Mirror/Unity-Technologies-networking/Runtime/NetworkConnection.cs

631 lines
22 KiB
C#

#if ENABLE_UNET
using System;
using System.Collections.Generic;
using System.Text;
using System.Linq;
namespace UnityEngine.Networking
{
/*
* wire protocol is a list of : size | msgType | payload
* (short) (variable) (buffer)
*/
public class NetworkConnection : IDisposable
{
ChannelBuffer[] m_Channels;
List<PlayerController> m_PlayerControllers = new List<PlayerController>();
HashSet<NetworkIdentity> m_VisList = new HashSet<NetworkIdentity>();
internal HashSet<NetworkIdentity> visList { get { return m_VisList; } }
NetworkWriter m_Writer = new NetworkWriter();
Dictionary<short, NetworkMessageDelegate> m_MessageHandlersDict;
NetworkMessageHandlers m_MessageHandlers;
HashSet<NetworkInstanceId> m_ClientOwnedObjects;
NetworkMessage m_MessageInfo = new NetworkMessage();
const int k_MaxMessageLogSize = 150;
private NetworkError error;
public int hostId = -1;
public int connectionId = -1;
public bool isReady;
public string address;
public float lastMessageTime;
public List<PlayerController> playerControllers { get { return m_PlayerControllers; } }
public HashSet<NetworkInstanceId> clientOwnedObjects { get { return m_ClientOwnedObjects; } }
public bool logNetworkMessages = false;
public bool isConnected { get { return hostId != -1; }}
public class PacketStat
{
public PacketStat()
{
msgType = 0;
count = 0;
bytes = 0;
}
public PacketStat(PacketStat s)
{
msgType = s.msgType;
count = s.count;
bytes = s.bytes;
}
public short msgType;
public int count;
public int bytes;
public override string ToString()
{
return MsgType.MsgTypeToString(msgType) + ": count=" + count + " bytes=" + bytes;
}
}
public NetworkError lastError { get { return error; } internal set { error = value; } }
Dictionary<short, PacketStat> m_PacketStats = new Dictionary<short, PacketStat>();
internal Dictionary<short, PacketStat> packetStats { get { return m_PacketStats; }}
#if UNITY_EDITOR
static int s_MaxPacketStats = 255;//the same as maximum message types
#endif
public virtual void Initialize(string networkAddress, int networkHostId, int networkConnectionId, HostTopology hostTopology)
{
m_Writer = new NetworkWriter();
address = networkAddress;
hostId = networkHostId;
connectionId = networkConnectionId;
int numChannels = hostTopology.DefaultConfig.ChannelCount;
int packetSize = hostTopology.DefaultConfig.PacketSize;
if ((hostTopology.DefaultConfig.UsePlatformSpecificProtocols) && (Application.platform != RuntimePlatform.PS4) && (Application.platform != RuntimePlatform.PSP2))
throw new ArgumentOutOfRangeException("Platform specific protocols are not supported on this platform");
m_Channels = new ChannelBuffer[numChannels];
for (int i = 0; i < numChannels; i++)
{
var qos = hostTopology.DefaultConfig.Channels[i];
int actualPacketSize = packetSize;
if (qos.QOS == QosType.ReliableFragmented || qos.QOS == QosType.UnreliableFragmented)
{
actualPacketSize = hostTopology.DefaultConfig.FragmentSize * 128;
}
m_Channels[i] = new ChannelBuffer(this, actualPacketSize, (byte)i, IsReliableQoS(qos.QOS), IsSequencedQoS(qos.QOS));
}
}
// Track whether Dispose has been called.
bool m_Disposed;
~NetworkConnection()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
// Take yourself off the Finalization queue
// to prevent finalization code for this object
// from executing a second time.
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
// Check to see if Dispose has already been called.
