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feat: Disconnect Dead Clients (#1724)
* feat: Disconnect Dead Clients * Moved code to NetworkConnectionToClient * Fixed type * WIP * Trying to solve the mystery of the Host * Updated Example * fixed comment whitespace * Final Cleanup and Unit Test * Removed extra warning * Reverted change to scene file * Changed to Play test, still not working * Added NetworkServer.Update time loop * Removed commented code * fixed comment * Filled in ServerDisconnect so it behaves as expected. * fixed comment * Renamed to bool IsClientAlive * Should be greater than * Added override that shouldn't be necessary. * changed asserts per Paul * Flipped < back * Shortened test time * Corrected comment * Lost the 1 * Updated NetworkServerTest * Update Assets/Mirror/Tests/Runtime/NetworkServerTest.cs * Added bool checkInactiveConnections * Tests for sync dictionary and sync set (#1753) * sync dictionary tests * rename * changing error message * sync set tests * silence unused method warning * test class name matches file name * test class name matches file name * test class name matches file name * test class name matches file name * test class name matches file name * test class name matches file name * test class name matches file name * Scope syncdict tests to their classes * Scope synclists tests to their classes * Scope syncset tests to their classes * test class name matches file name * Scope sample classes * test class name matches file name * fix: call the virtual OnRoomServerDisconnect before the base * fixed name * doc: Updated docs * Moved serverIdleTimeout to NetworkManager * fixed test to enable disconnectInactiveConnections * Copied disconnectInactiveConnections & serverIdleTimeout to NetworkServer Co-authored-by: James Frowen <jamesfrowendev@gmail.com> Co-authored-by: Paul Pacheco <paulpach@gmail.com>
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@ -9,9 +9,7 @@ class ULocalConnectionToClient : NetworkConnectionToClient
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{
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internal ULocalConnectionToServer connectionToServer;
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public ULocalConnectionToClient() : base(0)
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{
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}
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public ULocalConnectionToClient() : base(0) { }
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public override string address => "localhost";
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@ -22,6 +20,9 @@ internal override bool Send(ArraySegment<byte> segment, int channelId = Channels
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return true;
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}
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// override for host client: always return true.
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internal override bool IsClientAlive() => true;
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internal void DisconnectInternal()
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{
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// set not ready and handle clientscene disconnect in any case
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@ -86,14 +86,12 @@ public abstract class NetworkConnection : IDisposable
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public bool logNetworkMessages;
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/// <summary>
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/// Creates a new NetworkConnection with the specified address
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/// Creates a new NetworkConnection
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/// </summary>
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internal NetworkConnection()
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{
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}
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internal NetworkConnection() { }
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/// <summary>
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/// Creates a new NetworkConnection with the specified address and connectionId
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/// Creates a new NetworkConnection with the specified connectionId
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/// </summary>
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/// <param name="networkConnectionId"></param>
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internal NetworkConnection(int networkConnectionId)
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@ -282,6 +280,17 @@ internal void TransportReceive(ArraySegment<byte> buffer, int channelId)
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}
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}
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// Failsafe to kick clients that have stopped sending anything to the server.
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// Clients Ping the server every 2 seconds but transports are unreliable
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// when it comes to properly generating Disconnect messages to the server.
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// This cannot be abstract because then NetworkConnectionToServer
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// would require and override that would never be called
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// This is overriden in NetworkConnectionToClient.
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internal virtual bool IsClientAlive()
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{
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return true;
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}
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internal void AddOwnedObject(NetworkIdentity obj)
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{
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clientOwnedObjects.Add(obj);
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@ -6,9 +6,7 @@ namespace Mirror
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{
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public class NetworkConnectionToClient : NetworkConnection
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{
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public NetworkConnectionToClient(int networkConnectionId) : base(networkConnectionId)
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{
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}
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public NetworkConnectionToClient(int networkConnectionId) : base(networkConnectionId) { }
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public override string address => Transport.activeTransport.ServerGetClientAddress(connectionId);
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@ -16,6 +14,11 @@ public NetworkConnectionToClient(int networkConnectionId) : base(networkConnecti
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// the client. they would be detected as a message. send messages instead.
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readonly List<int> singleConnectionId = new List<int> { -1 };
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// Failsafe to kick clients that have stopped sending anything to the server.
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// Clients ping the server every 2 seconds but transports are unreliable
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// when it comes to properly generating Disconnect messages to the server.
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internal override bool IsClientAlive() => Time.time - lastMessageTime < NetworkServer.serverIdleTimeout;
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internal override bool Send(ArraySegment<byte> segment, int channelId = Channels.DefaultReliable)
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{
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if (logNetworkMessages) Debug.Log("ConnectionSend " + this + " bytes:" + BitConverter.ToString(segment.Array, segment.Offset, segment.Count));
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@ -101,6 +101,23 @@ public class NetworkManager : MonoBehaviour
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[Tooltip("Maximum number of concurrent connections.")]
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public int maxConnections = 4;
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// This value is passed to NetworkServer in SetupServer
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/// <summary>
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/// Should the server disconnect remote connections that have gone silent for more than Server Idle Timeout?
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/// </summary>
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[Tooltip("Server Only - Disconnects remote connections that have been silent for more than Server Idle Timeout")]
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public bool disconnectInactiveConnections;
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// This value is passed to NetworkServer in SetupServer
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/// <summary>
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/// Timeout in seconds since last message from a client after which server will auto-disconnect.
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/// <para>By default, clients send at least a Ping message every 2 seconds.</para>
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/// <para>The Host client is immune from idle timeout disconnection.</para>
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/// <para>Default value is 60 seconds.</para>
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/// </summary>
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[Tooltip("Timeout in seconds since last message from a client after which server will auto-disconnect if Disconnect Inactive Connections is enabled.")]
