handles downloading the complete game state from a host, managing participants by sending
requests to the host, sending predicted inputs (steps) to the host for smoother gameplay, and
receiving authoritative steps to ensure consistent game state.
## Features
- **Game State Downloading:** Fetch the entire game state from the host. 🗂️
- **Participant Management:** Add and remove players by sending requests to the host. ➕➖
- **Input Prediction:** Send predicted inputs (steps) to the host for reduced latency. 🔮
- **Authoritative Step Handling:** Receive and apply authoritative steps from the host to
maintain game state consistency. 📥📤
- **Metrics and Logging:** Built-in support for network metrics and logging to monitor and
debug client operations. 📊🛠️
*/
pub mod err;
pub mod prelude;
use crate::err::ClientError;
use app_version::VersionProvider;
use flood_rs::{BufferDeserializer, Deserialize, Serialize};
use log::trace;
use metricator::MinMaxAvg;
use monotonic_time_rs::{Millis, MillisDuration};
use network_metrics::{CombinedMetrics, NetworkMetrics};
use nimble_client_logic::LocalIndex;
use nimble_client_logic::{ClientLogic, ClientLogicPhase, LocalPlayer};
use nimble_layer::NimbleLayerClient;
use nimble_protocol::prelude::HostToClientCommands;
use nimble_rectify::{Rectify, RectifyCallbacks};
use nimble_step::Step;
use nimble_step_map::StepMap;
use std::cmp::min;
use std::fmt::{Debug, Display};
use tick_id::TickId;
use time_tick::TimeTick;
pub type MillisDurationRange = RangeToFactor<MillisDuration, MillisDuration>;
pub struct RangeToFactor<V, F> {
range_min: V,
min_factor: F,
range_max: V,
max_factor: F,
factor: F,
}
impl<V: PartialOrd, F> RangeToFactor<V, F> {
pub const fn new(range_min: V, range_max: V, min_factor: F, factor: F, max_factor: F) -> Self {
Self {
range_min,
min_factor,
range_max,
max_factor,
factor,
}
}
#[inline]
pub fn get_factor(&self, input: V) -> &F {
if input < self.range_min {
&self.min_factor
} else if input > self.range_max {
&self.max_factor
} else {
&self.factor
}
}
}
pub trait GameCallbacks<StepT: Display>:
RectifyCallbacks<StepMap<Step<StepT>>> + VersionProvider + BufferDeserializer
{
}
impl<T, StepT> GameCallbacks<StepT> for T
where
T: RectifyCallbacks<StepMap<Step<StepT>>> + VersionProvider + BufferDeserializer,
StepT: Display,
{
}
#[derive(Debug, PartialEq)]
pub enum ClientPhase {
Normal,
CanSendPredicted,
}
/// The main client structure handling datagram communication, participant management, and input (step) prediction.
///
/// The `Client` does not handle game logic directly but relies on external game logic
/// provided through the `GameCallbacks` trait.
pub struct Client<
GameT: GameCallbacks<StepT> + Debug,
StepT: Clone + Deserialize + Serialize + Debug + std::fmt::Display,
> {
nimble_layer: NimbleLayerClient,
logic: ClientLogic<GameT, StepT>,
metrics: NetworkMetrics,
rectify: Rectify<GameT, StepMap<Step<StepT>>>,
authoritative_range_to_tick_duration_ms: RangeToFactor<u8, f32>,
authoritative_time_tick: TimeTick,
prediction_range_to_tick_duration_ms: RangeToFactor<i32, f32>,
pub prediction_time_tick: TimeTick,
max_prediction_count: usize,
last_need_prediction_count: u16,
phase: ClientPhase,
tick_duration_ms: MillisDuration,
}
impl<
StepT: Clone + Deserialize + Serialize + Debug + std::fmt::Display + Eq,
GameT: GameCallbacks<StepT> + Debug,
> Client<GameT, StepT>
{
/// Creates a new `Client` instance with the given current time.