if (!m_Disposed && m_Channels != null)
{
for (int i = 0; i < m_Channels.Length; i++)
{
m_Channels[i].Dispose();
}
}
m_Channels = null;
if (m_ClientOwnedObjects != null)
{
foreach (var netId in m_ClientOwnedObjects)
{
var obj = NetworkServer.FindLocalObject(netId);
if (obj != null)
{
obj.GetComponent<NetworkIdentity>().ClearClientOwner();
}
}
}
m_ClientOwnedObjects = null;
m_Disposed = true;
}
public static bool IsSequencedQoS(QosType qos)
{
return (qos == QosType.ReliableSequenced || qos == QosType.UnreliableSequenced);
}
public static bool IsReliableQoS(QosType qos)
{
return (qos == QosType.Reliable || qos == QosType.ReliableFragmented || qos == QosType.ReliableSequenced || qos == QosType.ReliableStateUpdate);
}
public static bool IsUnreliableQoS(QosType qos)
{
return (qos == QosType.Unreliable || qos == QosType.UnreliableFragmented || qos == QosType.UnreliableSequenced || qos == QosType.StateUpdate);
}
public bool SetChannelOption(int channelId, ChannelOption option, int value)
{
if (m_Channels == null)
return false;
if (channelId < 0 || channelId >= m_Channels.Length)
return false;
return m_Channels[channelId].SetOption(option, value);
}
public void Disconnect()
{
// don't clear address so we can still access it in NetworkManager.OnServerDisconnect
// => it's reset in Initialize anyway and there is no address empty check anywhere either
//address = "";
isReady = false;
ClientScene.HandleClientDisconnect(this);
if (hostId == -1)
{
return;
}
byte error;
NetworkTransport.Disconnect(hostId, connectionId, out error);
RemoveObservers();
}
internal void SetHandlers(NetworkMessageHandlers handlers)
{
m_MessageHandlers = handlers;
m_MessageHandlersDict = handlers.GetHandlers();
}
public bool CheckHandler(short msgType)
{
return m_MessageHandlersDict.ContainsKey(msgType);
}
public bool InvokeHandlerNoData(short msgType)
{
return InvokeHandler(msgType, null, 0);
}
public bool InvokeHandler(short msgType, NetworkReader reader, int channelId)
{
if (m_MessageHandlersDict.ContainsKey(msgType))
{
m_MessageInfo.msgType = msgType;
m_MessageInfo.conn = this;
m_MessageInfo.reader = reader;
m_MessageInfo.channelId = channelId;
NetworkMessageDelegate msgDelegate = m_MessageHandlersDict[msgType];
if (msgDelegate == null)
{
if (LogFilter.logError) { Debug.LogError("NetworkConnection InvokeHandler no handler for " + msgType); }
return false;
}
msgDelegate(m_MessageInfo);
return true;
}
return false;
}
public bool InvokeHandler(NetworkMessage netMsg)
{
if (m_MessageHandlersDict.ContainsKey(netMsg.msgType))
{
NetworkMessageDelegate msgDelegate = m_MessageHandlersDict[netMsg.msgType];
msgDelegate(netMsg);
return true;
}
return false;
}
internal void HandleFragment(NetworkReader reader, int channelId)
{
if (channelId < 0 || channelId >= m_Channels.Length)
{
return;
}
var channel = m_Channels[channelId];
if (channel.HandleFragment(reader))
{
NetworkReader msgReader = new NetworkReader(channel.fragmentBuffer.ToArray());
msgReader.ReadInt16(); // size
short msgType = msgReader.ReadInt16();
InvokeHandler(msgType, msgReader, channelId);
}
}
public void RegisterHandler(short msgType, NetworkMessageDelegate handler)
{
m_MessageHandlers.RegisterHandler(msgType, handler);
}
public void UnregisterHandler(short msgType)
{
m_MessageHandlers.UnregisterHandler(msgType);
}
internal void SetPlayerController(PlayerController player)
{
while (player.playerControllerId >= m_PlayerControllers.Count)
{
m_PlayerControllers.Add(new PlayerController());
}
m_PlayerControllers[player.playerControllerId] = player;
}
internal void RemovePlayerController(short playerControllerId)
{
int count = m_PlayerControllers.Count;
while (count >= 0)
{
if (playerControllerId == count && playerControllerId == m_PlayerControllers[count].playerControllerId)
{
m_PlayerControllers[count] = new PlayerController();
return;
}
count -= 1;
}
if (LogFilter.logError) { Debug.LogError("RemovePlayer player at playerControllerId " + playerControllerId + " not found"); }
}
// Get player controller from connection's list
internal bool GetPlayerController(short playerControllerId, out PlayerController playerController)
{
playerController = playerControllers.Find(pc => pc.IsValid && pc.playerControllerId == playerControllerId);
return playerController != null;
}
public void FlushChannels()
{
if (m_Channels == null)
{
return;
}
for (int channelId = 0; channelId < m_Channels.Length; channelId++)
{
m_Channels[channelId].CheckInternalBuffer();
}
}
public void SetMaxDelay(float seconds)
{
if (m_Channels == null)
{
return;
}
for (int channelId = 0; channelId < m_Channels.Length; channelId++)
{
m_Channels[channelId].maxDelay = seconds;
}
}
public virtual bool Send(short msgType, MessageBase msg)
{
return SendByChannel(msgType, msg, Channels.DefaultReliable);
}
public virtual bool SendUnreliable(short msgType, MessageBase msg)
{
return SendByChannel(msgType, msg, Channels.DefaultUnreliable);
}
public virtual bool SendByChannel(short msgType, MessageBase msg, int channelId)
{
m_Writer.StartMessage(msgType);
