mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
Basic Telepathy integration
This commit is contained in:
parent
d3b537fc06
commit
699c379c3c
@ -66,11 +66,22 @@
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<Compile Include="..\Runtime\NetworkManagerHUD.cs" />
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<Compile Include="..\Runtime\NetworkBehaviour.cs" />
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<Compile Include="..\Runtime\NetworkIdentity.cs" />
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<Compile Include="..\Runtime\Transport.cs" />
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<Compile Include="..\Runtime\UNetwork.cs" />
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<Compile Include="..\Runtime\NetworkReader.cs" />
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<Compile Include="..\Runtime\NetworkServer.cs" />
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<Compile Include="..\Runtime\SyncList.cs" />
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<Compile Include="..\Runtime\NetworkWriter.cs" />
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<Compile Include="..\Runtime\Telepathy\Client.cs" />
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<Compile Include="..\Runtime\Telepathy\Common.cs" />
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<Compile Include="..\Runtime\Telepathy\EventType.cs" />
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<Compile Include="..\Runtime\Telepathy\Logger.cs" />
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<Compile Include="..\Runtime\Telepathy\Message.cs" />
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<Compile Include="..\Runtime\Telepathy\NetworkStreamExtensions.cs" />
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<Compile Include="..\Runtime\Telepathy\SafeCounter.cs" />
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<Compile Include="..\Runtime\Telepathy\SafeDictionary.cs" />
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<Compile Include="..\Runtime\Telepathy\SafeQueue.cs" />
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<Compile Include="..\Runtime\Telepathy\Server.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Target Name="AfterBuild">
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@ -46,8 +46,8 @@ internal static void Shutdown()
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s_IsReady = false;
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s_IsSpawnFinished = false;
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NetworkTransport.Shutdown();
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NetworkTransport.Init();
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Debug.Log("ClientScene.Shutdown calls telepathyClient.Disconnect");
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Transport.client.Disconnect();
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}
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// this is called from message handler for Owner message
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@ -26,7 +26,7 @@ public override void Disconnect()
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PostInternalMessage((short)MsgType.Disconnect);
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m_Connected = false;
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}
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m_AsyncConnect = ConnectState.Disconnected;
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connectState = ConnectState.Disconnected;
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NetworkServer.RemoveLocalClient(m_Connection);
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}
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@ -35,7 +35,7 @@ internal void InternalConnectLocalServer(bool generateConnectMsg)
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m_Connection = new ULocalConnectionToServer();
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SetHandlers(m_Connection);
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m_Connection.connectionId = NetworkServer.AddLocalClient(this);
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m_AsyncConnect = ConnectState.Connected;
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connectState = ConnectState.Connected;
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SetActive(true);
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RegisterSystemHandlers(true);
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@ -11,8 +11,6 @@ public class NetworkClient
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{
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Type m_NetworkConnectionClass = typeof(NetworkConnection);
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const int k_MaxEventsPerFrame = 500;
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static List<NetworkClient> s_Clients = new List<NetworkClient>();
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static bool s_IsActive;
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@ -32,20 +30,14 @@ public class NetworkClient
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Dictionary<short, NetworkMessageDelegate> m_MessageHandlers = new Dictionary<short, NetworkMessageDelegate>();
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protected NetworkConnection m_Connection;
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byte[] m_MsgBuffer;
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protected enum ConnectState
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{
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None,
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Resolving,
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Resolved,
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Connecting,
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Connected,
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Disconnected,
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Failed
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}
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protected ConnectState m_AsyncConnect = ConnectState.None;
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string m_RequestedServerHost = "";
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protected ConnectState connectState = ConnectState.None;
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internal void SetHandlers(NetworkConnection conn)
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{
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@ -56,7 +48,6 @@ internal void SetHandlers(NetworkConnection conn)
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public int serverPort { get { return m_ServerPort; } }
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public NetworkConnection connection { get { return m_Connection; } }
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internal int hostId { get { return m_ClientId; } }
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public Dictionary<short, NetworkMessageDelegate> handlers { get { return m_MessageHandlers; } }
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public int numChannels { get { return m_HostTopology.DefaultConfig.ChannelCount; } }
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public HostTopology hostTopology { get { return m_HostTopology; }}
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@ -75,7 +66,7 @@ public int hostPort
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}
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}
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public bool isConnected { get { return m_AsyncConnect == ConnectState.Connected; }}
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public bool isConnected { get { return connectState == ConnectState.Connected; } }
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public Type networkConnectionClass { get { return m_NetworkConnectionClass; } }
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@ -87,19 +78,17 @@ public void SetNetworkConnectionClass<T>() where T : NetworkConnection
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public NetworkClient()
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{
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if (LogFilter.logDev) { Debug.Log("Client created version " + Version.Current); }
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m_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
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AddClient(this);
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}
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public NetworkClient(NetworkConnection conn)
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{
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if (LogFilter.logDev) { Debug.Log("Client created version " + Version.Current); }
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m_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
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AddClient(this);
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SetActive(true);
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m_Connection = conn;
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m_AsyncConnect = ConnectState.Connected;
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connectState = ConnectState.Connected;
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conn.SetHandlers(m_MessageHandlers);
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RegisterSystemHandlers(false);
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}
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@ -127,106 +116,24 @@ static bool IsValidIpV6(string address)
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public void Connect(string serverIp, int serverPort)
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{
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PrepareForConnect();
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PrepareForConnect(false);
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if (LogFilter.logDebug) { Debug.Log("Client Connect: " + serverIp + ":" + serverPort); }
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string hostnameOrIp = serverIp;
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m_ServerPort = serverPort;
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if (Application.platform == RuntimePlatform.WebGLPlayer)
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{
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m_ServerIp = hostnameOrIp;
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m_AsyncConnect = ConnectState.Resolved;
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}
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else if (serverIp.Equals("127.0.0.1") || serverIp.Equals("localhost"))
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{
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m_ServerIp = "127.0.0.1";
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m_AsyncConnect = ConnectState.Resolved;
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}
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else if (serverIp.IndexOf(":") != -1 && IsValidIpV6(serverIp))
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{
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m_ServerIp = serverIp;
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m_AsyncConnect = ConnectState.Resolved;
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}
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else
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{
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if (LogFilter.logDebug) { Debug.Log("Async DNS START:" + hostnameOrIp); }
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m_RequestedServerHost = hostnameOrIp;
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m_AsyncConnect = ConnectState.Resolving;
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Dns.BeginGetHostAddresses(hostnameOrIp, GetHostAddressesCallback, this);
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}
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}
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public void Connect(EndPoint secureTunnelEndPoint)
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{
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bool usePlatformSpecificProtocols = NetworkTransport.DoesEndPointUsePlatformProtocols(secureTunnelEndPoint);
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PrepareForConnect(usePlatformSpecificProtocols);
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if (LogFilter.logDebug) { Debug.Log("Client Connect to remoteSockAddr"); }
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if (secureTunnelEndPoint == null)
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{
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if (LogFilter.logError) { Debug.LogError("Connect failed: null endpoint passed in"); }
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m_AsyncConnect = ConnectState.Failed;
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return;
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}
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// Make sure it's either IPv4 or IPv6
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if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6)
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{
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if (LogFilter.logError) { Debug.LogError("Connect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); }
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m_AsyncConnect = ConnectState.Failed;
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return;
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}
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// Make sure it's an Endpoint we know what to do with
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string endPointType = secureTunnelEndPoint.GetType().FullName;
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if (endPointType == "System.Net.IPEndPoint")
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{
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IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint;
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Connect(tmp.Address.ToString(), tmp.Port);
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return;
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}
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if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint") && (endPointType != "UnityEngine.PSVita.SceEndPoint"))
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{
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if (LogFilter.logError) { Debug.LogError("Connect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); }
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m_AsyncConnect = ConnectState.Failed;
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return;
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}
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byte error = 0;
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// regular non-relay connect
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m_RemoteEndPoint = secureTunnelEndPoint;
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m_AsyncConnect = ConnectState.Connecting;
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try
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{
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m_ClientConnectionId = NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error);
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}
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catch (Exception ex)
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{
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if (LogFilter.logError) { Debug.LogError("Connect failed: Exception when trying to connect to EndPoint: " + ex); }
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m_AsyncConnect = ConnectState.Failed;
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return;
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}
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if (m_ClientConnectionId == 0)
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{
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if (LogFilter.logError) { Debug.LogError("Connect failed: Unable to connect to EndPoint (" + error + ")"); }
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m_AsyncConnect = ConnectState.Failed;
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return;
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}
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connectState = ConnectState.Connecting;
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Transport.client.Connect(serverIp, serverPort);
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// setup all the handlers
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m_ClientConnectionId = 0;
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m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
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m_Connection.SetHandlers(m_MessageHandlers);
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m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
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}
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void PrepareForConnect()
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{
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PrepareForConnect(false);
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}
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void PrepareForConnect(bool usePlatformSpecificProtocols)
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{
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SetActive(true);
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@ -241,69 +148,27 @@ void PrepareForConnect(bool usePlatformSpecificProtocols)
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m_HostTopology = new HostTopology(config, 8);
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}
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m_ClientId = NetworkTransport.AddHost(m_HostTopology, m_HostPort);
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}
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// this called in another thread! Cannot call Update() here.
