@dcl/sdk 7.30.2-37804519171.commit-60e3717 → 7.30.2-37807847179.commit-24c42ea

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (77) hide show
  1. package/atom.d.ts +19 -0
  2. package/atom.js +83 -0
  3. package/future.d.ts +8 -0
  4. package/future.js +26 -0
  5. package/internal/transports/rendererTransport.js +5 -2
  6. package/network/binary-message-bus.d.ts +6 -3
  7. package/network/binary-message-bus.js +9 -5
  8. package/network/chunking.d.ts +5 -0
  9. package/network/chunking.js +38 -0
  10. package/network/events/implementation.d.ts +93 -0
  11. package/network/events/implementation.js +221 -0
  12. package/network/events/index.d.ts +42 -0
  13. package/network/events/index.js +43 -0
  14. package/network/events/protocol.d.ts +27 -0
  15. package/network/events/protocol.js +66 -0
  16. package/network/events/registry.d.ts +8 -0
  17. package/network/events/registry.js +3 -0
  18. package/network/index.d.ts +8 -2
  19. package/network/index.js +16 -3
  20. package/network/message-bus-sync.d.ts +16 -3
  21. package/network/message-bus-sync.js +164 -103
  22. package/network/server/index.d.ts +14 -0
  23. package/network/server/index.js +256 -0
  24. package/network/server/utils.d.ts +18 -0
  25. package/network/server/utils.js +135 -0
  26. package/network/state.js +3 -5
  27. package/package.json +6 -6
  28. package/server/env-var.d.ts +15 -0
  29. package/server/env-var.js +31 -0
  30. package/server/index.d.ts +2 -0
  31. package/server/index.js +3 -0
  32. package/server/storage/constants.d.ts +80 -0
  33. package/server/storage/constants.js +19 -0
  34. package/server/storage/error-message.d.ts +1 -0
  35. package/server/storage/error-message.js +9 -0
  36. package/server/storage/index.d.ts +54 -0
  37. package/server/storage/index.js +60 -0
  38. package/server/storage/player.d.ts +60 -0
  39. package/server/storage/player.js +244 -0
  40. package/server/storage/scene.d.ts +55 -0
  41. package/server/storage/scene.js +232 -0
  42. package/server/storage/serialize.d.ts +1 -0
  43. package/server/storage/serialize.js +135 -0
  44. package/server/storage/value-cache.d.ts +1 -0
  45. package/server/storage/value-cache.js +67 -0
  46. package/server/storage/write-queue.d.ts +1 -0
  47. package/server/storage/write-queue.js +113 -0
  48. package/server/storage-url.d.ts +13 -0
  49. package/server/storage-url.js +42 -0
  50. package/server/utils.d.ts +35 -0
  51. package/server/utils.js +69 -0
  52. package/src/atom.ts +98 -0
  53. package/src/future.ts +38 -0
  54. package/src/internal/transports/rendererTransport.ts +4 -1
  55. package/src/network/binary-message-bus.ts +9 -4
  56. package/src/network/chunking.ts +45 -0
  57. package/src/network/events/implementation.ts +271 -0
  58. package/src/network/events/index.ts +48 -0
  59. package/src/network/events/protocol.ts +94 -0
  60. package/src/network/events/registry.ts +18 -0
  61. package/src/network/index.ts +40 -3
  62. package/src/network/message-bus-sync.ts +180 -112
  63. package/src/network/server/index.ts +341 -0
  64. package/src/network/server/utils.ts +189 -0
  65. package/src/network/state.ts +3 -4
  66. package/src/server/env-var.ts +36 -0
  67. package/src/server/index.ts +12 -0
  68. package/src/server/storage/constants.ts +112 -0
  69. package/src/server/storage/error-message.ts +8 -0
  70. package/src/server/storage/index.ts +83 -0
  71. package/src/server/storage/player.ts +345 -0
  72. package/src/server/storage/scene.ts +324 -0
  73. package/src/server/storage/serialize.ts +132 -0
  74. package/src/server/storage/value-cache.ts +119 -0
  75. package/src/server/storage/write-queue.ts +174 -0
  76. package/src/server/storage-url.ts +49 -0
  77. package/src/server/utils.ts +83 -0
@@ -2,9 +2,46 @@ import { sendBinary } from '~system/CommunicationsController'
2
2
  import { engine } from '@dcl/ecs'
3
3
  import { addSyncTransport } from './message-bus-sync'
4
4
  import { getUserData } from '~system/UserIdentity'
5
+ import { isServer as isServerApi } from '~system/EngineApi'
6
+ import { Atom } from '../atom'
7
+
8
+ // Create isServer atom for consistent state
9
+ const isServerAtom = Atom<boolean>(false)
10
+ void isServerApi({}).then((response) => {
11
+ isServerAtom.swap(!!response.isServer)
12
+ })
13
+
14
+ // Helper function to check if running on server
15
+ export function isServer(): boolean {
16
+ return isServerAtom.getOrNull() ?? false
17
+ }
5
18
 