///
/// # Arguments
///
/// * `now` - The current time in milliseconds.
pub fn new(now: Millis) -> Self {
let deterministic_app_version = GameT::version();
Self {
nimble_layer: NimbleLayerClient::new(now),
logic: ClientLogic::<GameT, StepT>::new(deterministic_app_version),
metrics: NetworkMetrics::new(now),
authoritative_range_to_tick_duration_ms: RangeToFactor::new(2, 5, 0.9, 1.0, 2.0), // 0.9 is faster, since it is a multiplier to tick_duration
authoritative_time_tick: TimeTick::new(now, MillisDuration::from_millis(16), 4),
prediction_range_to_tick_duration_ms: RangeToFactor::new(-1, 3, 0.85, 1.0, 2.0), // 0.9 is faster, since it is a multiplier to tick_duration
prediction_time_tick: TimeTick::new(now, MillisDuration::from_millis(16), 4),
rectify: Rectify::default(),
last_need_prediction_count: 0,
phase: ClientPhase::Normal,
max_prediction_count: 10, // TODO: Settings
tick_duration_ms: MillisDuration::from_millis(16),
}
}
pub fn with_tick_duration(mut self, tick_duration: MillisDuration) -> Self {
self.tick_duration_ms = tick_duration;
self
}
const MAX_DATAGRAM_SIZE: usize = 1024;
/// Creates outgoing messages and returns the serialized datagrams.
///
/// This method collects messages prepared by the client logic, serializes them into datagrams,
/// updates network metrics, and returns the datagrams. They are usually sent over some datagram transport.
///
/// # Arguments
///
/// * `now` - The current time in milliseconds.
///
/// # Returns
///
/// A `Result` containing a vector of serialized datagrams or a `ClientError`.
///
/// # Errors
///
/// Returns `ClientError` if serialization or sending fails.
pub fn send(&mut self, now: Millis) -> Result<Vec<Vec<u8>>, ClientError> {
let messages = self.logic.send();
let datagrams =
datagram_chunker::serialize_to_datagrams(messages, Self::MAX_DATAGRAM_SIZE)?;
self.metrics.sent_datagrams(&datagrams);
let datagrams_with_header = self.nimble_layer.send(now, datagrams)?;
Ok(datagrams_with_header)
}
/// Receives and processes an incoming datagram.
///
/// This method handles incoming datagrams by updating metrics, deserializing the datagram,
/// and passing the contained commands to the client logic for further processing.
///
/// # Arguments
///
/// * `millis` - The current time in milliseconds.
/// * `datagram` - The received datagram bytes.
///
/// # Returns
///
/// A `Result` indicating success or containing a `ClientError`.
///
/// # Errors
///
/// Returns `ClientError` if deserialization or processing fails.
pub fn receive(&mut self, millis: Millis, datagram: &[u8]) -> Result<(), ClientError> {
self.metrics.received_datagram(datagram);
let datagram_without_header = self.nimble_layer.receive(millis, datagram)?;
let commands = datagram_chunker::deserialize_datagram::<HostToClientCommands<Step<StepT>>>(
datagram_without_header,
)?;
for command in commands {
self.logic.receive(&command)?;
}
Ok(())
}
pub fn debug_rectify(&self) -> &Rectify<GameT, StepMap<Step<StepT>>> {
&self.rectify
}
/// Updates the client's phase and handles synchronization tasks based on the current time.
///
/// This includes updating the network layer, metrics, tick durations, processing authoritative steps,
/// and managing prediction phases.
///
/// # Arguments
///
/// * `now` - The current time in milliseconds.
///
/// # Returns
///
/// A `Result` indicating success or containing a `ClientError`.