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internal static void GetHostAddressesCallback(IAsyncResult ar)
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{
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try
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{
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IPAddress[] ip = Dns.EndGetHostAddresses(ar);
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NetworkClient client = (NetworkClient)ar.AsyncState;
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if (ip.Length == 0)
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{
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if (LogFilter.logError) { Debug.LogError("DNS lookup failed for:" + client.m_RequestedServerHost); }
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client.m_AsyncConnect = ConnectState.Failed;
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return;
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}
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client.m_ServerIp = ip[0].ToString();
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client.m_AsyncConnect = ConnectState.Resolved;
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if (LogFilter.logDebug) { Debug.Log("Async DNS Result:" + client.m_ServerIp + " for " + client.m_RequestedServerHost + ": " + client.m_ServerIp); }
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}
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catch (SocketException e)
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{
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NetworkClient client = (NetworkClient)ar.AsyncState;
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if (LogFilter.logError) { Debug.LogError("DNS resolution failed: " + e.GetErrorCode()); }
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if (LogFilter.logDebug) { Debug.Log("Exception:" + e); }
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client.m_AsyncConnect = ConnectState.Failed;
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}
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}
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internal void ContinueConnect()
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{
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byte error;
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// regular non-relay connect
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m_ClientConnectionId = NetworkTransport.Connect(m_ClientId, m_ServerIp, m_ServerPort, 0, out error);
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m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
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m_Connection.SetHandlers(m_MessageHandlers);
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m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
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m_ClientId = 0; // NetworkTransport.AddHost 'Returns the ID of the host that was created.'
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}
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public virtual void Disconnect()
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{
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m_AsyncConnect = ConnectState.Disconnected;
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connectState = ConnectState.Disconnected;
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ClientScene.HandleClientDisconnect(m_Connection);
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if (m_Connection != null)
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{
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m_Connection.Disconnect();
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m_Connection.Dispose();
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m_Connection = null;
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if (m_ClientId != -1)
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{
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NetworkTransport.RemoveHost(m_ClientId);
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m_ClientId = -1;
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}
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}
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}
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public bool SendByChannel(short msgType, MessageBase msg, int channelId)
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{
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if (m_Connection != null)
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{
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if (m_AsyncConnect != ConnectState.Connected)
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if (connectState != ConnectState.Connected)
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{
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if (LogFilter.logError) { Debug.LogError("NetworkClient SendByChannel when not connected to a server"); }
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return false;
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@ -319,11 +184,7 @@ public bool SendByChannel(short msgType, MessageBase msg, int channelId)
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public void Shutdown()
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{
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if (LogFilter.logDebug) Debug.Log("Shutting down client " + m_ClientId);
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if (m_ClientId != -1)
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{
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NetworkTransport.RemoveHost(m_ClientId);
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m_ClientId = -1;
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}
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RemoveClient(this);
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if (s_Clients.Count == 0)
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{
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@ -333,126 +194,53 @@ public void Shutdown()
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internal virtual void Update()
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{
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//Debug.Log("NetworkClient.Update" + m_ClientId + " connectstate=" + connectState);
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if (m_ClientId == -1)
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{
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return;
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}
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switch (m_AsyncConnect)
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// don't do anything if we aren't fully connected
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// -> we don't check Client.Connected because then we wouldn't
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// process the last disconnect message.
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if (connectState != ConnectState.Connecting && connectState != ConnectState.Connected)
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{
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case ConnectState.None:
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case ConnectState.Resolving:
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case ConnectState.Disconnected:
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return;
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case ConnectState.Failed:
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GenerateConnectError((int)NetworkError.DNSFailure);
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m_AsyncConnect = ConnectState.Disconnected;
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return;
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case ConnectState.Resolved:
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m_AsyncConnect = ConnectState.Connecting;
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ContinueConnect();
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return;
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case ConnectState.Connecting:
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case ConnectState.Connected:
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{
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break;
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}
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}
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int numEvents = 0;
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NetworkEventType networkEvent;
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do
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{
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int connectionId;
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int channelId;
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int receivedSize;
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byte error;
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networkEvent = NetworkTransport.ReceiveFromHost(m_ClientId, out connectionId, out channelId, m_MsgBuffer, (ushort)m_MsgBuffer.Length, out receivedSize, out error);
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if (m_Connection != null) m_Connection.lastError = (NetworkError)error;
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if (networkEvent != NetworkEventType.Nothing)
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{
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if (LogFilter.logDev) { Debug.Log("Client event: host=" + m_ClientId + " event=" + networkEvent + " error=" + error); }
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}
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switch (networkEvent)
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{
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case NetworkEventType.ConnectEvent:
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if (LogFilter.logDebug) { Debug.Log("Client connected"); }
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if (error != 0)
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{
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GenerateConnectError(error);
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return;
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}
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m_AsyncConnect = ConnectState.Connected;
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//Debug.Log("+++NetworkClient.Update calls NetworkTransport.ReceiveFromHost");
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// any new message?
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// -> calling it once per frame is okay, but really why not just
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// process all messages and make it empty..
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Telepathy.Message msg;
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while (Transport.client.GetNextMessage(out msg))
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{
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switch (msg.eventType)
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{
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case Telepathy.EventType.Connected:
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Debug.Log("NetworkClient loop: Connected");
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m_Connection.InvokeHandlerNoData((short)MsgType.Connect);
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connectState = ConnectState.Connected;
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break;
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case NetworkEventType.DataEvent:
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if (error != 0)
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{
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GenerateDataError(error);
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return;
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}
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#if UNITY_EDITOR
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UnityEditor.NetworkDetailStats.IncrementStat(
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UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
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(short)MsgType.LLAPIMsg, "msg", 1);
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#endif
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// create a buffer with exactly 'receivedSize' size for the handlers so we don't need to read
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// a size header (saves bandwidth)
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byte[] data = new byte[receivedSize];
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Array.Copy(m_MsgBuffer, data, receivedSize);
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m_Connection.TransportReceive(data, channelId);
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case Telepathy.EventType.Data:
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Debug.Log("NetworkClient loop: Data: " + BitConverter.ToString(msg.data));
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m_Connection.TransportReceive(msg.data, 0);
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break;
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case Telepathy.EventType.Disconnected:
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Debug.Log("NetworkClient loop: Disconnected");
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connectState = ConnectState.Disconnected;
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case NetworkEventType.DisconnectEvent:
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if (LogFilter.logDebug) { Debug.Log("Client disconnected"); }
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m_AsyncConnect = ConnectState.Disconnected;
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if (error != 0)
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{
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if ((NetworkError)error != NetworkError.Timeout)
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{
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GenerateDisconnectError(error);
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}
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}
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//GenerateDisconnectError(error); TODO which one?