6
19
  // initialize sync transport for sdk engine
7
- const { getChildren, syncEntity, parentEntity, getParent, myProfile, removeParent, getFirstChild, isStateSyncronized } =
8
- addSyncTransport(engine, sendBinary, getUserData)
20
+ const {
21
+ getChildren,
22
+ syncEntity,
23
+ parentEntity,
24
+ getParent,
25
+ myProfile,
26
+ removeParent,
27
+ getFirstChild,
28
+ isStateSyncronized,
29
+ binaryMessageBus,
30
+ eventBus
31
+ } = addSyncTransport(engine, sendBinary, getUserData, isServerApi, 'network')
32
+
33
+ // Re-export the room messaging system
34
+ export { registerMessages, getRoom } from './events'
9
35
 
10
- export { getFirstChild, getChildren, syncEntity, parentEntity, getParent, myProfile, removeParent, isStateSyncronized }
36
+ export {
37
+ getFirstChild,
38
+ getChildren,
39
+ syncEntity,
40
+ parentEntity,
41
+ getParent,
42
+ myProfile,
43
+ removeParent,
44
+ isStateSyncronized,
45
+ binaryMessageBus,
46
+ eventBus
47
+ }
@@ -1,27 +1,53 @@
1
- import { IEngine, Transport, RealmInfo, PlayerIdentityData } from '@dcl/ecs'
2
- import { type SendBinaryRequest, type SendBinaryResponse } from '~system/CommunicationsController'
1
+ import { IEngine, Transport, RealmInfo } from '@dcl/ecs'
2
+ import type { SendBinaryRequest, SendBinaryResponse } from '~system/CommunicationsController'
3
3
 
4
4
  import { syncFilter } from './filter'
5
5
  import { engineToCrdt } from './state'
6
- import { BinaryMessageBus, CommsMessage, decodeString, encodeString } from './binary-message-bus'
6
+ import { BinaryMessageBus, CommsMessage } from './binary-message-bus'
7
7
  import { fetchProfile } from './utils'
8
8
  import { entityUtils } from './entities'
9
- import { GetUserDataRequest, GetUserDataResponse } from '~system/UserIdentity'
9
+ import { createServerValidator } from './server'
10
+ import type { GetUserDataRequest, GetUserDataResponse } from '~system/UserIdentity'
10
11
  import { definePlayerHelper } from '../players'
11
12
  import { serializeCrdtMessages } from '../internal/transports/logger'
13
+ import { IsServerRequest, IsServerResponse } from '~system/EngineApi'
14
+ import { Atom } from '../atom'
15
+ import { setGlobalRoom, Room } from './events/implementation'
12
16
 
