Opencraft 2 is an Minecraft-like online game built in Unity. It is intended for supporting experimental research on online game and cloud gaming performance.
Install Unity 2022 LTS, clone this repository using git clone --recurse-submodules
, and open it in Unity. To clone a specific branch do git clone -b <BRANCH_NAME> --recurse-submodules git@github.com:atlarge-research/Opencraft-2.git
Unity should automatically install required packages. This includes the ParrelSync package,
which is useful for testing multiplayer functionality in-editor.
The Rider IDE is recommended, it has direct integration with Unity.
The game can be started from Scenes/MainScene
. To run select Server & Client
in Multiplayer -> Window: PlayMode Tools
,
then press the play button. Additional configuration can be specified in command line arguments,
which can be set in-editor on the Editor Args
field of the GameBootstrap -> Editor Cmd Args
singleton component.
Opencraft 2 is built by the Unity editor, using File -> Build Settings
with Platform
set to Windows, Mac, Linux
and
Target Platform
set to Linux
or Windows
(Mac is untested). For debugging, analysis, and metric collection the Development Build
flag must be set. The builds folder is location under ./Builds/
. This folder also contains the Docker files for containerizing Opencraft 2.
See WORKFLOW.md for contribution guidelines and workflow.
Opencraft 2 can be run as a container. The main game container can be built from the ./Builds/
folder using
docker build -t jerriteic/opencraft2:base .
. This base image depends on jerriteic/gpu_ubuntu20.04
which allows
container application to run graphics applications with NVIDIA GPU hardware acceleration. That container can
be built in the same folder using the Dockerfile.ubuntugpu
dockerfile.
The game container runs a hardware-accelerated 3D graphics application through VirtualGL. This requires extensive configuration to the host platform:
- Install correct NVIDIA drivers for your platform and GPU.
- Container is tested on Ubuntu 20.04 on NVIDIA Tesla T4 with proprietary driver version 535.
- Install Docker + NVIDIA container toolkit
- On headless hosts, configure display settings according to this guide.
- Do not reinstall the NVIDIA drivers, skip the step marked
Install NVIDIA Driver from CUDA .run shell script
.
- Do not reinstall the NVIDIA drivers, skip the step marked
If the Docker requirements are met, run the container using the following command:
docker run \
--runtime=nvidia \
--name=opencraft_gpu \
--security-opt seccomp=unconfined \
--init \
--net=host \
--privileged=true \
--rm=false \
-e DISPLAY=:0 \
-v /tmp/.X11-unix/X0:/tmp/.X11-unix/X0:ro \
-v /etc/localtime:/etc/localtime:ro \
-v ./logs/:/opencraft2/logs/ \
jerriteic/opencraft2:base \
./opencraft2.x86_64 -logFile ./logs/opencraft2_log.txt
Warning
Running Docker containers with these flags gives them UNRESTRICTED HOST ROOT ACCESS! Act accordingly.
ParrelSync allows synchronizing multiple copies of a Unity project. These
can be run in parallel to test networked functionality. In ParrelSync -> Preferences
, make sure that /UnityRenderStreaming
is listed under Optional Folders to Symbolically Link
. Then, to create a new ParrelSync clone select Add new clone
in ParrelSync -> Clones Manager
.
This project supports a single game client acting as a streamed gaming host for many players on guest clients.
Testing Multiplay is easiest using ParrelSync, in the clone's launch arguments in the clone manager add -multiplayRole Guest
to run it as a Multiplay guest client.
Multiplay functionality requires a signalling service to establish a direct connection between host and guest clients.
The signaling service is run as a webapp, the source is available in ./UnityRenderStreaming/WebApp/
and can be build using ./UnityRenderStreaming/pack_webapp.sh
which has npm
as a dependency.
The webapp can be run with a convenience script .Builds/Multiplay_WebApp/start.sh
or directly with .\webserver -p <PORT>
.
The port the webserver listens on must be the same as the signaling port configured using the
application command line argument -signalingPort <int>
.
Inspecting existing entities, components, systems, and queries in each existing world can be done using
Entities information pages under Window -> Entities
. Information not specific to ECS can be found under Window -> Analysis
,
with the Profiler
being particularly important for determining performance impact of various changes.
Burst compiled generated code can be viewed in Jobs -> Burst -> Open Inspector
, though this is mainly useful for low level optimization work.
Multiplayer functionality and behaviour can be visualized using the Window -> Multiplayer -> Window: NetDbg (Browser)
tool,
which automatically gathers state snapshot metrics from Netcode for Entities connections.
If your Unity or your IDE starts giving strange errors, particularly about packages,
it is worth trying Edit > Preferences -> External Tools -> Regenerate project files
. As a last resort, Reimport All
through the right-click menu in the Project
window.
The Opencraft 2 application can be configured in a variety of ways, with some methods being different in-editor and
when run standalone. In editor, the hierarchy of configuration is Deployment Graph
>Multiplayer PlayMode Tools
>Editor Args
.