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ClientScene.HandleClientDisconnect(m_Connection);
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if (m_Connection != null)
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{
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m_Connection.InvokeHandlerNoData((short)MsgType.Disconnect);
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}
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break;
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case NetworkEventType.Nothing:
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break;
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default:
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if (LogFilter.logError) { Debug.LogError("Unknown network message type received: " + networkEvent); }
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break;
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}
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if (++numEvents >= k_MaxEventsPerFrame)
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{
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if (LogFilter.logDebug) { Debug.Log("MaxEventsPerFrame hit (" + k_MaxEventsPerFrame + ")"); }
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break;
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}
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if (m_ClientId == -1)
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{
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break;
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}
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}
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while (networkEvent != NetworkEventType.Nothing);
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}
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void GenerateConnectError(byte error)
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@ -501,8 +289,10 @@ public int GetRTT()
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if (m_ClientId == -1)
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return 0;
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byte err;
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return NetworkTransport.GetCurrentRTT(m_ClientId, m_ClientConnectionId, out err);
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// TODO
|
||||
//return NetworkTransport.GetCurrentRTT(m_ClientId, m_ClientConnectionId, out err);
|
||||
Debug.Log("NetworkClient.GetRTT calls NetworkTransport.GetCurrentRTT");
|
||||
return 0;
|
||||
}
|
||||
|
||||
internal void RegisterSystemHandlers(bool localClient)
|
||||
@ -559,14 +349,6 @@ static public void ShutdownAll()
|
||||
|
||||
internal static void SetActive(bool state)
|
||||
{
|
||||
// what is this check?
|
||||
//if (state == false && s_Clients.Count != 0)
|
||||
// return;
|
||||
|
||||
if (!s_IsActive && state)
|
||||
{
|
||||
NetworkTransport.Init();
|
||||
}
|
||||
s_IsActive = state;
|
||||
}
|
||||
};
|
||||
|
@ -85,8 +85,9 @@ public void Disconnect()
|
||||
{
|
||||
return;
|
||||
}
|
||||
byte error;
|
||||
NetworkTransport.Disconnect(hostId, connectionId, out error);
|
||||
|
||||
Debug.Log("NetworkConnection.Disconnect calls NetworkTransport.Disconnect");
|
||||
if (Transport.client.Connected) Transport.client.Disconnect();
|
||||
|
||||
RemoveObservers();
|
||||
}
|
||||
@ -314,21 +315,19 @@ public virtual void TransportReceive(byte[] bytes, int channelId)
|
||||
|
||||
public virtual bool TransportSend(byte[] bytes, int channelId, out byte error)
|
||||
{
|
||||
// try sending
|
||||
if (NetworkTransport.Send(hostId, connectionId, channelId, bytes, bytes.Length, out error))
|
||||
error = 0;
|
||||
if (Transport.client.Connected)
|
||||
{
|
||||
Transport.client.Send(bytes);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
else if (Transport.server.Active)
|
||||
{
|
||||
// log error, but ignore disconnect errors. they are expected, people quit sometimes.
|
||||
if ((NetworkError)error != NetworkError.WrongConnection && (NetworkError)error != NetworkError.Timeout)
|
||||
{
|
||||
if (LogFilter.logError) { Debug.LogError("SendToTransport failed. error:" + (NetworkError)error + " channel:" + channelId + " bytesToSend:" + bytes.Length); }
|
||||
Transport.server.Send((uint)connectionId, bytes);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
internal void AddOwnedObject(NetworkIdentity obj)
|
||||
{
|
||||
|
@ -83,8 +83,6 @@ public class NetworkManager : MonoBehaviour
|
||||
public int maxConnections { get { return m_MaxConnections; } set { m_MaxConnections = value; } }
|
||||
public List<QosType> channels { get { return m_Channels; } }
|
||||
|
||||
public EndPoint secureTunnelEndpoint { get { return m_EndPoint; } set { m_EndPoint = value; } }
|
||||
|
||||
public bool useWebSockets { get { return m_UseWebSockets; } set { m_UseWebSockets = value; } }
|
||||
|
||||
public bool clientLoadedScene { get { return m_ClientLoadedScene; } set { m_ClientLoadedScene = value; } }
|
||||
@ -184,6 +182,17 @@ void InitializeSingleton()
|
||||
}
|
||||
}
|
||||
|
||||
// NetworkIdentity.UNetStaticUpdate is called from UnityEngine while LLAPI network is active.
|
||||
// if we want TCP then we need to call it manually. probably best from NetworkManager, although this means
|
||||
// that we can't use NetworkServer/NetworkClient without a NetworkManager invoking Update anymore.
|
||||
void LateUpdate()
|
||||
{
|
||||
// call it while the NetworkManager exists.
|
||||
// -> we don't only call while Client/Server.Connected, because then we would stop if disconnected and the
|
||||
// NetworkClient wouldn't receive the last Disconnect event, result in all kinds of issues
|
||||
NetworkIdentity.UNetStaticUpdate();
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
m_MaxConnections = Mathf.Clamp(m_MaxConnections, 1, 32000); // [1, 32000]
|
||||
@ -252,7 +261,7 @@ bool StartServer(ConnectionConfig config, int maxConnections)
|
||||
|
||||
if (m_GlobalConfig != null)
|
||||
{
|
||||
NetworkTransport.Init(m_GlobalConfig);
|
||||
//NetworkTransport.Init(m_GlobalConfig);
|
||||
}
|
||||
|
||||
// passing a config overrides setting the connectionConfig property
|
||||
@ -368,7 +377,7 @@ public NetworkClient StartClient(ConnectionConfig config, int hostPort)
|
||||
|
||||
if (m_GlobalConfig != null)
|
||||
{
|
||||
NetworkTransport.Init(m_GlobalConfig);
|
||||
//NetworkTransport.Init(m_GlobalConfig);
|
||||
}
|
||||
|
||||
client = new NetworkClient();
|
||||
@ -397,13 +406,7 @@ public NetworkClient StartClient(ConnectionConfig config, int hostPort)
|
||||
}
|
||||
|
||||
RegisterClientMessages(client);
|
||||
if (m_EndPoint != null)
|
||||
{
|
||||
if (LogFilter.logDebug) { Debug.Log("NetworkManager StartClient using provided SecureTunnel"); }
|
||||
client.Connect(m_EndPoint);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if (string.IsNullOrEmpty(m_NetworkAddress))
|
||||
{
|
||||
if (LogFilter.logError) { Debug.LogError("Must set the Network Address field in the manager"); }
|
||||
@ -412,7 +415,6 @@ public NetworkClient StartClient(ConnectionConfig config, int hostPort)
|
||||
if (LogFilter.logDebug) { Debug.Log("NetworkManager StartClient address:" + m_NetworkAddress + " port:" + m_NetworkPort); }
|
||||
|
||||
client.Connect(m_NetworkAddress, m_NetworkPort);
|
||||
}
|
||||
|
||||
OnStartClient(client);
|
||||
s_Address = m_NetworkAddress;
|
||||
@ -629,7 +631,8 @@ internal static void UpdateScene()
|
||||
|
||||
singleton.StopHost();
|
||||
|
||||
NetworkTransport.Shutdown();
|
||||
Transport.client.Disconnect();
|
||||
Transport.server.Stop();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -23,7 +23,6 @@ public sealed class NetworkServer
|
||||
static int s_ServerHostId = -1;
|
||||
static int s_ServerPort = -1;
|
||||
static HostTopology s_HostTopology;
|
||||
static byte[] s_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
|
||||
static bool s_UseWebSockets;
|
||||
static bool s_Initialized = false;
|
||||
|
||||
@ -71,8 +70,7 @@ static public bool Configure(HostTopology topology)
|
||||
|
||||
public static void Reset()
|
||||
{
|
||||
NetworkTransport.Shutdown();
|
||||
NetworkTransport.Init();
|
||||
Debug.Log("NetworkServer.Reset calls NetworkTransport.Shutdown and Init");
|
||||
s_Active = false;
|
||||
}
|
||||
|
||||
@ -88,7 +86,7 @@ public static void Shutdown()
|
||||
}
|
||||
else
|
||||
{
|
||||
NetworkTransport.RemoveHost(s_ServerHostId);
|
||||
Transport.server.Stop();
|
||||
s_ServerHostId = -1;
|
||||
}
|
||||
|
||||
@ -104,11 +102,8 @@ public static void Initialize()
|
||||
return;
|
||||
|
||||
s_Initialized = true;
|
||||
NetworkTransport.Init();
|
||||
if (LogFilter.logDev) { Debug.Log("NetworkServer Created version " + Version.Current); }
|
||||
|
||||
s_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