13
17
  export type IProfile = { networkId: number; userId: string }
14
18
  // user that we asked for the inital crdt state
19
+ export const AUTH_SERVER_PEER_ID = 'authoritative-server'
20
+ export const DEBUG_NETWORK_MESSAGES = () => (globalThis as any).DEBUG_NETWORK_MESSAGES ?? false
21
+
22
+ // Test environment detection without 'as any'
23
+ const isTestEnvironment = (): boolean => {
24
+ try {
25
+ if (typeof globalThis === 'undefined') return false
26
+ const globalWithProcess = globalThis as unknown as { process?: { env?: { NODE_ENV?: string } } }
27
+ return globalWithProcess.process?.env?.NODE_ENV === 'test'
28
+ } catch {
29
+ return false
30
+ }
31
+ }
32
+
15
33
  export function addSyncTransport(
16
34
  engine: IEngine,
17
35
  sendBinary: (msg: SendBinaryRequest) => Promise<SendBinaryResponse>,
18
- getUserData: (value: GetUserDataRequest) => Promise<GetUserDataResponse>
36
+ getUserData: (value: GetUserDataRequest) => Promise<GetUserDataResponse>,
37
+ isServerFn: (request: IsServerRequest) => Promise<IsServerResponse>,
38
+ name: string
19
39
  ) {
20
- const DEBUG_NETWORK_MESSAGES = () => (globalThis as any).DEBUG_NETWORK_MESSAGES ?? false
21
40
  // Profile Info
22
41
  const myProfile: IProfile = {} as IProfile
23
42
  fetchProfile(myProfile!, getUserData)
24
43
 
44
+ const isServerAtom = Atom<boolean>()
45
+ const isRoomReadyAtom = Atom<boolean>(false)
46
+
47
+ void isServerFn({}).then(($: IsServerResponse) => {
48
+ return isServerAtom.swap(!!$.isServer)
49
+ })
50
+
25
51
  // Entity utils
26
52
  const entityDefinitions = entityUtils(engine, myProfile)
27
53
 
@@ -40,108 +66,194 @@ export function addSyncTransport(
40
66
  const players = definePlayerHelper(engine)
41
67
 
42
68
  let stateIsSyncronized = false
43
- let transportInitialzed = false
44
69
 
70
+ /**
71
+ * We need to wait till 2 ticks that is when the engine is ready to send new messages.
72
+ * The first tick is for the client engine processing the CRDT messages,
73
+ * and the second one are the messages created by the main() function.
74
+ * So to avoid sending those messages, that all the clients have, through the network we put this validation here.
75
+ */
76
+ let tick = 0
77
+ const TRANSPORT_INITIALIZED_NUMBER = isTestEnvironment() ? 0 : 2
45
78
  // Add Sync Transport
46
79
  const transport: Transport = {
47
80
  filter: syncFilter(engine),
48
81
  send: async (messages) => {
49
- for (const message of [messages].flat()) {
50
- if (message.byteLength && transportInitialzed) {
82
+ if (tick <= TRANSPORT_INITIALIZED_NUMBER) tick++
83
+ for (const message of tick > TRANSPORT_INITIALIZED_NUMBER ? [messages].flat() : []) {
84
+ if (message.byteLength) {
51
85
  DEBUG_NETWORK_MESSAGES() &&
52
86
  console.log(...Array.from(serializeCrdtMessages('[NetworkMessage sent]:', message, engine)))
53
- binaryMessageBus.emit(CommsMessage.CRDT, message)
87
+
88
+ // Convert regular messages to network messages for broadcasting with chunking
89
+ for (const chunk of serverValidator.convertRegularToNetworkMessage(message)) {
90
+ binaryMessageBus.emit(CommsMessage.CRDT, chunk)
91
+ }
54
92
  }
55
93
  }
56
94
  const peerMessages = getMessagesToSend()
57
- let totalSize = 0
58
- for (const message of peerMessages) {
59
- for (const data of message.data) {
60
- totalSize += data.byteLength
61
- }
62
- }
63
- if (totalSize) {
64
- DEBUG_NETWORK_MESSAGES() && console.log('Sending network messages: ', totalSize / 1024, 'KB')
65
- }
66
95
  const response = await sendBinary({ data: [], peerData: peerMessages })
67
96
  binaryMessageBus.__processMessages(response.data)
68
- transportInitialzed = true
69
97
  },
70
- type: 'network'
98
+ type: name
71
99
  }
100
+
101
+ // Server validation setup
102
+ const serverValidator = createServerValidator({
103
+ engine,
104
+ binaryMessageBus
105
+ })
106
+
107
+ // Initialize Event Bus with registered schemas
108
+ const eventBus = new Room(engine, binaryMessageBus, isServerAtom, isRoomReadyAtom)
109
+
110
+ // Set global eventBus instance
111
+ setGlobalRoom(eventBus)
112
+
72
113
  engine.addTransport(transport)
73
114
  // End add sync transport
74
115
 
