breaking: Unity LLAPI transport meets the recycle bin. (#2484)

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James Frowen 2020-12-02 01:35:53 +00:00 committed by GitHub
parent adabbdc552
commit 798a4cab33
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4 changed files with 3 additions and 397 deletions

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@ -37,7 +37,8 @@ public static void AddDefineSymbols()
"MIRROR_26_0_OR_NEWER", "MIRROR_26_0_OR_NEWER",
"MIRROR_27_0_OR_NEWER", "MIRROR_27_0_OR_NEWER",
"MIRROR_28_0_OR_NEWER", "MIRROR_28_0_OR_NEWER",
"MIRROR_29_0_OR_NEWER" "MIRROR_29_0_OR_NEWER",
"MIRROR_30_0_OR_NEWER"
}; };
// only touch PlayerSettings if we actually modified it. // only touch PlayerSettings if we actually modified it.

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@ -1,384 +0,0 @@
// Coburn: LLAPI is not available on UWP. There are a lot of compile directives here that we're checking against.
// Checking all of them may be overkill, but it's better to cover all the possible UWP directives. Sourced from
// https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
// TODO: Check if LLAPI is supported on Xbox One?
// LLAPITransport wraps UNET's LLAPI for use as a HLAPI TransportLayer, only if you're not on a UWP platform.
#if !(UNITY_WSA || UNITY_WSA_10_0 || UNITY_WINRT || UNITY_WINRT_10_0 || NETFX_CORE)
using System;
using System.Net;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
namespace Mirror
{
[Obsolete("LLAPI is obsolete and will be removed from future versions of Unity")]
public class LLAPITransport : Transport
{
public const string Scheme = "unet";
public ushort port = 7777;
[Tooltip("Enable for WebGL games. Can only do either WebSockets or regular Sockets, not both (yet).")]
public bool useWebsockets;
// settings copied from uMMORPG configuration for best results
public ConnectionConfig connectionConfig = new ConnectionConfig
{
PacketSize = 1500,
FragmentSize = 500,
ResendTimeout = 1200,
DisconnectTimeout = 6000,
ConnectTimeout = 6000,
MinUpdateTimeout = 1,
PingTimeout = 2000,
ReducedPingTimeout = 100,
AllCostTimeout = 20,
NetworkDropThreshold = 80,
OverflowDropThreshold = 80,
MaxConnectionAttempt = 10,
AckDelay = 33,
SendDelay = 10,
MaxCombinedReliableMessageSize = 100,
MaxCombinedReliableMessageCount = 10,
MaxSentMessageQueueSize = 512,
AcksType = ConnectionAcksType.Acks128,
InitialBandwidth = 0,
BandwidthPeakFactor = 2,
WebSocketReceiveBufferMaxSize = 0,
UdpSocketReceiveBufferMaxSize = 0
};
// settings copied from uMMORPG configuration for best results
public GlobalConfig globalConfig = new GlobalConfig
{
ReactorModel = ReactorModel.SelectReactor,
ThreadAwakeTimeout = 1,
ReactorMaximumSentMessages = 4096,
ReactorMaximumReceivedMessages = 4096,
MaxPacketSize = 2000,
MaxHosts = 16,
ThreadPoolSize = 3,
MinTimerTimeout = 1,
MaxTimerTimeout = 12000
};
// always use first channel
readonly int channelId;
byte error;
int clientId = -1;
int clientConnectionId = -1;
readonly byte[] clientReceiveBuffer = new byte[4096];
byte[] clientSendBuffer;
int serverHostId = -1;
readonly byte[] serverReceiveBuffer = new byte[4096];
byte[] serverSendBuffer;
void OnValidate()
{
// add connectionconfig channels if none
if (connectionConfig.Channels.Count == 0)
{
// channel 0 is reliable fragmented sequenced
connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
// channel 1 is unreliable
connectionConfig.AddChannel(QosType.Unreliable);
}
}
void Awake()
{
NetworkTransport.Init(globalConfig);
Debug.Log("LLAPITransport initialized!");
// initialize send buffers
clientSendBuffer = new byte[globalConfig.MaxPacketSize];
serverSendBuffer = new byte[globalConfig.MaxPacketSize];
}
public override bool Available()
{
// LLAPI runs on all platforms, including webgl
return true;
}
#region client
public override bool ClientConnected()
{
return clientConnectionId != -1;
}
void ClientConnect(string address, int port)
{
// LLAPI can't handle 'localhost'
if (address.ToLower() == "localhost") address = "127.0.0.1";
HostTopology hostTopology = new HostTopology(connectionConfig, 1);
// important:
// AddHost(topology) doesn't work in WebGL.