|
||||
|
||||
if (s_HostTopology == null)
|
||||
{
|
||||
var config = new ConnectionConfig();
|
||||
@ -157,11 +152,15 @@ static internal bool InternalListen(string ipAddress, int serverPort)
|
||||
|
||||
if (s_UseWebSockets)
|
||||
{
|
||||
s_ServerHostId = NetworkTransport.AddWebsocketHost(s_HostTopology, serverPort, ipAddress);
|
||||
// TODO
|
||||
Debug.LogWarning("TODO Transport.StartWebGL?");
|
||||
//s_ServerHostId = NetworkTransport.AddWebsocketHost(s_HostTopology, serverPort, ipAddress);
|
||||
}
|
||||
else
|
||||
{
|
||||
s_ServerHostId = NetworkTransport.AddHost(s_HostTopology, serverPort, ipAddress);
|
||||
Debug.Log("NetworkServer.InternalListen calls NetworkTransport.AddHost port=" + serverPort);
|
||||
Transport.server.Start(serverPort);
|
||||
s_ServerHostId = 0; // so it doesn't return false
|
||||
}
|
||||
|
||||
if (s_ServerHostId == -1)
|
||||
@ -401,55 +400,28 @@ static internal void InternalUpdate()
|
||||
if (s_ServerHostId == -1)
|
||||
return;
|
||||
|
||||
int connectionId;
|
||||
int channelId;
|
||||
int receivedSize;
|
||||
byte error;
|
||||
//Debug.Log("NetworkServer.InternalUpdate calls NetworkTransport.ReceiveFromHost");
|
||||
|
||||
var networkEvent = NetworkEventType.DataEvent;
|
||||
Telepathy.Message message;
|
||||
while (Transport.server.GetNextMessage(out message))
|
||||
{
|
||||
//Debug.Log("NetworkServer.InternalUpdate new message: " + eventType + " " + (data != null ? BitConverter.ToString(data) : ""));
|
||||
|
||||
do
|
||||
switch (message.eventType)
|
||||
{
|
||||
networkEvent = NetworkTransport.ReceiveFromHost(s_ServerHostId, out connectionId, out channelId, s_MsgBuffer, (ushort)s_MsgBuffer.Length, out receivedSize, out error);
|
||||
if (networkEvent != NetworkEventType.Nothing)
|
||||
{
|
||||
if (LogFilter.logDev) { Debug.Log("Server event: host=" + s_ServerHostId + " event=" + networkEvent + " error=" + error); }
|
||||
}
|
||||
|
||||
switch (networkEvent)
|
||||
{
|
||||
case NetworkEventType.ConnectEvent:
|
||||
{
|
||||
HandleConnect(connectionId, error);
|
||||
case Telepathy.EventType.Connected:
|
||||
HandleConnect((int)message.connectionId, 0);
|
||||
break;
|
||||
}
|
||||
case NetworkEventType.DataEvent:
|
||||
{
|
||||
// create a buffer with exactly 'receivedSize' size for the handlers so we don't need to read
|
||||
// a size header (saves bandwidth)
|
||||
byte[] data = new byte[receivedSize];
|
||||
Array.Copy(s_MsgBuffer, data, receivedSize);
|
||||
|
||||
HandleData(connectionId, data, channelId, error);
|
||||
case Telepathy.EventType.Data:
|
||||
//Debug.Log(message.connectionId + " Data: " + BitConverter.ToString(message.data));
|
||||
HandleData((int)message.connectionId, message.data, 0, 0);
|
||||
break;
|
||||
}
|
||||
case NetworkEventType.DisconnectEvent:
|
||||
{
|
||||
HandleDisconnect(connectionId, error);
|
||||
break;
|
||||
}
|
||||
case NetworkEventType.Nothing:
|
||||
{
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
if (LogFilter.logError) { Debug.LogError("Unknown network message type received: " + networkEvent); }
|
||||
case Telepathy.EventType.Disconnected:
|
||||
Console.WriteLine(message.connectionId + " Disconnected");
|
||||
HandleDisconnect((int)message.connectionId, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
while (networkEvent != NetworkEventType.Nothing);
|
||||
|
||||
UpdateServerObjects();
|
||||
}
|
||||
@ -464,18 +436,11 @@ static void HandleConnect(int connectionId, byte error)
|
||||
return;
|
||||
}
|
||||
|
||||
string address;
|
||||
int port;
|
||||
NetworkID networkId;
|
||||
NodeID node;
|
||||
byte error2;
|
||||
NetworkTransport.GetConnectionInfo(s_ServerHostId, connectionId, out address, out port, out networkId, out node, out error2);
|
||||
|
||||
// add player info
|
||||
NetworkConnection conn = (NetworkConnection)Activator.CreateInstance(s_NetworkConnectionClass);
|
||||
conn.SetHandlers(s_MessageHandlers);
|
||||
conn.Initialize(address, s_ServerHostId, connectionId, s_HostTopology);
|
||||
conn.lastError = (NetworkError)error2;
|
||||
conn.Initialize("TODO_ADDRESS_FROM_TCP", s_ServerHostId, connectionId, s_HostTopology);
|
||||
conn.lastError = (NetworkError)0;
|
||||
|
||||
// add connection at correct index
|
||||
while (s_Connections.Count <= connectionId)
|
||||
|
99
Unity-Technologies-networking/Runtime/Telepathy/Client.cs
Normal file
99
Unity-Technologies-networking/Runtime/Telepathy/Client.cs
Normal file
@ -0,0 +1,99 @@
|
||||
using System;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public class Client : Common
|
||||
{
|
||||
TcpClient client = new TcpClient();
|
||||
Thread thread;
|
||||
|
||||
public bool Connecting
|
||||
{
|
||||
get { return thread != null && thread.IsAlive && !client.Connected; }
|
||||
}
|
||||
|
||||
public bool Connected
|
||||
{
|
||||
get { return thread != null && thread.IsAlive && client.Connected; }
|
||||
}
|
||||
|
||||
// the thread function
|
||||
void ThreadFunction(string ip, int port)
|
||||
{
|
||||
// absolutely must wrap with try/catch, otherwise thread
|
||||
// exceptions are silent
|
||||
try
|
||||
{
|
||||
// connect (blocking)
|
||||
// (NoDelay disables nagle algorithm. lowers CPU% and latency)
|
||||
client.NoDelay = true;
|
||||
client.Connect(ip, port);
|
||||
|
||||
// run the receive loop
|
||||
ReceiveLoop(0, client);
|
||||
}
|
||||
catch (SocketException exception)
|
||||
{
|
||||
// this happens if (for example) the ip address is correct
|
||||
// but there is no server running on that ip/port
|
||||
Logger.Log("Client: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);
|
||||
|
||||
// clean up properly before exiting
|
||||
client.Close();
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
// something went wrong. probably important.
|
||||
Logger.LogError("Client Exception: " + exception);
|
||||
}
|
||||
}
|
||||
|
||||
public void Connect(string ip, int port)
|
||||
{
|
||||
// not if already started
|
||||
if (Connecting || Connected) return;
|
||||
|
||||
// clear old messages in queue, just to be sure that the caller
|
||||
// doesn't receive data from last time and gets out of sync.
|
||||
// -> calling this in Disconnect isn't smart because the caller may
|
||||
// still want to process all the latest messages afterwards
|
||||
messageQueue.Clear();
|
||||
|
||||
// client.Connect(ip, port) is blocking. let's call it in the thread
|
||||
// and return immediately.
|
||||
// -> this way the application doesn't hang for 30s if connect takes
|
||||
// too long, which is especially good in games
|
||||
// -> this way we don't async client.BeginConnect, which seems to
|
||||
// fail sometimes if we connect too many clients too fast
|
||||
thread = new Thread(() => { ThreadFunction(ip, port); });
|
||||
thread.IsBackground = true;
|
||||
thread.Start();
|
||||
}
|
||||
|
||||
public void Disconnect()
|
||||
{
|
||||
// only if started
|
||||
if (!Connecting && !Connected) return;
|
||||
|
||||
Logger.Log("Client: disconnecting");
|
||||
|
||||
// this is supposed to disconnect gracefully, but the blocking Read
|
||||
// calls throw a 'Read failure' exception instead of returning 0.
|
||||
// (maybe it's Unity? maybe Mono?)
|
||||
client.GetStream().Close();
|
||||
client.Close();
|
||||
}
|
||||
|
||||
public bool Send(byte[] data)
|
||||
{
|
||||
if (Connected)
|
||||
{
|
||||
return SendMessage(client.GetStream(), data);
|
||||
}
|
||||
Logger.LogWarning("Client.Send: not connected!");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
187
Unity-Technologies-networking/Runtime/Telepathy/Common.cs
Normal file
187
Unity-Technologies-networking/Runtime/Telepathy/Common.cs
Normal file
@ -0,0 +1,187 @@
|
||||
// common code used by server and client
|
||||
using System;
|
||||
using System.Net.Sockets;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public abstract class Common
|
||||
{
|
||||
// common code /////////////////////////////////////////////////////////
|
||||
// connectionId counter
|
||||
// (right now we only use it from one listener thread, but we might have
|
||||
// multiple threads later in case of WebSockets etc.)
|
||||
// -> static so that another server instance doesn't start at 0 again.
|
||||
protected static SafeCounter counter = new SafeCounter();
|
||||
|
||||
// incoming message queue of <connectionId, message>
|
||||
// (not a HashSet because one connection can have multiple new messages)
|
||||
protected SafeQueue<Message> messageQueue = new SafeQueue<Message>();
|
||||
|
||||
// warning if message queue gets too big
|
||||
// if the average message is about 20 bytes then:
|
||||
// - 1k messages are 20KB
|
||||
// - 10k messages are 200KB
|
||||
// - 100k messages are 1.95MB
|
||||
// 2MB are not that much, but it is a bad sign if the caller process
|
||||
// can't call GetNextMessage faster than the incoming messages.