75
116
  // Receive & Process CRDT_STATE
76
- binaryMessageBus.on(CommsMessage.RES_CRDT_STATE, (value) => {
77
- const { sender, data } = decodeCRDTState(value)
78
- if (sender !== myProfile.userId) return
79
- DEBUG_NETWORK_MESSAGES() && console.log('[Processing CRDT State]', data.byteLength / 1024, 'KB')
80
- transport.onmessage!(data)
81
- stateIsSyncronized = true
117
+ binaryMessageBus.on(CommsMessage.REQ_CRDT_STATE, async (data, sender) => {
118
+ // Requests arriving before role resolution are recovered by the requester's retry.
119
+ if (!isServerAtom.getOrNull()) return
120
+
121
+ DEBUG_NETWORK_MESSAGES() && console.log('[REQ_CRDT_STATE]', sender, Date.now())
122
+ const chunks = engineToCrdt(engine)
123
+ if (chunks.length === 0) {
124
+ DEBUG_NETWORK_MESSAGES() && console.log('[Emiting empty state:]', sender, Date.now())
125
+ binaryMessageBus.emit(CommsMessage.RES_CRDT_STATE, new Uint8Array(), [sender])
126
+ } else {
127
+ for (const chunk of chunks) {
128
+ DEBUG_NETWORK_MESSAGES() && console.log('[Emiting:]', sender, Date.now())
129
+ binaryMessageBus.emit(CommsMessage.RES_CRDT_STATE, chunk, [sender])
130
+ }
131
+ }
82
132
  })
133
+ binaryMessageBus.on(CommsMessage.RES_CRDT_STATE, async (data, sender) => {
134
+ if (isServerAtom.getOrNull() || sender !== AUTH_SERVER_PEER_ID) return
83
135
 
84
- // Answer to REQ_CRDT_STATE
85
- binaryMessageBus.on(CommsMessage.REQ_CRDT_STATE, async (_, userId) => {
86
- DEBUG_NETWORK_MESSAGES() && console.log(`Sending CRDT State to: ${userId}`)
136
+ requestingState = false
137
+ elapsedTimeSinceRequest = 0
138
+ DEBUG_NETWORK_MESSAGES() && console.log('[Processing CRDT State]', data.byteLength / 1024, 'KB')
139
+ if (data.byteLength > 0) {
140
+ transport.onmessage!(serverValidator.processClientMessages(data, sender))
141
+ }
142
+ stateIsSyncronized = true
87
143
 
88
- for (const chunk of engineToCrdt(engine)) {
89
- binaryMessageBus.emit(CommsMessage.RES_CRDT_STATE, encodeCRDTState(userId, chunk), [userId])
144
+ // IMPORTANT: Only mark room as ready AFTER state is synchronized
145
+ // This ensures comms is truly connected and working
146
+ const realmInfo = RealmInfo.getOrNull(engine.RootEntity)
147
+ if (realmInfo) {
148
+ DEBUG_NETWORK_MESSAGES() && console.log('[isRoomReady] Marking room as ready after state sync')
149
+ isRoomReadyAtom.swap(true)
90
150
  }
91
151
  })
92
152
 
93
- // Process CRDT messages here
94
- binaryMessageBus.on(CommsMessage.CRDT, (value) => {
153
+ // received message from the network
154
+ binaryMessageBus.on(CommsMessage.CRDT, (value, sender) => {
155
+ const isServer = isServerAtom.getOrNull()
95
156
  DEBUG_NETWORK_MESSAGES() &&
96
- console.log(Array.from(serializeCrdtMessages('[NetworkMessage received]:', value, engine)))
97
- transport.onmessage!(value)
98
- })
99
-
100
- async function requestState(retryCount: number = 1) {
101
- let players = Array.from(engine.getEntitiesWith(PlayerIdentityData))
102
- DEBUG_NETWORK_MESSAGES() && console.log(`Requesting state. Players connected: ${players.length - 1}`)
103
-
104
- if (!RealmInfo.getOrNull(engine.RootEntity)?.isConnectedSceneRoom) {
105
- DEBUG_NETWORK_MESSAGES() && console.log(`Aborting Requesting state?. Disconnected`)
106
- return
157
+ console.log(
158
+ transport.type,
159
+ ...Array.from(serializeCrdtMessages('[NetworkMessage received]:', value, engine)),
160
+ isServer
161
+ )
162
+ if (isServer) {
163
+ transport.onmessage!(serverValidator.processServerMessages(value, sender))
164
+ } else if (sender === AUTH_SERVER_PEER_ID) {
165
+ // Process network messages from server and convert to regular messages
166
+ transport.onmessage!(serverValidator.processClientMessages(value, sender))
107
167
  }
168
+ })
108
169
 
