mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 11:00:32 +00:00
432 lines
16 KiB
C#
432 lines
16 KiB
C#
#if ENABLE_UNET
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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namespace UnityEngine.Networking
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{
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/*
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* wire protocol is a list of : size | msgType | payload
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* (short) (variable) (buffer)
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*/
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public class NetworkConnection : IDisposable
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{
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List<PlayerController> m_PlayerControllers = new List<PlayerController>();
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HashSet<NetworkIdentity> m_VisList = new HashSet<NetworkIdentity>();
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internal HashSet<NetworkIdentity> visList { get { return m_VisList; } }
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Dictionary<short, NetworkMessageDelegate> m_MessageHandlersDict;
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NetworkMessageHandlers m_MessageHandlers;
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HashSet<NetworkInstanceId> m_ClientOwnedObjects;
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NetworkMessage m_MessageInfo = new NetworkMessage();
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const int k_MaxMessageLogSize = 150;
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private NetworkError error;
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public int hostId = -1;
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public int connectionId = -1;
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public bool isReady;
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public string address;
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public float lastMessageTime;
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public List<PlayerController> playerControllers { get { return m_PlayerControllers; } }
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public HashSet<NetworkInstanceId> clientOwnedObjects { get { return m_ClientOwnedObjects; } }
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public bool logNetworkMessages = false;
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public bool isConnected { get { return hostId != -1; }}
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public NetworkError lastError { get { return error; } internal set { error = value; } }
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public virtual void Initialize(string networkAddress, int networkHostId, int networkConnectionId, HostTopology hostTopology)
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{
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address = networkAddress;
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hostId = networkHostId;
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connectionId = networkConnectionId;
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if ((hostTopology.DefaultConfig.UsePlatformSpecificProtocols) && (Application.platform != RuntimePlatform.PS4) && (Application.platform != RuntimePlatform.PSP2))
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throw new ArgumentOutOfRangeException("Platform specific protocols are not supported on this platform");
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}
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~NetworkConnection()
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{
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Dispose(false);
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}
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public void Dispose()
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{
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Dispose(true);
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// Take yourself off the Finalization queue
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// to prevent finalization code for this object
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// from executing a second time.
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (m_ClientOwnedObjects != null)
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{
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foreach (var netId in m_ClientOwnedObjects)
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{
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var obj = NetworkServer.FindLocalObject(netId);
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if (obj != null)
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{
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obj.GetComponent<NetworkIdentity>().ClearClientOwner();
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}
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}
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}
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m_ClientOwnedObjects = null;
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}
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public void Disconnect()
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{
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// don't clear address so we can still access it in NetworkManager.OnServerDisconnect
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// => it's reset in Initialize anyway and there is no address empty check anywhere either
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//address = "";
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isReady = false;
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ClientScene.HandleClientDisconnect(this);
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if (hostId == -1)
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{
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return;
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}
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byte error;
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NetworkTransport.Disconnect(hostId, connectionId, out error);
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RemoveObservers();
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}
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internal void SetHandlers(NetworkMessageHandlers handlers)
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{
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m_MessageHandlers = handlers;
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m_MessageHandlersDict = handlers.GetHandlers();
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}
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public bool CheckHandler(short msgType)
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{
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return m_MessageHandlersDict.ContainsKey(msgType);
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}
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public bool InvokeHandlerNoData(short msgType)
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{
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return InvokeHandler(msgType, null, 0);
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}
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public bool InvokeHandler(short msgType, NetworkReader reader, int channelId)
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{
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if (m_MessageHandlersDict.ContainsKey(msgType))
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{
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m_MessageInfo.msgType = msgType;
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m_MessageInfo.conn = this;
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m_MessageInfo.reader = reader;
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m_MessageInfo.channelId = channelId;
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NetworkMessageDelegate msgDelegate = m_MessageHandlersDict[msgType];
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if (msgDelegate == null)
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{
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if (LogFilter.logError) { Debug.LogError("NetworkConnection InvokeHandler no handler for " + msgType); }
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return false;
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}
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msgDelegate(m_MessageInfo);
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return true;
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}
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return false;
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}
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public bool InvokeHandler(NetworkMessage netMsg)
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{
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if (m_MessageHandlersDict.ContainsKey(netMsg.msgType))
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{
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NetworkMessageDelegate msgDelegate = m_MessageHandlersDict[netMsg.msgType];
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msgDelegate(netMsg);
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return true;
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}
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return false;
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}
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public void RegisterHandler(short msgType, NetworkMessageDelegate handler)
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{
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m_MessageHandlers.RegisterHandler(msgType, handler);
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}
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public void UnregisterHandler(short msgType)
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{
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m_MessageHandlers.UnregisterHandler(msgType);