Argument | Options | Default | Description |
---|---|---|---|
-deploymentJson | FilePath | null | Path to a deployment configuration Json file. |
-deploymentID | int | -1 | The ID of this node, used for deployment. |
-remoteConfig | true/false | false | Should this node fetch configuration from a deployment service. |
-deploymentURL | URL | 127.0.0.1 | URL of the deployment service. |
-deploymentPort | int | 7980 | Port of the deployment service. |
-networkTickRate | int | 60 | Rate of network snapshots between servers and clients. |
-simulationTickRate | int | 60 | Rate of simulation steps on both server and clients. |
-maxSimulationStepsPerFrame | int | 4 | Max number of steps per frame when framerate is slow. |
-maxSimulationStepBatchSize | int | 4 | Max number of batched steps when simulation overloaded. |
-maxPredictAheadTimeMS | int | 250 | Duration clients are allowed to predict in advance. |
-disablePrediction | int | false | Disable predicted systems (only affects clients). |
-nographics | true/false | false | Disable the graphics frontend and any related systems. |
-debug | true/false | false | Enable/disable verbose logging. |
-seed | string | "42" | Seed used for terrain generation. |
-playType | ClientAndServer Client Server StreamedClient SimulatedClient |
Client | Mode to start the application in. Can be overriden by remote config. |
-serverUrl | URL | 127.0.0.1 | URL of the game server. |
-serverPort | int | 7979 | Port of the game server. |
-localConfigJson | FilePath | null | Path to a command args Json file. |
-takeScreenshots | true/false | false | Take screenshots at intervals. No effect on Server-only builds. |
-screenshotInterval | int | 5 | Set screenshot interval. |
-screenshotFolder | FilePath | Application.persistentDataPath\screenshots | Set screenshot save location. |
-duration | int | -1 | Exit after a set amount of seconds. |
-startDelay | int | 0 | Seconds to wait before calling the bootstrap. |
-userID | int | 0 | Player's user ID. Acts as a username. |
-signalingUrl | URL | ws://127.0.0.1:7981 | URL of the stream signaling service. |
-multiplayRole | Disabled Host CloudHost Guest |
Disabled | Stream gaming role. |
-emulationType | None Playback Simulation Record |
None | Player emulation type mode. |
-emulationFile | FilePath | Application.persistentDataPath\recordedInputs.inputtrace | Path to a player emulation trace. |
-numSimulatedPlayers | int | 1 | Number of simulated client worlds when PlayType is SimulatedClient. |
-playerSimulationBehaviour | BoundedRandom FixedDirection |
BoundedRandom | Behaviour that simulated players exhibit. |
-terrainType | string | "default" | Name of TerrainGenerationConfiguration for terrain generation. |
-profiler-enable | true/false | false | Automatically starts the profiler module. |
-profiler-log-file | FilePath | null | Specifies a .raw file to write profiler data to. |
-profiler-maxusedmemory | int | 16000000 | Max memory used by profiler in bytes. Default is 16MB. |
-logStats | true/false | false | Log relevant Profiler statistics to file. |
-statsFile | FilePath | Application.persistentDataPath\stats.csv | What file to log statistics to. |
The deployment service constructs a deployment graph based on a configuration file. The deployment configuration file path is set
using the command line argument -deploymentJson <FilePath>
. In editor, a json file can be set on the Deployment Config
field of the GameBootstrap->Cmd Args Reader
singleton component.
The Json is expected to follow this formatting (excluding comments):
{
"nodes":[
{
"nodeID":0, // ID of this node
"nodeIP":"127.0.0.1", // Expected IP of this node, will throw warning if node with nodeID not at this IP.
"worldConfigs":[ // List of worlds to deploy on this node
{
"worldType":"GameServer", // None, Client, Server, SimulatedClient
"initializationMode":"Connect", // Create, Start, Connect
"multiplayStreamingRoles":"Disabled", // Disabled, Guest, Host, CloudHost
"serverNodeID":0, // The ID of the node to connect a client world to
"streamingNodeID":-1, // The ID of the node to connect a streamed guest client world to
"numSimulatedClients":0,
"services":[], // Names of services, handled according to serviceFilterType
"serviceFilterType":"Includes", // Includes, Excludes, Only
"emulationBehaviours":"None" // None, Playback, Simulation
}
]
},
{
"nodeID":1,
"worldConfigs":[
{
"worldName": "GameClient",
"worldType":"Client",
"initializationMode":"Connect",
"serverNodeID":0,
},
{
"worldName": "StreamedClient",
"worldType":"Client",
"initializationMode":"Create",
"multiplayStreamingRoles":"Guest",
"streamingNodeID":2,
}
]
},
{
"nodeID":2,
"worldConfigs":[
{
"worldName": "CloudHostClient",
"worldType":"Client",
"initializationMode":"Start",
"multiplayStreamingRoles":"CloudHost",
"serverNodeID":0,
"streamingNodeID":2,
}
]
}
],
"experimentActions":[
{
"delay": 30, // Trigger these actions after a delay
"actions": [
{
"nodeID": 1, // ID of node to take actions on
"worldNames": ["GameClient", "StreamedClient"], // List of worlds on that node to take actions on
"actions": ["Stop", "Connect"] // What action to take on each world, e.g. Stop, Start, Connect
},
{
"nodeID": 2,
"worldNames": ["CloudHostClient"],
"actions": ["Connect"]
}
]
}
]
}
Opencraft 2.0 has implementation of Minecraft-Like prototypes using different netcodes which can be useful for testing and benchmarking.
Currently supported network gaming libraires:
Useful paths:
Prefab directory: Assets/Prefabs/Mirror_Prefabs
Scripts folder: Assets/Scripts/Mirror_Scripts
Assets
directory also icludes Mirror
folder which is usually imported once download through the Package Manager, but only if you add it as your own asset throught the Unity's Asset Store. WIP make a package for it and add as a dependency.
NetworkManager
does all the heavy lifting. Once you created an object add a Network Identity component to it and add to theNetworkManager
. Use NetworkBahaviour instead of MonoBehaviour in scripts.PlayerSpawnPoint
is just a configurable spawn point.FlatMap
currently a simple flatmap with length, width, and height properties. Does not support parallel chunk load (WIP, refer to implementation in ECS).
All the prefabs are configurable and can be used for implemenation of other network libraries, simply remove Mirror's components, change NetworkBahaviour to MonoBehaviour, and the commands that are not recognized afterwards can be removed.
Logs are stored in separate files relative to the project location in mirror_logs
folder, each player creates a unique file for a specific session.