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public float serverIdleTimeout = 60f;
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[Header("Authentication")]
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[Tooltip("Authentication component attached to this object")]
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public NetworkAuthenticator authenticator;
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@ -290,6 +307,10 @@ void SetupServer()
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ConfigureServerFrameRate();
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// Copy auto-disconnect settings to NetworkServer
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NetworkServer.serverIdleTimeout = serverIdleTimeout;
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NetworkServer.disconnectInactiveConnections = disconnectInactiveConnections;
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// start listening to network connections
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NetworkServer.Listen(maxConnections);
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@ -56,6 +56,21 @@ public static class NetworkServer
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/// </summary>
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public static bool active { get; private set; }
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/// <summary>
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/// Should the server disconnect remote connections that have gone silent for more than Server Idle Timeout?
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/// <para>This value is initially set from NetworkManager in SetupServer and can be changed at runtime</para>
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/// </summary>
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public static bool disconnectInactiveConnections;
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/// <summary>
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/// Timeout in seconds since last message from a client after which server will auto-disconnect.
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/// <para>This value is initially set from NetworkManager in SetupServer and can be changed at runtime</para>
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/// <para>By default, clients send at least a Ping message every 2 seconds.</para>
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/// <para>The Host client is immune from idle timeout disconnection.</para>
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/// <para>Default value is 60 seconds.</para>
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/// </summary>
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public static float serverIdleTimeout = 60f;
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// cache the Send(connectionIds) list to avoid allocating each time
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static readonly List<int> connectionIdsCache = new List<int>();
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@ -405,6 +420,20 @@ internal static void Update()
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if (!active)
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return;
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// Check for dead clients but exclude the host client because it
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// doesn't ping itself and therefore may appear inactive.
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if (disconnectInactiveConnections)
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{
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foreach (NetworkConnectionToClient conn in connections.Values)
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{
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if (!conn.IsClientAlive())
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{
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Debug.LogWarning($"Disconnecting {conn} for inactivity!");
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conn.Disconnect();
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}
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}
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}
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// update all server objects
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foreach (KeyValuePair<uint, NetworkIdentity> kvp in NetworkIdentity.spawned)
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{
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@ -125,7 +125,26 @@ public override bool ServerSend(List<int> connectionIds, int channelId, ArraySeg
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}
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return false;
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}
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public override bool ServerDisconnect(int connectionId) => false;
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public override bool ServerDisconnect(int connectionId)
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{
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// clear all pending messages that we may have received.
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// over the wire, we wouldn't receive any more pending messages
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// ether after calling disconnect.
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serverIncoming.Clear();
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// add client disconnected message with connectionId
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clientIncoming.Enqueue(new Message(connectionId, EventType.Disconnected, null));
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// add server disconnected message with connectionId
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serverIncoming.Enqueue(new Message(connectionId, EventType.Disconnected, null));
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// not active anymore
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serverActive = false;
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return false;
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}
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public override string ServerGetClientAddress(int connectionId) => string.Empty;
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public override void ServerStop()
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{
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@ -23,5 +23,31 @@ public IEnumerator DestroyPlayerForConnectionTest()
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Assert.That(player == null, "Player should be destroyed with DestroyPlayerForConnection");
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}
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[UnityTest]
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public IEnumerator DisconnectTimeoutTest()
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{
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// Set high ping frequency so no NetworkPingMessage is generated
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NetworkTime.PingFrequency = 5f;
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// Set a short timeout for this test and enable disconnectInactiveConnections
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NetworkServer.serverIdleTimeout = 1f;
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NetworkServer.disconnectInactiveConnections = true;
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GameObject remotePlayer = new GameObject("RemotePlayer", typeof(NetworkIdentity));
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NetworkConnectionToClient remoteConnection = new NetworkConnectionToClient(1);
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NetworkServer.OnConnected(remoteConnection);
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NetworkServer.AddPlayerForConnection(remoteConnection, remotePlayer);
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// There's a host player from HostSetup + remotePlayer
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(2));
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// wait 2 seconds for remoteConnection to timeout as idle
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yield return new WaitForSeconds(2f);
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// host client connection should still be alive
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Assert.That(NetworkServer.connections.Count, Is.EqualTo(1));
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Assert.That(NetworkServer.localConnection, Is.Not.Null);
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}
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}
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}
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@ -1,6 +1,6 @@
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# Change Log
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**Mirror is published to the Asset Store at the start of every month, unless some critical issue causes a delay.**
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**Mirror is published to the [Asset Store](https://assetstore.unity.com/packages/tools/network/mirror-129321) at the start of every month, unless some critical issue causes a delay.**
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Mirror uses semantic versioning, and the versions shown here are those that were published to the Asset Store, and occasionally major version bumps happen mid-month between store submissions and are therefore not individually shown here.
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@ -9,6 +9,7 @@ Mirror uses semantic versioning, and the versions shown here are those that were
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- Added: [SyncLists](../Guides/Sync/SyncLists.md) now have Find and FindAll functions.
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- Added: NetworkBehaviour now has OnStopServer and OnStopClient virtual methods
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- Added: Weaver now supports custom Reader & Writer for types in other assemblies
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- Added: Network Manager now has an optional setting to check for and disconnect remote connections that have gone silent for a specified interval.
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- Fixed: NetworkAnimator no longer double-fires SetTrigger / ResetTrigger on the host client
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- Fixed: Destroy is no longer invoked twice on the server for the player object.
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- Changed: NetworkBehaviour: `OnNetworkDestroy` was renamed to `OnStopClient`.
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