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}
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internal void SetPlayerController(PlayerController player)
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{
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while (player.playerControllerId >= m_PlayerControllers.Count)
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{
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m_PlayerControllers.Add(new PlayerController());
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}
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m_PlayerControllers[player.playerControllerId] = player;
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}
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internal void RemovePlayerController(short playerControllerId)
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{
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int count = m_PlayerControllers.Count;
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while (count >= 0)
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{
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if (playerControllerId == count && playerControllerId == m_PlayerControllers[count].playerControllerId)
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{
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m_PlayerControllers[count] = new PlayerController();
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return;
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}
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count -= 1;
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}
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if (LogFilter.logError) { Debug.LogError("RemovePlayer player at playerControllerId " + playerControllerId + " not found"); }
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}
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// Get player controller from connection's list
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internal bool GetPlayerController(short playerControllerId, out PlayerController playerController)
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{
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playerController = playerControllers.Find(pc => pc.IsValid && pc.playerControllerId == playerControllerId);
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return playerController != null;
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}
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public virtual bool SendByChannel(short msgType, MessageBase msg, int channelId)
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{
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NetworkWriter writer = new NetworkWriter();
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writer.StartMessage(msgType);
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msg.Serialize(writer);
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writer.FinishMessage();
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return SendWriter(writer, channelId);
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}
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public virtual bool Send(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultReliable); }
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public virtual bool SendUnreliable(short msgType, MessageBase msg) { return SendByChannel(msgType, msg, Channels.DefaultUnreliable); }
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public virtual bool SendBytes(byte[] bytes, int bytesToSend, int channelId)
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{
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if (logNetworkMessages)
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{
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LogSend(bytes);
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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.Outgoing,
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MsgType.HLAPIMsg, "msg", 1);
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#endif
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if (bytesToSend > UInt16.MaxValue)
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{
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if (LogFilter.logError) { Debug.LogError("ChannelBuffer:SendBytes cannot send packet larger than " + UInt16.MaxValue + " bytes"); }
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return false;
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}
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if (bytesToSend <= 0)
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{
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// zero length packets getting into the packet queues are bad.
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if (LogFilter.logError) { Debug.LogError("ChannelBuffer:SendBytes cannot send zero bytes"); }
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return false;
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}
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byte error;
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return TransportSend(bytes, bytesToSend, channelId, out error);
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}
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public virtual bool SendWriter(NetworkWriter writer, int channelId)
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{
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// write relevant data, which is until .Position
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return SendBytes(writer.ToArray(), writer.Position, channelId);
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}
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void LogSend(byte[] bytes)
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{
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NetworkReader reader = new NetworkReader(bytes);
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var msgSize = reader.ReadUInt16();
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var msgId = reader.ReadUInt16();
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const int k_PayloadStartPosition = 4;
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StringBuilder msg = new StringBuilder();
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for (int i = k_PayloadStartPosition; i < k_PayloadStartPosition + msgSize; i++)
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{
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msg.AppendFormat("{0:X2}", bytes[i]);
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if (i > k_MaxMessageLogSize) break;
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}
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Debug.Log("ConnectionSend con:" + connectionId + " bytes:" + msgSize + " msgId:" + msgId + " " + msg);
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}
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protected void HandleBytes(byte[] buffer, int receivedSize, int channelId)
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{
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// build the stream form the buffer passed in
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NetworkReader reader = new NetworkReader(buffer);
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HandleReader(reader, receivedSize, channelId);
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}
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protected void HandleReader(NetworkReader reader, int receivedSize, int channelId)
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{
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// read until size is reached.
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// NOTE: stream.Capacity is 1300, NOT the size of the available data
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while (reader.Position < receivedSize)
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{
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// the reader passed to user code has a copy of bytes from the real stream. user code never touches the real stream.
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// this ensures it can never get out of sync if user code reads less or more than the real amount.
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ushort sz = reader.ReadUInt16();
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short msgType = reader.ReadInt16();
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// create a reader just for this message
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byte[] msgBuffer = reader.ReadBytes(sz);
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NetworkReader msgReader = new NetworkReader(msgBuffer);
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if (logNetworkMessages)
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{
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StringBuilder msg = new StringBuilder();
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for (int i = 0; i < sz; i++)
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{
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msg.AppendFormat("{0:X2}", msgBuffer[i]);
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if (i > k_MaxMessageLogSize) break;
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}
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Debug.Log("ConnectionRecv con:" + connectionId + " bytes:" + sz + " msgId:" + msgType + " " + msg);
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}
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NetworkMessageDelegate msgDelegate = null;
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if (m_MessageHandlersDict.ContainsKey(msgType))
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{
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msgDelegate = m_MessageHandlersDict[msgType];
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}
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if (msgDelegate != null)
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{
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// create message here instead of caching it. so we can add it to queue more easily.