|
||||
public int messageQueueSizeWarning = 100000;
|
||||
DateTime messageQueueLastWarning = DateTime.Now;
|
||||
|
||||
// removes and returns the oldest message from the message queue.
|
||||
// (might want to call this until it doesn't return anything anymore)
|
||||
// -> Connected, Data, Disconnected events are all added here
|
||||
// -> bool return makes while (GetMessage(out Message)) easier!
|
||||
public bool GetNextMessage(out Message message)
|
||||
{
|
||||
return messageQueue.TryDequeue(out message);
|
||||
}
|
||||
|
||||
// static helper functions /////////////////////////////////////////////
|
||||
// fast ushort to byte[] conversion and vice versa
|
||||
// -> test with 100k conversions:
|
||||
// BitConverter.GetBytes(ushort): 144ms
|
||||
// bit shifting: 11ms
|
||||
// -> 10x speed improvement makes this optimization actually worth it
|
||||
// -> this way we don't need to allocate BinaryWriter/Reader either
|
||||
static byte[] UShortToBytes(ushort value)
|
||||
{
|
||||
return new byte[]
|
||||
{
|
||||
(byte)value,
|
||||
(byte)(value >> 8)
|
||||
};
|
||||
}
|
||||
static ushort BytesToUShort(byte[] bytes)
|
||||
{
|
||||
return (ushort)((bytes[1] << 8) + bytes[0]);
|
||||
}
|
||||
|
||||
// send message (via stream) with the <size,content> message structure
|
||||
protected static bool SendMessage(NetworkStream stream, byte[] content)
|
||||
{
|
||||
// can we still write to this socket (not disconnected?)
|
||||
if (!stream.CanWrite)
|
||||
{
|
||||
Logger.LogWarning("Send: stream not writeable: " + stream);
|
||||
return false;
|
||||
}
|
||||
|
||||
// check size
|
||||
if (content.Length > ushort.MaxValue)
|
||||
{
|
||||
Logger.LogError("Send: message too big(" + content.Length + ") max=" + ushort.MaxValue);
|
||||
return false;
|
||||
}
|
||||
|
||||
// stream.Write throws exceptions if client sends with high frequency
|
||||
// and the server stops
|
||||
try
|
||||
{
|
||||
// write size header and content
|
||||
byte[] header = UShortToBytes((ushort)content.Length);
|
||||
stream.Write(header, 0, header.Length);
|
||||
stream.Write(content, 0, content.Length);
|
||||
stream.Flush();
|
||||
return true;
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
// log as regular message because servers do shut down sometimes
|
||||
Logger.Log("Send: stream.Write exception: " + exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// read message (via stream) with the <size,content> message structure
|
||||
protected static bool ReadMessageBlocking(NetworkStream stream, out byte[] content)
|
||||
{
|
||||
content = null;
|
||||
|
||||
// read exactly 2 bytes for header (blocking)
|
||||
byte[] header = new byte[2];
|
||||
if (!stream.ReadExactly(header, 2))
|
||||
return false;
|
||||
ushort size = BytesToUShort(header);
|
||||
|
||||
// read exactly 'size' bytes for content (blocking)
|
||||
content = new byte[size];
|
||||
if (!stream.ReadExactly(content, size))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// thread receive function is the same for client and server's clients
|
||||
protected void ReceiveLoop(uint connectionId, TcpClient client)
|
||||
{
|
||||
// get NetworkStream from client
|
||||
NetworkStream stream = client.GetStream();
|
||||
|
||||
// absolutely must wrap with try/catch, otherwise thread exceptions
|
||||
// are silent
|
||||
try
|
||||
{
|
||||
// add connected event to queue
|
||||
messageQueue.Enqueue(new Message(connectionId, EventType.Connected, null));
|
||||
|
||||
// let's talk about reading data.
|
||||
// -> normally we would read as much as possible and then
|
||||
// extract as many <size,content>,<size,content> messages
|
||||
// as we received this time. this is really complicated
|
||||
// and expensive to do though
|
||||
// -> instead we use a trick:
|
||||
// Read(2) -> size
|
||||
// Read(size) -> content
|
||||
// repeat
|
||||
// Read is blocking, but it doesn't matter since the
|
||||
// best thing to do until the full message arrives,
|
||||
// is to wait.
|
||||
// => this is the most elegant AND fast solution.
|
||||
// + no resizing
|
||||
// + no extra allocations, just one for the content
|
||||
// + no crazy extraction logic
|
||||
while (true)
|
||||
{
|
||||
// read the next message (blocking) or stop if stream closed
|
||||
byte[] content;
|
||||
if (!ReadMessageBlocking(stream, out content))
|
||||
break;
|
||||
|
||||
// queue it
|
||||
messageQueue.Enqueue(new Message(connectionId, EventType.Data, content));
|
||||
|
||||
// and show a warning if the queue gets too big
|
||||
// -> we don't want to show a warning every single time,
|
||||
// because then a lot of processing power gets wasted on
|
||||
// logging, which will make the queue pile up even more.
|
||||
// -> instead we show it every 10s, so that the system can
|
||||
// use most it's processing power to hopefully process it.
|
||||
if (messageQueue.Count > messageQueueSizeWarning)
|
||||
{
|
||||
TimeSpan elapsed = DateTime.Now - messageQueueLastWarning;
|
||||
if (elapsed.TotalSeconds > 10)
|
||||
{
|
||||
Logger.LogWarning("ReceiveLoop: messageQueue is getting big(" + messageQueue.Count + "), try calling GetNextMessage more often. You can call it more than once per frame!");
|
||||
messageQueueLastWarning = DateTime.Now;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
// something went wrong. the thread was interrupted or the
|
||||
// connection closed or we closed our own connection or ...
|
||||
// -> either way we should stop gracefully
|
||||
Logger.Log("ReceiveLoop: finished receive function for connectionId=" + connectionId + " reason: " + exception);
|
||||
}
|
||||
|
||||
// if we got here then either the client while loop ended, or an
|
||||
// exception happened. disconnect
|
||||
messageQueue.Enqueue(new Message(connectionId, EventType.Disconnected, null));
|
||||
|
||||
// clean up no matter what
|
||||
stream.Close();
|
||||
client.Close();
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
namespace Telepathy
|
||||
{
|
||||
public enum EventType
|
||||
{
|
||||
Connected,
|
||||
Data,
|
||||
Disconnected
|
||||
}
|
||||
}
|
21
Unity-Technologies-networking/Runtime/Telepathy/LICENSE
Normal file
21
Unity-Technologies-networking/Runtime/Telepathy/LICENSE
Normal file
@ -0,0 +1,21 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2018, vis2k
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
32
Unity-Technologies-networking/Runtime/Telepathy/Logger.cs
Normal file
32
Unity-Technologies-networking/Runtime/Telepathy/Logger.cs
Normal file
@ -0,0 +1,32 @@
|
||||
// A simple logger class that uses Console.WriteLine by default.
|
||||
// Can also do Logger.LogMethod = Debug.Log for Unity etc.
|
||||
// (this way we don't have to depend on UnityEngine.DLL and don't need a
|
||||
// different version for every UnityEngine version here)
|
||||
using System;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public static class Logger
|
||||
{
|
||||
// log regular
|
||||
public static Action<string> LogMethod = Console.WriteLine;
|
||||
public static void Log(string msg)
|
||||
{
|
||||
LogMethod(msg);
|
||||
}
|
||||
|
||||
// log warning
|
||||
public static Action<string> LogWarningMethod = Console.WriteLine;
|
||||
public static void LogWarning(string msg)
|
||||
{
|
||||
LogWarningMethod(msg);
|
||||
}
|
||||
|
||||
// log error
|
||||
public static Action<string> LogErrorMethod = Console.Error.WriteLine;
|
||||
public static void LogError(string msg)
|
||||
{
|
||||
LogErrorMethod(msg);
|
||||
}
|
||||
}
|
||||
}
|
17
Unity-Technologies-networking/Runtime/Telepathy/Message.cs
Normal file
17
Unity-Technologies-networking/Runtime/Telepathy/Message.cs
Normal file
@ -0,0 +1,17 @@
|
||||
// incoming message queue of <connectionId, message>
|
||||
// (not a HashSet because one connection can have multiple new messages)
|
||||
namespace Telepathy
|
||||
{
|
||||
public struct Message
|
||||
{
|
||||
public uint connectionId;
|
||||
public EventType eventType;
|
||||
public byte[] data;
|
||||
public Message(uint connectionId, EventType eventType, byte[] data)
|
||||
{
|
||||
this.connectionId = connectionId;
|
||||
this.eventType = eventType;
|
||||
this.data = data;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,55 @@
|
||||
using System.IO;
|
||||
using System.Net.Sockets;
|
||||
|
||||
public static class NetworkStreamExtensions
|
||||
{
|
||||
// .Read returns '0' if remote closed the connection but throws an
|
||||
// IOException if we voluntarily closed our own connection.