///
/// # Errors
///
/// Returns `ClientError` if any internal operations fail.
pub fn update(&mut self, now: Millis) -> Result<(), ClientError> {
trace!("client: update {now}");
self.nimble_layer.update(now);
self.metrics.update_metrics(now);
let factor = self
.authoritative_range_to_tick_duration_ms
.get_factor(self.logic.debug_authoritative_steps().len() as u8);
self.authoritative_time_tick
.set_tick_duration(*factor * self.tick_duration_ms);
self.authoritative_time_tick.calculate_ticks(now);
let (first_tick_id_in_vector, auth_steps) = self.logic.pop_all_authoritative_steps();
let mut current_tick_id = first_tick_id_in_vector;
for auth_step in auth_steps {
if current_tick_id == self.rectify.waiting_for_authoritative_tick_id() {
self.rectify
.push_authoritative_with_check(current_tick_id, auth_step)?;
}
current_tick_id = TickId(current_tick_id.0 + 1);
}
match self.logic.phase() {
ClientLogicPhase::RequestConnect => {}
ClientLogicPhase::RequestDownloadState { .. } => {}
ClientLogicPhase::DownloadingState(_) => {}
ClientLogicPhase::SendPredictedSteps => {
if self.phase != ClientPhase::CanSendPredicted {
self.prediction_time_tick.reset(now);
self.phase = ClientPhase::CanSendPredicted;
}
}
}
match self.phase {
ClientPhase::Normal => {}
ClientPhase::CanSendPredicted => {
self.adjust_prediction_ticker();
self.last_need_prediction_count = self.prediction_time_tick.calculate_ticks(now);
if self.logic.predicted_step_count_in_queue() >= self.max_prediction_count {
trace!(
"prediction queue is maxed out: {}",
self.max_prediction_count
);
self.last_need_prediction_count = 0;
self.prediction_time_tick.reset(now);
}
trace!("prediction count: {}", self.last_need_prediction_count);
if let Some(game) = self.logic.game_mut() {
self.rectify.update(game);
}
}
}
Ok(())
}
/// Calculates the difference between the current prediction count and the optimal count.
///
/// # Returns
///
/// The difference as an `i32`. A positive value indicates excess predictions, while a negative
/// value indicates a deficit.
fn delta_prediction_count(&self) -> i32 {
if self.logic.can_push_predicted_step() {
let optimal_prediction_tick_count = self.optimal_prediction_tick_count();
let prediction_count_in_queue = self.logic.predicted_step_count_in_queue();
trace!("optimal according to latency {optimal_prediction_tick_count}, outgoing queue {prediction_count_in_queue}");
prediction_count_in_queue as i32 - optimal_prediction_tick_count as i32
} else {
0
}
}
/// Adjusts the prediction ticker based on the current delta prediction count.
fn adjust_prediction_ticker(&mut self) {
let delta_prediction = self.delta_prediction_count();
let factor = self
.prediction_range_to_tick_duration_ms
.get_factor(delta_prediction);
trace!(
"delta-prediction: {delta_prediction} resulted in factor: {factor} for latency {}",
self.latency().unwrap_or(MinMaxAvg::new(0, 0.0, 0))
);
self.prediction_time_tick
.set_tick_duration(*factor * self.tick_duration_ms)
}
/// Determines the optimal number of prediction ticks based on current average latency.
///
/// # Returns
///
/// The optimal prediction tick count as a `usize`.
///
/// # Notes
///
/// This function ensures that the prediction count does not exceed a predefined maximum.
fn optimal_prediction_tick_count(&self) -> usize {
if let Some(latency_ms) = self.latency() {
let latency_in_ticks =
(latency_ms.avg as u16 / self.tick_duration_ms.as_millis() as u16) + 1;
let tick_delta = self.server_buffer_delta_ticks().unwrap_or(0);
const MINIMUM_DELTA_TICK: u32 = 2;
let buffer_add = if (tick_delta as u32) < MINIMUM_DELTA_TICK {
((MINIMUM_DELTA_TICK as i32) - tick_delta as i32) as u32
} else {
0
};
let count = (latency_in_ticks as u32 + buffer_add) as usize;
const MAXIMUM_PREDICTION_COUNT: usize = 10; // TODO: Setting
min(count, MAXIMUM_PREDICTION_COUNT)
} else {
2
}
}
/// Retrieves a reference to the current game instance, if available.