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NetworkMessage msg = new NetworkMessage();
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msg.msgType = msgType;
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msg.reader = msgReader;
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msg.conn = this;
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msg.channelId = channelId;
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// add to queue while paused, otherwise process directly
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if (pauseQueue != null)
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{
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pauseQueue.Enqueue(msg);
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if (LogFilter.logWarn) { Debug.LogWarning("HandleReader: added message to pause queue: " + msgType + " str=" + MsgType.MsgTypeToString(msgType) + " queue size=" + pauseQueue.Count); }
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}
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else
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{
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msgDelegate(msg);
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}
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lastMessageTime = Time.time;
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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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MsgType.HLAPIMsg, "msg", 1);
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if (msgType > MsgType.Highest)
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{
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UnityEditor.NetworkDetailStats.IncrementStat(
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UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
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MsgType.UserMessage, msgType.ToString() + ":" + msgType.GetType().Name, 1);
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}
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#endif
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}
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else
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{
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//NOTE: this throws away the rest of the buffer. Need moar error codes
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if (LogFilter.logError) { Debug.LogError("Unknown message ID " + msgType + " connId:" + connectionId); }
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break;
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}
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}
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}
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public override string ToString()
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{
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return string.Format("hostId: {0} connectionId: {1} isReady: {2}", hostId, connectionId, isReady);
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}
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internal void AddToVisList(NetworkIdentity uv)
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{
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m_VisList.Add(uv);
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// spawn uv for this conn
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NetworkServer.ShowForConnection(uv, this);
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}
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internal void RemoveFromVisList(NetworkIdentity uv, bool isDestroyed)
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{
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m_VisList.Remove(uv);
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if (!isDestroyed)
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{
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// hide uv for this conn
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NetworkServer.HideForConnection(uv, this);
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}
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}
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internal void RemoveObservers()
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{
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foreach (var uv in m_VisList)
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{
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uv.RemoveObserverInternal(this);
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}
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m_VisList.Clear();
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}
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public virtual void TransportReceive(byte[] bytes, int numBytes, int channelId)
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{
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HandleBytes(bytes, numBytes, channelId);
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}
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public virtual bool TransportSend(byte[] bytes, int numBytes, int channelId, out byte error)
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{
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if (NetworkTransport.Send(hostId, connectionId, channelId, bytes, numBytes, out error))
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{
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return true;
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}
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else
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{
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// ChannelPacket used to log errors. we do it here now.
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if (LogFilter.logError) { Debug.LogError("SendToTransport failed. error:" + (NetworkError)error + " channel:" + channelId + " bytesToSend:" + numBytes); }
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return false;
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}
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}
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internal void AddOwnedObject(NetworkIdentity obj)
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{
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if (m_ClientOwnedObjects == null)
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{
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m_ClientOwnedObjects = new HashSet<NetworkInstanceId>();
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}
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m_ClientOwnedObjects.Add(obj.netId);
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}
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internal void RemoveOwnedObject(NetworkIdentity obj)
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{
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if (m_ClientOwnedObjects == null)
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{
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return;
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}
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m_ClientOwnedObjects.Remove(obj.netId);
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}
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// vis2k: pause mode
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// problem: if we handle packets (calling the msgDelegates) while a scene load is in progress, then all the
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// handled data and state will be lost as soon as the scene load is finished, causing state bugs.
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// solution: call Pause, message handling keeps messages in a queue, Resume handles them all.
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//
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// this is the only safe way to do it. otherwise all delegate functions have to check if a scene is loading,
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// which is way too complicated and risky.
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Queue<NetworkMessage> pauseQueue;
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internal void PauseHandling()
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{
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pauseQueue = new Queue<NetworkMessage>();
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}
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internal void ResumeHandling()
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{
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// pauseQueue is null if Resume called without pausing, make sure to only do something if paused before.
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if (pauseQueue != null)
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{
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foreach (NetworkMessage msg in pauseQueue)
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{
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if (LogFilter.logWarn) { Debug.LogWarning("processing queued message: " + msg.msgType + " str=" + MsgType.MsgTypeToString(msg.msgType)); }
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var msgDelegate = m_MessageHandlersDict[msg.msgType];
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msgDelegate(msg);
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}
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pauseQueue = null;
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}
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}
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}
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}
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#endif //ENABLE_UNET
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