|
||||
//
|
||||
// lets's add a ReadSafely method that returns '0' in both cases so we don't
|
||||
// have to worry about exceptions, since a disconnect is a disconnect...
|
||||
public static int ReadSafely(this NetworkStream stream, byte[] buffer, int offset, int size)
|
||||
{
|
||||
try
|
||||
{
|
||||
return stream.Read(buffer, offset, size);
|
||||
}
|
||||
catch (IOException)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// helper function to read EXACTLY 'n' bytes
|
||||
// -> default .Read reads up to 'n' bytes. this function reads exactly 'n'
|
||||
// bytes
|
||||
// -> this is blocking until 'n' bytes were received
|
||||
// -> immediately returns false in case of disconnects
|
||||
public static bool ReadExactly(this NetworkStream stream, byte[] buffer, int amount)
|
||||
{
|
||||
// there might not be enough bytes in the TCP buffer for .Read to read
|
||||
// the whole amount at once, so we need to keep trying until we have all
|
||||
// the bytes (blocking)
|
||||
//
|
||||
// note: this just is a faster version of reading one after another:
|
||||
// for (int i = 0; i < amount; ++i)
|
||||
// if (stream.Read(buffer, i, 1) == 0)
|
||||
// return false;
|
||||
// return true;
|
||||
int bytesRead = 0;
|
||||
while (bytesRead < amount)
|
||||
{
|
||||
// read up to 'remaining' bytes with the 'safe' read extension
|
||||
int remaining = amount - bytesRead;
|
||||
int result = stream.ReadSafely(buffer, bytesRead, remaining);
|
||||
|
||||
// .Read returns 0 if disconnected
|
||||
if (result == 0)
|
||||
return false;
|
||||
|
||||
// otherwise add to bytes read
|
||||
bytesRead += result;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
297
Unity-Technologies-networking/Runtime/Telepathy/README.md
Normal file
297
Unity-Technologies-networking/Runtime/Telepathy/README.md
Normal file
@ -0,0 +1,297 @@
|
||||
![Telepathy Logo](https://i.imgur.com/eUk2rmT.png)
|
||||
|
||||
[![Build status](https://img.shields.io/appveyor/ci/vis2k73562/telepathy.svg)](https://ci.appveyor.com/project/vis2k73562/telepathy/)
|
||||
[![AppVeyor tests branch](https://img.shields.io/appveyor/tests/vis2k73562/telepathy.svg)](https://ci.appveyor.com/project/vis2k73562/telepathy/branch/master/tests)
|
||||
[![Discord](https://img.shields.io/discord/343440455738064897.svg)](https://discordapp.com/invite/N9QVxbM)
|
||||
[![Codecov](https://codecov.io/gh/vis2k/telepathy/graph/badge.svg)](https://codecov.io/gh/vis2k/telepathy)
|
||||
|
||||
Simple, message based, MMO Scale TCP networking in C#. And no magic.
|
||||
|
||||
Telepathy was designed with the [KISS Principle](https://en.wikipedia.org/wiki/KISS_principle) in mind.<br/>
|
||||
Telepathy is fast and extremely reliable, designed for [MMO](https://www.assetstore.unity3d.com/#!/content/51212) scale Networking.<br/>
|
||||
Telepathy uses framing, so anything sent will be received the same way.<br/>
|
||||
Telepathy is raw C# and can be used in Unity3D too.<br/>
|
||||
|
||||
# What makes Telepathy special?
|
||||
Telepathy was originally designed for [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212) after 3 years in UDP hell.
|
||||
|
||||
We needed a library that is:
|
||||
* Stable & Bug free: Telepathy uses only 400 lines of code. There is no magic.
|
||||
* High performance: Telepathy can handle thousands of connections and packages.
|
||||
* Concurrent: Telepathy uses one thread per connection. It can make heavy use of multi core processors.
|
||||
* Simple: Telepathy takes care of everything. All you need to do is call Connect/GetNextMessage/Disconnect.
|
||||
* Message based: if we send 10 and then 2 bytes, then the other end receives 10 and then 2 bytes, never 12 at once.
|
||||
|
||||
MMORPGs are insanely difficult to make and we created Telepathy so that we would never have to worry about low level Networking again.
|
||||
|
||||
# What about...
|
||||
* Async Sockets: didn't perform better in our benchmarks.
|
||||
* ConcurrentQueue: .NET 3.5 compatibility is important for Unity. Wasn't faster than our SafeQueue anyway.
|
||||
* UDP vs. TCP: Minecraft and World of Warcraft are two of the biggest multiplayer games of all time and they both use TCP networking. There is a reason for that.
|
||||
|
||||
# Using the Telepathy Server
|
||||
```C#
|
||||
// create and start the server
|
||||
Telepathy.Server server = new Telepathy.Server();
|
||||
server.Start(1337);
|
||||
|
||||
// grab all new messages. do this in your Update loop.
|
||||
Telepathy.Message msg;
|
||||
while (server.GetNextMessage(out msg))
|
||||
{
|
||||
switch (msg.eventType)
|
||||
{
|
||||
case Telepathy.EventType.Connect:
|
||||
Console.WriteLine(msg.connectionId + " Connected");
|
||||
break;
|
||||
case Telepathy.EventType.Data:
|
||||
Console.WriteLine(msg.connectionId + " Data: " + BitConverter.ToString(msg.data));
|
||||
break;
|
||||
case Telepathy.EventType.Disconnect:
|
||||
Console.WriteLine(msg.connectionId + " Disconnected");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// send a message to client with connectionId = 0 (first one)
|
||||
server.Send(0, new byte[]{0x42, 0x1337});
|
||||
|
||||
// stop the server when you don't need it anymore
|
||||
server.Stop();
|
||||
```
|
||||
|
||||
# Using the Telepathy Client
|
||||
```C#
|
||||
// create and connect the client
|
||||
Telepathy.Client Client = new Telepathy.Client();
|
||||
client.Connect("localhost", 1337);
|
||||
|
||||
// grab all new messages. do this in your Update loop.
|
||||
Telepathy.Message msg;
|
||||
while (client.GetNextMessage(out msg))
|
||||
{
|
||||
switch (msg.eventType)
|
||||
{
|
||||
case Telepathy.EventType.Connect:
|
||||
Console.WriteLine("Connected");
|
||||
break;
|
||||
case Telepathy.EventType.Data:
|
||||
Console.WriteLine("Data: " + BitConverter.ToString(msg.data));
|
||||
break;
|
||||
case Telepathy.EventType.Disconnect:
|
||||
Console.WriteLine("Disconnected");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// send a message to server
|
||||
client.Send(new byte[]{0xFF});
|
||||
|
||||
// disconnect from the server when we are done
|
||||
client.Disconnect();
|
||||
```
|
||||
|
||||
# Unity Integration
|
||||
Here is a very simple MonoBehaviour script for Unity. It's really just the above code with logging configured for Unity's Debug.Log:
|
||||
```C#
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class SimpleExample : MonoBehaviour
|
||||
{
|
||||
Telepathy.Client client = new Telepathy.Client();
|
||||
Telepathy.Server server = new Telepathy.Server();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// update even if window isn't focused, otherwise we don't receive.