///
/// Note: The `Client` does not manage game logic directly. This method provides access to the
/// game state managed externally via callbacks.
///
/// # Returns
///
/// An `Option` containing a reference to `CallbacksT` or `None` if no game is active.
pub fn game(&self) -> Option<&GameT> {
self.logic.game()
}
/// Determines the number of predictions needed based on the current state.
///
/// # Returns
///
/// The number of predictions needed as a `usize`.
pub fn required_prediction_count(&self) -> usize {
if !self.logic.can_push_predicted_step() {
0
} else {
self.last_need_prediction_count as usize
}
}
/// Checks if a new player can join the game session.
///
/// # Returns
///
/// `true` if a player can join, `false` otherwise.
pub fn can_join_player(&self) -> bool {
self.game().is_some()
}
/// Retrieves a list of local players currently managed by the client.
///
/// # Returns
///
/// A vector of `LocalPlayer` instances.
pub fn local_players(&self) -> Vec<LocalPlayer> {
self.logic.local_players()
}
/// Adds a predicted input (step) to the client's logic and rectification system.
///
/// This method serializes predicted steps into datagrams (in the future) in upcoming send() function calls.
///
/// # Arguments
///
/// * `tick_id` - The tick identifier for the predicted step.
/// * `step` - The predicted step data.
///
/// # Returns
///
/// A `Result` indicating success or containing a `ClientError`.
///
/// # Errors
///
/// Returns `ClientError` if the prediction queue is full or if processing fails.
pub fn push_predicted_step(
&mut self,
tick_id: TickId,
step: StepMap<StepT>,
) -> Result<(), ClientError> {
let count = step.len();
if count > self.required_prediction_count() {
return Err(ClientError::PredictionQueueOverflow);
}
self.prediction_time_tick.performed_ticks(count as u16);
self.logic.push_predicted_step(tick_id, step.clone())?;
let mut seq_map = StepMap::<Step<StepT>>::new();
for (participant_id, step) in &step {
seq_map
.insert(*participant_id, Step::Custom(step.clone()))
.expect("can't insert step");
}
self.rectify.push_predicted(tick_id, seq_map)?;
Ok(())
}
/// Retrieves the current transmission round trip latency metrics.
///
/// # Returns
///
/// An `Option` containing `MinMaxAvg<u16>` representing latency metrics, or `None` if unavailable.
pub fn latency(&self) -> Option<MinMaxAvg<u16>> {
self.nimble_layer.latency()
}
/// Retrieves the combined network metrics.
///
/// # Returns
///
/// A `CombinedMetrics` instance containing various network metrics.
pub fn metrics(&self) -> CombinedMetrics {
self.metrics.metrics()
}
/// Retrieves the delta ticks on the host for the incoming predicted steps
/// A negative means that the incoming buffer is too low, a larger positive number
/// means that the buffer is too big, and the prediction should slow down.
///
/// # Returns
///
/// An `Option` containing the delta ticks as `i16`, or `None` if unavailable.
pub fn server_buffer_delta_ticks(&self) -> Option<i16> {
self.logic.server_buffer_delta_ticks()
}
/// Requests to join a new player with the specified local indices.
///
/// This method sends a request to the host to add new participants to the game session.
///
/// # Arguments
///
/// * `local_players` - A vector of `LocalIndex` representing the local players to join.
///
/// # Returns
///
/// A `Result` indicating success or containing a `ClientError`.
pub fn request_join_player(
&mut self,
local_players: Vec<LocalIndex>,
) -> Result<(), ClientError> {
self.logic.set_joining_player(local_players);
Ok(())
}
}