NetworkClient

This commit is contained in:
Chris Langsenkamp 2019-07-29 03:01:54 -04:00
parent 40c8e4ba59
commit 572aaf4eba

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@ -14,29 +14,56 @@ public enum ConnectState
}
// TODO make fully static after removing obsoleted singleton!
/// <summary>
/// This is a network client class used by the networking system. It contains a NetworkConnection that is used to connect to a network server.
/// <para>The <see cref="NetworkClient">NetworkClient</see> handle connection state, messages handlers, and connection configuration. There can be many <see cref="NetworkClient">NetworkClient</see> instances in a process at a time, but only one that is connected to a game server (<see cref="NetworkServer">NetworkServer</see>) that uses spawned objects.</para>
/// <para><see cref="NetworkClient">NetworkClient</see> has an internal update function where it handles events from the transport layer. This includes asynchronous connect events, disconnect events and incoming data from a server.</para>
/// <para>The <see cref="NetworkManager">NetworkManager</see> has a NetworkClient instance that it uses for games that it starts, but the NetworkClient may be used by itself.</para>
/// </summary>
public class NetworkClient
{
[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use NetworkClient directly. Singleton isn't needed anymore, all functions are static now. For example: NetworkClient.Send(message) instead of NetworkClient.singleton.Send(message).")]
public static NetworkClient singleton = new NetworkClient();
/// <summary>
/// A list of all the active network clients in the current process.
/// <para>This is NOT a list of all clients that are connected to the remote server, it is client instances on the local game.</para>
/// </summary>
[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use NetworkClient directly instead. There is always exactly one client.")]
public static List<NetworkClient> allClients => new List<NetworkClient>{singleton};
public static List<NetworkClient> allClients => new List<NetworkClient> { singleton };
/// <summary>
/// The registered network message handlers.
/// </summary>
public static readonly Dictionary<int, NetworkMessageDelegate> handlers = new Dictionary<int, NetworkMessageDelegate>();
/// <summary>
/// The NetworkConnection object this client is using.
/// </summary>
public static NetworkConnection connection { get; internal set; }
internal static ConnectState connectState = ConnectState.None;
/// <summary>
/// The IP address of the server that this client is connected to.
/// <para>This will be empty if the client has not connected yet.</para>
/// </summary>
public static string serverIp => connection.address;
// active is true while a client is connecting/connected
// (= while the network is active)
/// <summary>
/// active is true while a client is connecting/connected
/// (= while the network is active)
/// </summary>
public static bool active => connectState == ConnectState.Connecting || connectState == ConnectState.Connected;
/// <summary>
/// This gives the current connection status of the client.
/// </summary>
public static bool isConnected => connectState == ConnectState.Connected;
// NetworkClient can connect to local server in host mode too
/// <summary>
/// NetworkClient can connect to local server in host mode too
/// </summary>
public static bool isLocalClient => connection is ULocalConnectionToServer;
// local client in host mode might call Cmds/Rpcs during Update, but we
@ -44,7 +71,10 @@ public class NetworkClient
// to avoid race conditions. keep packets in Queue until LateUpdate.
internal static Queue<byte[]> localClientPacketQueue = new Queue<byte[]>();
// connect remote
/// <summary>
/// Connect client to a NetworkServer instance.
/// </summary>
/// <param name="address"></param>
public static void Connect(string address)
{
if (LogFilter.Debug) Debug.Log("Client Connect: " + address);
@ -61,7 +91,9 @@ public static void Connect(string address)
connection.SetHandlers(handlers);
}
// connect host mode
/// <summary>
/// connect host mode
/// </summary>
internal static void ConnectLocalServer()
{
if (LogFilter.Debug) Debug.Log("Client Connect Local Server");
@ -81,7 +113,10 @@ internal static void ConnectLocalServer()
localClientPacketQueue.Enqueue(MessagePacker.Pack(new ConnectMessage()));
}
// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
/// <summary>
/// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
/// </summary>
/// <param name="localPlayer"></param>
internal static void AddLocalPlayer(NetworkIdentity localPlayer)
{
if (LogFilter.Debug) Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + connection.connectionId);
@ -144,6 +179,10 @@ static void OnConnected()
else Debug.LogError("Skipped Connect message handling because connection is null.");
}
/// <summary>
/// Disconnect from server.
/// <para>The disconnect message will be invoked.</para>
/// </summary>
public static void Disconnect()
{
connectState = ConnectState.Disconnected;
@ -195,6 +234,15 @@ public static bool Send(short msgType, MessageBase msg)
return false;
}
/// <summary>
/// This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.
/// <para>The message must be an instance of a class derived from MessageBase.</para>
/// <para>The message id passed to Send() is used to identify the handler function to invoke on the server when the message is received.</para>
/// </summary>
/// <typeparam name="T">The message type to unregister.</typeparam>
/// <param name="message"></param>
/// <param name="channelId"></param>
/// <returns>True if message was sent.</returns>
public static bool Send<T>(T message, int channelId = Channels.DefaultReliable) where T : IMessageBase
{
if (connection != null)
@ -293,12 +341,12 @@ internal static void RegisterSystemHandlers(bool localClient)
{
RegisterHandler<ObjectDestroyMessage>(ClientScene.OnLocalClientObjectDestroy);
RegisterHandler<ObjectHideMessage>(ClientScene.OnLocalClientObjectHide);
RegisterHandler<NetworkPongMessage>((conn, msg) => {});
RegisterHandler<NetworkPongMessage>((conn, msg) => { });
RegisterHandler<SpawnPrefabMessage>(ClientScene.OnLocalClientSpawnPrefab);
RegisterHandler<SpawnSceneObjectMessage>(ClientScene.OnLocalClientSpawnSceneObject);
RegisterHandler<ObjectSpawnStartedMessage>((conn, msg) => {}); // host mode doesn't need spawning
RegisterHandler<ObjectSpawnFinishedMessage>((conn, msg) => {}); // host mode doesn't need spawning
RegisterHandler<UpdateVarsMessage>((conn, msg) => {});
RegisterHandler<ObjectSpawnStartedMessage>((conn, msg) => { }); // host mode doesn't need spawning
RegisterHandler<ObjectSpawnFinishedMessage>((conn, msg) => { }); // host mode doesn't need spawning
RegisterHandler<UpdateVarsMessage>((conn, msg) => { });
}
else
{
@ -332,6 +380,12 @@ public static void RegisterHandler(MsgType msgType, NetworkMessageDelegate handl
RegisterHandler((int)msgType, handler);
}
/// <summary>
/// Register a handler for a particular message type.
/// <para>There are several system message types which you can add handlers for. You can also add your own message types.</para>
/// </summary>
/// <typeparam name="T">The message type to unregister.</typeparam>
/// <param name="handler"></param>
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler) where T : IMessageBase, new()
{
int msgType = MessagePacker.GetId<T>();
@ -354,6 +408,10 @@ public static void UnregisterHandler(MsgType msgType)
UnregisterHandler((int)msgType);
}
/// <summary>
/// Unregisters a network message handler.
/// </summary>
/// <typeparam name="T">The message type to unregister.</typeparam>
public static void UnregisterHandler<T>() where T : IMessageBase
{
// use int to minimize collisions
@ -361,6 +419,10 @@ public static void UnregisterHandler<T>() where T : IMessageBase
handlers.Remove(msgType);
}
/// <summary>
/// Shut down a client.
/// <para>This should be done when a client is no longer going to be used.</para>
/// </summary>
public static void Shutdown()
{
if (LogFilter.Debug) Debug.Log("Shutting down client.");