|
||||
Application.runInBackground = true;
|
||||
|
||||
// use Debug.Log functions for Telepathy so we can see it in the console
|
||||
Telepathy.Logger.LogMethod = Debug.Log;
|
||||
Telepathy.Logger.LogWarningMethod = Debug.LogWarning;
|
||||
Telepathy.Logger.LogErrorMethod = Debug.LogError;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// client
|
||||
if (client.Connected)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
client.Send(new byte[]{0x1});
|
||||
|
||||
// show all new messages
|
||||
Telepathy.Message msg;
|
||||
while (client.GetNextMessage(out msg))
|
||||
{
|
||||
switch (msg.eventType)
|
||||
{
|
||||
case Telepathy.EventType.Connected:
|
||||
Console.WriteLine("Connected");
|
||||
break;
|
||||
case Telepathy.EventType.Data:
|
||||
Console.WriteLine("Data: " + BitConverter.ToString(msg.data));
|
||||
break;
|
||||
case Telepathy.EventType.Disconnected:
|
||||
Console.WriteLine("Disconnected");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// server
|
||||
if (server.Active)
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
server.Send(0, new byte[]{0x2});
|
||||
|
||||
// show all new messages
|
||||
Telepathy.Message msg;
|
||||
while (server.GetNextMessage(out msg))
|
||||
{
|
||||
switch (msg.eventType)
|
||||
{
|
||||
case Telepathy.EventType.Connected:
|
||||
Console.WriteLine(msg.connectionId + " Connected");
|
||||
break;
|
||||
case Telepathy.EventType.Data:
|
||||
Console.WriteLine(msg.connectionId + " Data: " + BitConverter.ToString(msg.data));
|
||||
break;
|
||||
case Telepathy.EventType.Disconnected:
|
||||
Console.WriteLine(msg.connectionId + " Disconnected");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
// client
|
||||
GUI.enabled = !client.Connected;
|
||||
if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client"))
|
||||
client.Connect("localhost", 1337);
|
||||
|
||||
GUI.enabled = client.Connected;
|
||||
if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client"))
|
||||
client.Disconnect();
|
||||
|
||||
// server
|
||||
GUI.enabled = !server.Active;
|
||||
if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server"))
|
||||
server.Start(1337);
|
||||
|
||||
GUI.enabled = server.Active;
|
||||
if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server"))
|
||||
server.Stop();
|
||||
|
||||
GUI.enabled = true;
|
||||
}
|
||||
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
// the client/server threads won't receive the OnQuit info if we are
|
||||
// running them in the Editor. they would only quit when we press Play
|
||||
// again later. this is fine, but let's shut them down here for consistency
|
||||
client.Disconnect();
|
||||
server.Stop();
|
||||
}
|
||||
}
|
||||
```
|
||||
Make sure to enable 'run in Background' for your project settings, which is a must for all multiplayer games.
|
||||
Then build it, start the server in the build and the client in the Editor and press Space to send a test message.
|
||||
|
||||
# Benchmarks
|
||||
**Real World**<br/>
|
||||
Telepathy is constantly tested in production with [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212).
|
||||
We [recently tested](https://docs.google.com/document/d/e/2PACX-1vQqf_iqOLlBRTUqqyor_OUx_rHlYx-SYvZWMvHGuLIuRuxJ-qX3s8JzrrBB5vxDdGfl-HhYZW3g5lLW/pub#h.h4wha2mpetsc) 100+ players all broadcasting to each other in the worst case scenario, without issues.
|
||||
|
||||
We had to stop the test because we didn't have more players to spawn clients.<br/>
|
||||
The next huge test will come soon...
|
||||
|
||||
**Connections Test**<br/>
|
||||
We also test only the raw Telepathy library by spawing 1 server and 1000 clients, each client sending 100 bytes 14 times per second and the server echoing the same message back to each client. This test should be a decent example for an MMORPG scenario and allows us to test if the raw Telepathy library can handle it.
|
||||
|
||||
Test Computer: 2015 Macbook Pro with a 2,2 GHz Intel Core i7 processor.<br/>
|
||||
Test Results:<br/>
|
||||
|
||||
| Clients | CPU Usage | Ram Usage | Bandwidth Client+Server | Result |
|
||||
| ------- | ----------| --------- | ------------------------ | ------ |
|
||||
| 128 | 7% | 26 MB | 1-2 MB/s | Passed |
|
||||
| 500 | 28% | 51 MB | 3-4 MB/s | Passed |
|
||||
| 1000 | 42% | 75 MB | 3-5 MB/s | Passed |
|
||||
|
||||
_Note: results will be significantly better on a really powerful server. Tests will follow._
|
||||
|
||||
The Connections Test can be reproduced with the following code:<br/>
|
||||
```C#
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using Telepathy;
|
||||
|
||||
public class Test
|
||||
{
|
||||
static void Main()
|
||||
{
|
||||
// start server
|
||||
Server server = new Server();
|
||||
server.Start(1337);
|
||||
int serverFrequency = 60;
|
||||
Thread serverThread = new Thread(() =>
|
||||
{
|
||||
Logger.Log("started server");
|
||||
while (true)
|
||||
{
|
||||
// reply to each incoming message
|
||||
Message msg;
|
||||
while (server.GetNextMessage(out msg))
|
||||
{
|
||||
if (msg.eventType == EventType.Data)
|
||||
server.Send(msg.connectionId, msg.data);
|
||||
}
|
||||
|
||||
// sleep
|
||||
Thread.Sleep(1000 / serverFrequency);
|
||||
}
|
||||
});
|
||||
serverThread.IsBackground = false;
|
||||
serverThread.Start();
|
||||
|
||||
// start n clients and get queue messages all in this thread
|
||||
int clientAmount = 1000;
|
||||
string message = "Sometimes we just need a good networking library";
|
||||
byte[] messageBytes = Encoding.ASCII.GetBytes(message);
|
||||
int clientFrequency = 14;
|
||||
List<Client> clients = new List<Client>();
|
||||
for (int i = 0; i < clientAmount; ++i)
|
||||
{
|
||||
Client client = new Client();
|
||||
client.Connect("localhost", 1337);
|
||||
clients.Add(client);
|
||||
Thread.Sleep(15);
|
||||
}
|
||||
Logger.Log("started all clients");
|
||||
|
||||
while (true)
|
||||
{
|
||||
foreach (Client client in clients)
|
||||
{
|
||||
// send 2 messages each time
|
||||
client.Send(messageBytes);
|
||||
client.Send(messageBytes);
|
||||
|
||||
// get new messages from queue
|
||||
Message msg;
|
||||
while (client.GetNextMessage(out msg))
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
// client tick rate
|
||||
Thread.Sleep(1000 / clientFrequency);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
@ -0,0 +1,30 @@
|
||||
// a very simple locked 'uint' counter
|
||||
// (we can't do lock(int) so we need an object and since we also need a max
|
||||
// check, we might as well put it into a class here)
|
||||
using System;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public class SafeCounter
|
||||
{
|
||||
uint counter;
|
||||
|
||||
public uint Next()
|
||||
{
|
||||
lock (this)
|
||||
{
|
||||
// it's very unlikely that we reach the uint limit of 4 billion.
|
||||
// even with 1 new connection per second, this would take 136 years.
|
||||
// -> but if it happens, then we should throw an exception because
|
||||
// the caller probably should stop accepting clients.
|
||||
// -> it's hardly worth using 'bool Next(out id)' for that case
|
||||
// because it's just so unlikely.
|
||||
if (counter == uint.MaxValue)
|
||||
{
|
||||
throw new Exception("SafeCounter limit reached: " + counter);
|
||||
}
|
||||
return counter++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,53 @@
|
||||
// replaces ConcurrentDictionary which is not available in .NET 3.5 yet.
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public class SafeDictionary<TKey,TValue>
|
||||
{
|
||||
Dictionary<TKey,TValue> dict = new Dictionary<TKey,TValue>();
|
||||
|
||||
public void Add(TKey key, TValue value)
|
||||
{
|
||||
lock(dict)
|
||||
{
|
||||
dict[key] = value;
|
||||
}
|
||||
}
|
||||
|
||||
public void Remove(TKey key)
|
||||
{
|
||||
lock(dict)
|
||||
{
|
||||
dict.Remove(key);
|
||||
}
|
||||
}
|
||||
|
||||
// can't check .ContainsKey before Get because it might change inbetween,
|
||||
// so we need a TryGetValue
|
||||
public bool TryGetValue(TKey key, out TValue result)
|
||||
{
|
||||
lock(dict)
|
||||
{
|
||||
return dict.TryGetValue(key, out result);
|
||||
}
|
||||
}
|
||||
|
||||
public List<TValue> GetValues()
|
||||
{
|
||||
lock(dict)
|
||||
{
|
||||
return dict.Values.ToList();
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
lock(dict)
|
||||
{
|
||||
dict.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
55
Unity-Technologies-networking/Runtime/Telepathy/SafeQueue.cs
Normal file
55
Unity-Technologies-networking/Runtime/Telepathy/SafeQueue.cs
Normal file
@ -0,0 +1,55 @@
|
||||
// replaces ConcurrentQueue which is not available in .NET 3.5 yet.