// AddHost(topology, port) works in standalone and webgl if port=0
clientId = NetworkTransport.AddHost(hostTopology, 0);
clientConnectionId = NetworkTransport.Connect(clientId, address, port, 0, out error);
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
Debug.LogWarning("NetworkTransport.Connect failed: clientId=" + clientId + " address= " + address + " port=" + port + " error=" + error);
clientConnectionId = -1;
}
}
public override void ClientConnect(string address)
{
ClientConnect(address, port);
}
public override void ClientConnect(Uri uri)
{
if (uri.Scheme != Scheme)
throw new ArgumentException($"Invalid url {uri}, use {Scheme}://host:port instead", nameof(uri));
int serverPort = uri.IsDefaultPort ? port : uri.Port;
ClientConnect(uri.Host, serverPort);
}
public override void ClientSend(int channelId, ArraySegment<byte> segment)
{
// Send buffer is copied internally, so we can get rid of segment
// immediately after returning and it still works.
// -> BUT segment has an offset, Send doesn't. we need to manually
// copy it into a 0-offset array
if (segment.Count <= clientSendBuffer.Length)
{
Array.Copy(segment.Array, segment.Offset, clientSendBuffer, 0, segment.Count);
NetworkTransport.Send(clientId, clientConnectionId, channelId, clientSendBuffer, segment.Count, out error);
}
else Debug.LogError("LLAPI.ClientSend: buffer( " + clientSendBuffer.Length + ") too small for: " + segment.Count);
}
public bool ProcessClientMessage()
{
if (clientId == -1)
return false;
NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(clientId, out int connectionId, out int channel, clientReceiveBuffer, clientReceiveBuffer.Length, out int receivedSize, out error);
// note: 'error' is used for extra information, e.g. the reason for
// a disconnect. we don't necessarily have to throw an error if
// error != 0. but let's log it for easier debugging.
//
// DO NOT return after error != 0. otherwise Disconnect won't be
// registered.
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
string message = "NetworkTransport.Receive failed: hostid=" + clientId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
OnClientError.Invoke(new Exception(message));
}
// raise events
switch (networkEvent)
{
case NetworkEventType.ConnectEvent:
OnClientConnected.Invoke();
break;
case NetworkEventType.DataEvent:
ArraySegment<byte> data = new ArraySegment<byte>(clientReceiveBuffer, 0, receivedSize);
OnClientDataReceived.Invoke(data, channel);
break;
case NetworkEventType.DisconnectEvent:
OnClientDisconnected.Invoke();
break;
default:
return false;
}
return true;
}
public string ClientGetAddress()
{
NetworkTransport.GetConnectionInfo(serverHostId, clientId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
return address;
}
public override void ClientDisconnect()
{
if (clientId != -1)
{
NetworkTransport.RemoveHost(clientId);
clientId = -1;
}
}
#endregion
#region server
// right now this just returns the first available uri,
// should we return the list of all available uri?
public override Uri ServerUri()
{
UriBuilder builder = new UriBuilder();
builder.Scheme = Scheme;
builder.Host = Dns.GetHostName();
builder.Port = port;
return builder.Uri;
}
public override bool ServerActive()
{
return serverHostId != -1;
}
public override void ServerStart()
{
if (useWebsockets)
{
HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
serverHostId = NetworkTransport.AddWebsocketHost(topology, port);
//Debug.Log("LLAPITransport.ServerStartWebsockets port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
}
else
{
HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
serverHostId = NetworkTransport.AddHost(topology, port);
//Debug.Log("LLAPITransport.ServerStart port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
}
}
public override void ServerSend(int connectionId, int channelId, ArraySegment<byte> segment)
{
// Send buffer is copied internally, so we can get rid of segment
// immediately after returning and it still works.
// -> BUT segment has an offset, Send doesn't. we need to manually
// copy it into a 0-offset array
if (segment.Count <= serverSendBuffer.Length)
{
// copy to 0-offset
Array.Copy(segment.Array, segment.Offset, serverSendBuffer, 0, segment.Count);
// send
NetworkTransport.Send(serverHostId, connectionId, channelId, serverSendBuffer, segment.Count, out error);
}
else Debug.LogError("LLAPI.ServerSend: buffer( " + serverSendBuffer.Length + ") too small for: " + segment.Count);
}
public bool ProcessServerMessage()
{
if (serverHostId == -1)
return false;
NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(serverHostId, out int connectionId, out int channel, serverReceiveBuffer, serverReceiveBuffer.Length, out int receivedSize, out error);
// note: 'error' is used for extra information, e.g. the reason for
// a disconnect. we don't necessarily have to throw an error if
// error != 0. but let's log it for easier debugging.
//
// DO NOT return after error != 0. otherwise Disconnect won't be
// registered.
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
string message = "NetworkTransport.Receive failed: hostid=" + serverHostId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
// TODO write a TransportException or better
OnServerError.Invoke(connectionId, new Exception(message));
}
// LLAPI client sends keep alive messages (75-6C-6C) on channel=110.