109
- binaryMessageBus.emit(CommsMessage.REQ_CRDT_STATE, new Uint8Array())
170
+ // received authoritative message from server - force apply to fix invalid local state
171
+ binaryMessageBus.on(CommsMessage.CRDT_AUTHORITATIVE, (value, sender) => {
172
+ // Only accept authoritative messages from authoritative server
173
+ if (sender !== AUTH_SERVER_PEER_ID) return
110
174
 
111
- // Wait ~5s for the response.
112
- await sleep(5000)
175
+ // DEBUG_NETWORK_MESSAGES() &&
176
+ console.log('[AUTHORITATIVE] Received authoritative message from server:', value.byteLength, 'bytes')
113
177
 
114
- players = Array.from(engine.getEntitiesWith(PlayerIdentityData))
178
+ // Process authoritative messages by forcing them through normal CRDT processing
179
+ // but with a timestamp that's guaranteed to be accepted
180
+ const authoritativeBuffer = serverValidator.processClientMessages(value, sender, true)
181
+ if (authoritativeBuffer.byteLength > 0) {
182
+ // Apply authoritative message through normal transport, but the server's messages
183
+ // should be processed as authoritative with special timestamp handling
184
+ transport.onmessage!(authoritativeBuffer)
115
185
 
116
- if (!stateIsSyncronized) {
117
- if (players.length > 1 && retryCount <= 2) {
118
- DEBUG_NETWORK_MESSAGES() &&
119
- console.log(`Requesting state again ${retryCount} (no response). Players connected: ${players.length - 1}`)
120
- void requestState(retryCount + 1)
121
- } else {
122
- DEBUG_NETWORK_MESSAGES() && console.log('No active players. State syncronized')
123
- stateIsSyncronized = true
124
- }
186
+ DEBUG_NETWORK_MESSAGES() && console.log('[AUTHORITATIVE] Applied server authoritative message to local state')
125
187
  }
126
- }
188
+ })
127
189
 
128
190
  players.onEnterScene((player) => {
129
191
  DEBUG_NETWORK_MESSAGES() && console.log('[onEnterScene]', player.userId)
192
+ if (!isServerAtom.getOrNull() && myProfile.userId === player.userId) {
193
+ requestState()
194
+ }
130
195
  })
131
196
 
132
197
  // Asks for the REQ_CRDT_STATE when its connected to comms
133
198
  RealmInfo.onChange(engine.RootEntity, (value) => {
199
+ const isServer = isServerAtom.getOrNull()
200
+
134
201
  if (!value?.isConnectedSceneRoom) {
135
- DEBUG_NETWORK_MESSAGES() && console.log('Disconnected from comms')
136
- stateIsSyncronized = false
202
+ // Only react when actually transitioning from ready to not ready
203
+ if (isRoomReadyAtom.getOrNull() === true) {
204
+ DEBUG_NETWORK_MESSAGES() && console.log('Disconnected from comms')
205
+ isRoomReadyAtom.swap(false)
206
+ if (!isServer) {
207
+ stateIsSyncronized = false
208
+ }
209
+ }
137
210
  }
138
211
 
139
212
  if (value?.isConnectedSceneRoom) {
140
- DEBUG_NETWORK_MESSAGES() && console.log('Connected to comms')
213
+ requestState()
214
+
215
+ // For servers, mark as ready immediately when connected
216
+ // (servers don't need to sync state from anyone)
217
+ if (isServer && isRoomReadyAtom.getOrNull() === false) {
218
+ DEBUG_NETWORK_MESSAGES() && console.log('[isRoomReady] Server marking room as ready')
219
+ isRoomReadyAtom.swap(true)
220
+ }
221
+ // For clients, room will be marked ready after receiving CRDT state (above)
141
222
  }
223
+ })
224
+
225
+ let requestingState = false
226
+ let elapsedTimeSinceRequest = 0
227
+ const STATE_REQUEST_RETRY_INTERVAL = 2.0 // seconds
142
228
 