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public class SafeQueue<T>
|
||||
{
|
||||
Queue<T> queue = new Queue<T>();
|
||||
|
||||
// for statistics. don't call Count and assume that it's the same after the
|
||||
// call.
|
||||
public int Count
|
||||
{
|
||||
get
|
||||
{
|
||||
lock(queue)
|
||||
{
|
||||
return queue.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Enqueue(T item)
|
||||
{
|
||||
lock(queue)
|
||||
{
|
||||
queue.Enqueue(item);
|
||||
}
|
||||
}
|
||||
|
||||
// can't check .Count before doing Dequeue because it might change inbetween,
|
||||
// so we need a TryDequeue
|
||||
public bool TryDequeue(out T result)
|
||||
{
|
||||
lock(queue)
|
||||
{
|
||||
result = default(T);
|
||||
if (queue.Count > 0)
|
||||
{
|
||||
result = queue.Dequeue();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
lock(queue)
|
||||
{
|
||||
queue.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
155
Unity-Technologies-networking/Runtime/Telepathy/Server.cs
Normal file
155
Unity-Technologies-networking/Runtime/Telepathy/Server.cs
Normal file
@ -0,0 +1,155 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Net;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
|
||||
namespace Telepathy
|
||||
{
|
||||
public class Server : Common
|
||||
{
|
||||
// listener
|
||||
TcpListener listener;
|
||||
Thread listenerThread;
|
||||
|
||||
// clients with <connectionId, TcpClient>
|
||||
SafeDictionary<uint, TcpClient> clients = new SafeDictionary<uint, TcpClient>();
|
||||
|
||||
// check if the server is running
|
||||
public bool Active
|
||||
{
|
||||
get { return listenerThread != null && listenerThread.IsAlive; }
|
||||
}
|
||||
|
||||
// the listener thread's listen function
|
||||
void Listen(int port)
|
||||
{
|
||||
// absolutely must wrap with try/catch, otherwise thread
|
||||
// exceptions are silent
|
||||
try
|
||||
{
|
||||
// start listener
|
||||
// (NoDelay disables nagle algorithm. lowers CPU% and latency)
|
||||
listener = new TcpListener(new IPEndPoint(IPAddress.Any, port));
|
||||
listener.Server.NoDelay = true;
|
||||
listener.Start();
|
||||
Logger.Log("Server is listening");
|
||||
|
||||
// keep accepting new clients
|
||||
while (true)
|
||||
{
|
||||
// wait and accept new client
|
||||
// note: 'using' sucks here because it will try to
|
||||
// dispose after thread was started but we still need it
|
||||
// in the thread
|
||||
TcpClient client = listener.AcceptTcpClient();
|
||||
|
||||
// generate the next connection id (thread safely)
|
||||
uint connectionId = counter.Next();
|
||||
|
||||
// spawn a thread for each client to listen to his
|
||||
// messages
|
||||
Thread thread = new Thread(() =>
|
||||
{
|
||||
// add to dict immediately
|
||||
clients.Add(connectionId, client);
|
||||
|
||||
// run the receive loop
|
||||
ReceiveLoop(connectionId, client);
|
||||
|
||||
// remove client from clients dict afterwards
|
||||
clients.Remove(connectionId);
|
||||
});
|
||||
thread.IsBackground = true;
|
||||
thread.Start();
|
||||
}
|
||||
}
|
||||
catch (ThreadAbortException exception)
|
||||
{
|
||||
// UnityEditor causes AbortException if thread is still
|
||||
// running when we press Play again next time. that's okay.
|
||||
Logger.Log("Server thread aborted. That's okay. " + exception);
|
||||
}
|
||||
catch (SocketException exception)
|
||||
{
|
||||
// calling StopServer will interrupt this thread with a
|
||||
// 'SocketException: interrupted'. that's okay.
|
||||
Logger.Log("Server Thread stopped. That's okay. " + exception);
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
// something went wrong. probably important.
|
||||
Logger.LogError("Server Exception: " + exception);
|
||||
}
|
||||
}
|
||||
|
||||
// start listening for new connections in a background thread and spawn
|
||||
// a new thread for each one.
|
||||
public void Start(int port)
|
||||
{
|
||||
// not if already started
|
||||
if (Active) return;
|
||||
|
||||
// clear old messages in queue, just to be sure that the caller
|
||||
// doesn't receive data from last time and gets out of sync.
|
||||
// -> calling this in Stop isn't smart because the caller may
|
||||
// still want to process all the latest messages afterwards
|
||||
messageQueue.Clear();
|
||||
|
||||
// start the listener thread
|
||||
Logger.Log("Server: starting on port=" + port);
|
||||
listenerThread = new Thread(() => { Listen(port); });
|
||||
listenerThread.IsBackground = true;
|
||||
listenerThread.Start();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
// only if started
|
||||
if (!Active) return;
|
||||
|
||||
Logger.Log("Server: stopping...");
|
||||
|
||||
// stop listening to connections so that no one can connect while we
|
||||
// close the client connections
|
||||
listener.Stop();
|
||||
|
||||
// close all client connections
|
||||
List<TcpClient> connections = clients.GetValues();
|
||||
foreach (TcpClient client in connections)
|
||||
{
|
||||
// this is supposed to disconnect gracefully, but the blocking
|
||||
// Read calls throw a 'Read failure' exception in Unity
|
||||
// sometimes (instead of returning 0)
|
||||
client.GetStream().Close();
|
||||
client.Close();
|
||||
}
|
||||
|
||||
// clear clients list
|
||||
clients.Clear();
|
||||
}
|
||||
|
||||
// send message to client using socket connection.
|
||||
public bool Send(uint connectionId, byte[] data)
|
||||
{
|
||||
// find the connection
|
||||
TcpClient client;
|
||||
if (clients.TryGetValue(connectionId, out client))
|
||||
{
|
||||
// GetStream() might throw exception if client is disconnected
|
||||
try
|
||||
{
|
||||
NetworkStream stream = client.GetStream();
|
||||
return SendMessage(stream, data);
|
||||
}
|
||||
catch (Exception exception)
|
||||
{
|
||||
Logger.LogWarning("Server.Send exception: " + exception);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Logger.LogWarning("Server.Send: invalid connectionId: " + connectionId);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
18
Unity-Technologies-networking/Runtime/Transport.cs
Normal file
18
Unity-Technologies-networking/Runtime/Transport.cs
Normal file
@ -0,0 +1,18 @@
|
||||
// the transport layer implementation
|
||||
|
||||
namespace UnityEngine.Networking
|
||||
{
|
||||
public static class Transport
|
||||
{
|
||||
public static Telepathy.Client client = new Telepathy.Client();
|
||||
public static Telepathy.Server server = new Telepathy.Server();
|
||||
|
||||
static Transport()
|
||||
{
|
||||
// tell Telepathy to use Unity's Debug.Log
|
||||
Telepathy.Logger.LogMethod = Debug.Log;
|
||||
Telepathy.Logger.LogWarningMethod = Debug.LogWarning;
|
||||
Telepathy.Logger.LogErrorMethod = Debug.LogError;
|
||||
}
|
||||
}
|
||||
}
|
@ -65,12 +65,27 @@
|
||||
<Compile Include="NetworkManagerHUD.cs" />
|
||||
<Compile Include="NetworkBehaviour.cs" />
|
||||
<Compile Include="NetworkIdentity.cs" />
|
||||
<Compile Include="Telepathy\Client.cs" />
|
||||
<Compile Include="Telepathy\Common.cs" />
|
||||
<Compile Include="Telepathy\EventType.cs" />
|
||||
<Compile Include="Telepathy\Logger.cs" />
|
||||
<Compile Include="Telepathy\Message.cs" />
|
||||
<Compile Include="Telepathy\NetworkStreamExtensions.cs" />
|
||||
<Compile Include="Telepathy\SafeCounter.cs" />
|
||||
<Compile Include="Telepathy\SafeDictionary.cs" />
|
||||
<Compile Include="Telepathy\SafeQueue.cs" />
|
||||
<Compile Include="Telepathy\Server.cs" />
|
||||
<Compile Include="Transport.cs" />
|
||||
<Compile Include="UNetwork.cs" />
|
||||
<Compile Include="NetworkReader.cs" />
|
||||
<Compile Include="NetworkServer.cs" />
|
||||
<Compile Include="SyncList.cs" />
|
||||
<Compile Include="NetworkWriter.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Telepathy\LICENSE" />
|
||||
<Content Include="Telepathy\README.md" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Target Name="AfterBuild">
|
||||
<MakeDir Directories="$(ProjectDir)..\Output\Standalone" />
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="..\packages\NUnit.3.10.1\build\NUnit.props" Condition="Exists('..\packages\NUnit.3.10.1\build\NUnit.props')" />
|
||||
<PropertyGroup>
|
||||
|
Loading…
Reference in New Issue
Block a user