// ignore all messages that aren't for our selected channel.
/*if (channel != channelId)
{
return false;
}*/
switch (networkEvent)
{
case NetworkEventType.ConnectEvent:
OnServerConnected.Invoke(connectionId);
break;
case NetworkEventType.DataEvent:
ArraySegment<byte> data = new ArraySegment<byte>(serverReceiveBuffer, 0, receivedSize);
OnServerDataReceived.Invoke(connectionId, data, channel);
break;
case NetworkEventType.DisconnectEvent:
OnServerDisconnected.Invoke(connectionId);
break;
default:
// nothing or a message we don't recognize
return false;
}
return true;
}
public override bool ServerDisconnect(int connectionId)
{
return NetworkTransport.Disconnect(serverHostId, connectionId, out error);
}
public override string ServerGetClientAddress(int connectionId)
{
NetworkTransport.GetConnectionInfo(serverHostId, connectionId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
return address;
}
public override void ServerStop()
{
NetworkTransport.RemoveHost(serverHostId);
serverHostId = -1;
Debug.Log("LLAPITransport.ServerStop");
}
#endregion
#region common
// IMPORTANT: set script execution order to >1000 to call Transport's
// LateUpdate after all others. Fixes race condition where
// e.g. in uSurvival Transport would apply Cmds before
// ShoulderRotation.LateUpdate, resulting in projectile
// spawns at the point before shoulder rotation.
public void LateUpdate()
{
// process all messages
while (ProcessClientMessage()) { }
while (ProcessServerMessage()) { }
}
public override void Shutdown()
{
NetworkTransport.Shutdown();
serverHostId = -1;
clientConnectionId = -1;
Debug.Log("LLAPITransport.Shutdown");
}
public override int GetMaxPacketSize(int channelId)
{
return globalConfig.MaxPacketSize;
}
public override string ToString()
{
if (ServerActive())
{
return "LLAPI Server port: " + port;
}
else if (ClientConnected())
{
string ip = ClientGetAddress();
return "LLAPI Client ip: " + ip + " port: " + port;
}
return "LLAPI (inactive/disconnected)";
}
#endregion
}
}
#endif

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@ -1,11 +0,0 @@
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@ -506,7 +506,7 @@ PlayerSettings:
webGLLinkerTarget: 1 webGLLinkerTarget: 1
webGLThreadsSupport: 0 webGLThreadsSupport: 0
scriptingDefineSymbols: scriptingDefineSymbols:
1: MIRROR;MIRROR_1726_OR_NEWER;MIRROR_3_0_OR_NEWER;MIRROR_3_12_OR_NEWER;MIRROR_4_0_OR_NEWER;MIRROR_5_0_OR_NEWER;MIRROR_6_0_OR_NEWER;MIRROR_7_0_OR_NEWER;MIRROR_8_0_OR_NEWER;MIRROR_9_0_OR_NEWER;MIRROR_10_0_OR_NEWER;MIRROR_11_0_OR_NEWER;MIRROR_12_0_OR_NEWER;MIRROR_13_0_OR_NEWER;MIRROR_14_0_OR_NEWER;MIRROR_15_0_OR_NEWER;MIRROR_16_0_OR_NEWER;MIRROR_17_0_OR_NEWER;MIRROR_18_0_OR_NEWER;MIRROR_24_0_OR_NEWER;MIRROR_26_0_OR_NEWER;MIRROR_27_0_OR_NEWER;MIRROR_28_0_OR_NEWER;MIRROR_29_0_OR_NEWER 1: MIRROR;MIRROR_1726_OR_NEWER;MIRROR_3_0_OR_NEWER;MIRROR_3_12_OR_NEWER;MIRROR_4_0_OR_NEWER;MIRROR_5_0_OR_NEWER;MIRROR_6_0_OR_NEWER;MIRROR_7_0_OR_NEWER;MIRROR_8_0_OR_NEWER;MIRROR_9_0_OR_NEWER;MIRROR_10_0_OR_NEWER;MIRROR_11_0_OR_NEWER;MIRROR_12_0_OR_NEWER;MIRROR_13_0_OR_NEWER;MIRROR_14_0_OR_NEWER;MIRROR_15_0_OR_NEWER;MIRROR_16_0_OR_NEWER;MIRROR_17_0_OR_NEWER;MIRROR_18_0_OR_NEWER;MIRROR_24_0_OR_NEWER;MIRROR_26_0_OR_NEWER;MIRROR_27_0_OR_NEWER;MIRROR_28_0_OR_NEWER;MIRROR_29_0_OR_NEWER;MIRROR_30_0_OR_NEWER
platformArchitecture: {} platformArchitecture: {}
scriptingBackend: {} scriptingBackend: {}
il2cppCompilerConfiguration: {} il2cppCompilerConfiguration: {}