143
- if (value?.isConnectedSceneRoom && !stateIsSyncronized) {
144
- void requestState()
229
+ /**
230
+ * Why we have to request the state if we have a server that can send us the state when we joined?
231
+ * The thing is that when the server detects a new JOIN_PARTICIPANT on livekit room, it sends automatically the state to that peer.
232
+ * But in unity, it takes more time, so that message is not being delivered to the client.
233
+ * So instead, when we are finally connected to the room, we request the state, and then the server answers with the state :)
234
+ *
235
+ * If no response is received within 2 seconds, the request is automatically retried.
236
+ */
237
+ function requestState() {
238
+ if (isServerAtom.getOrNull()) return
239
+ if (RealmInfo.getOrNull(engine.RootEntity)?.isConnectedSceneRoom && !requestingState) {
240
+ requestingState = true
241
+ elapsedTimeSinceRequest = 0
242
+ DEBUG_NETWORK_MESSAGES() && console.log('Requesting state...')
243
+ binaryMessageBus.emit(CommsMessage.REQ_CRDT_STATE, new Uint8Array())
244
+ }
245
+ }
246
+
247
+ // System to retry state request if no response is received within the retry interval
248
+ engine.addSystem((dt: number) => {
249
+ if (requestingState && !stateIsSyncronized) {
250
+ elapsedTimeSinceRequest += dt
251
+ if (elapsedTimeSinceRequest >= STATE_REQUEST_RETRY_INTERVAL) {
252
+ DEBUG_NETWORK_MESSAGES() && console.log('State request timed out, retrying...')
253
+ elapsedTimeSinceRequest = 0
254
+ requestingState = false
255
+ requestState()
256
+ }
145
257
  }
146
258
  })
147
259
 
@@ -153,56 +265,12 @@ export function addSyncTransport(
153
265
  return stateIsSyncronized
154
266
  }
155
267
 
156
- function sleep(ms: number) {
157
- return new Promise<void>((resolve) => {
158
- let timer = 0
159
- function sleepSystem(dt: number) {
160
- timer += dt
161
- if (timer * 1000 >= ms) {
162
- engine.removeSystem(sleepSystem)
163
- resolve()
164
- }
165
- }
166
- engine.addSystem(sleepSystem)
167
- })
168
- }
169
-
170
268
  return {
171
269
  ...entityDefinitions,
172
270
  myProfile,
173
- isStateSyncronized
271
+ isStateSyncronized,
272
+ binaryMessageBus,
273
+ eventBus,
274
+ isRoomReadyAtom
174
275
  }
175
276
  }
176
-
177
- /**
178
- * Messages Protocol Encoding
179
- *
180
- * CRDT: Plain Uint8Array
181
- *
182
- * CRDT_STATE_RES { sender: string, data: Uint8Array}
183
- */
184
- function decodeCRDTState(data: Uint8Array) {
185
- let offset = 0
186
- const r = new Uint8Array(data)
187
- const view = new DataView(r.buffer)
188
- const senderLength = view.getUint8(offset)
189
- offset += 1
190
- const sender = decodeString(data.subarray(1, senderLength + 1))
191
- offset += senderLength
192
- const state = r.subarray(offset)
193
-
194
- return { sender, data: state }
195
- }
196
-
197
- function encodeCRDTState(address: string, data: Uint8Array) {
198
- // address to uint8array
199
- const addressBuffer = encodeString(address)
200
- const addressOffset = 1
201
- const messageLength = addressOffset + addressBuffer.byteLength + data.byteLength
202
-
203
- const serializedMessage = new Uint8Array(messageLength)
204
- serializedMessage.set(new Uint8Array([addressBuffer.byteLength]), 0)
205
- serializedMessage.set(addressBuffer, 1)
206
- serializedMessage.set(data, addressBuffer.byteLength + 1)
207
- return serializedMessage
208
- }