msg.Serialize(m_Writer);
m_Writer.FinishMessage();
return SendWriter(m_Writer, channelId);
}
public virtual bool SendBytes(byte[] bytes, int numBytes, int channelId)
{
if (logNetworkMessages)
{
LogSend(bytes);
}
return CheckChannel(channelId) && m_Channels[channelId].SendBytes(bytes, numBytes);
}
public virtual bool SendWriter(NetworkWriter writer, int channelId)
{
if (logNetworkMessages)
{
LogSend(writer.ToArray());
}
return CheckChannel(channelId) && m_Channels[channelId].SendWriter(writer);
}
void LogSend(byte[] bytes)
{
NetworkReader reader = new NetworkReader(bytes);
var msgSize = reader.ReadUInt16();
var msgId = reader.ReadUInt16();
const int k_PayloadStartPosition = 4;
StringBuilder msg = new StringBuilder();
for (int i = k_PayloadStartPosition; i < k_PayloadStartPosition + msgSize; i++)
{
msg.AppendFormat("{0:X2}", bytes[i]);
if (i > k_MaxMessageLogSize) break;
}
Debug.Log("ConnectionSend con:" + connectionId + " bytes:" + msgSize + " msgId:" + msgId + " " + msg);
}
bool CheckChannel(int channelId)
{
if (m_Channels == null)
{
if (LogFilter.logWarn) { Debug.LogWarning("Channels not initialized sending on id '" + channelId); }
return false;
}
if (channelId < 0 || channelId >= m_Channels.Length)
{
if (LogFilter.logError) { Debug.LogError("Invalid channel when sending buffered data, '" + channelId + "'. Current channel count is " + m_Channels.Length); }
return false;
}
return true;
}
public void ResetStats()
{
#if UNITY_EDITOR
for (short i = 0; i < s_MaxPacketStats; i++)
{
if (m_PacketStats.ContainsKey(i))
{
var value = m_PacketStats[i];
value.count = 0;
value.bytes = 0;
NetworkTransport.SetPacketStat(0, i, 0, 0);
NetworkTransport.SetPacketStat(1, i, 0, 0);
}
}
#endif
}
protected void HandleBytes(byte[] buffer, int receivedSize, int channelId)
{
// build the stream form the buffer passed in
NetworkReader reader = new NetworkReader(buffer);
HandleReader(reader, receivedSize, channelId);
}
protected void HandleReader(NetworkReader reader, int receivedSize, int channelId)
{
// read until size is reached.
// NOTE: stream.Capacity is 1300, NOT the size of the available data
while (reader.Position < receivedSize)
{
// the reader passed to user code has a copy of bytes from the real stream. user code never touches the real stream.
// this ensures it can never get out of sync if user code reads less or more than the real amount.
ushort sz = reader.ReadUInt16();
short msgType = reader.ReadInt16();
// create a reader just for this message
byte[] msgBuffer = reader.ReadBytes(sz);
NetworkReader msgReader = new NetworkReader(msgBuffer);
if (logNetworkMessages)
{
StringBuilder msg = new StringBuilder();
for (int i = 0; i < sz; i++)
{
msg.AppendFormat("{0:X2}", msgBuffer[i]);
if (i > k_MaxMessageLogSize) break;
}
Debug.Log("ConnectionRecv con:" + connectionId + " bytes:" + sz + " msgId:" + msgType + " " + msg);
}
NetworkMessageDelegate msgDelegate = null;
if (m_MessageHandlersDict.ContainsKey(msgType))
{
msgDelegate = m_MessageHandlersDict[msgType];
}
if (msgDelegate != null)
{
// create message here instead of caching it. so we can add it to queue more easily.
NetworkMessage msg = new NetworkMessage();
msg.msgType = msgType;
msg.reader = msgReader;
msg.conn = this;
msg.channelId = channelId;
// add to queue while paused, otherwise process directly
if (pauseQueue != null)
{
pauseQueue.Enqueue(msg);
if (LogFilter.logWarn) { Debug.LogWarning("HandleReader: added message to pause queue: " + msgType + " str=" + MsgType.MsgTypeToString(msgType) + " queue size=" + pauseQueue.Count); }
}
else
{
msgDelegate(msg);
}
lastMessageTime = Time.time;
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
MsgType.HLAPIMsg, "msg", 1);
if (msgType > MsgType.Highest)
{
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
MsgType.UserMessage, msgType.ToString() + ":" + msgType.GetType().Name, 1);
}
#endif
#if UNITY_EDITOR
if (m_PacketStats.ContainsKey(msgType))
{
PacketStat stat = m_PacketStats[msgType];
stat.count += 1;
stat.bytes += sz;
}
else
{
PacketStat stat = new PacketStat();
stat.msgType = msgType;
stat.count += 1;
stat.bytes += sz;
m_PacketStats[msgType] = stat;
}
#endif
}
else
{
//NOTE: this throws away the rest of the buffer. Need moar error codes
if (LogFilter.logError) { Debug.LogError("Unknown message ID " + msgType + " connId:" + connectionId); }
break;
}
}
}
public virtual void GetStatsOut(out int numMsgs, out int numBufferedMsgs, out int numBytes, out int lastBufferedPerSecond)
{
numMsgs = 0;
numBufferedMsgs = 0;
numBytes = 0;
lastBufferedPerSecond = 0;
for (int channelId = 0; channelId < m_Channels.Length; channelId++)
{
var channel = m_Channels[channelId];
numMsgs += channel.numMsgsOut;
numBufferedMsgs += channel.numBufferedMsgsOut;
numBytes += channel.numBytesOut;
lastBufferedPerSecond += channel.lastBufferedPerSecond;
}
}
public virtual void GetStatsIn(out int numMsgs, out int numBytes)
{
numMsgs = 0;
numBytes = 0;
for (int channelId = 0; channelId < m_Channels.Length; channelId++)
{
var channel = m_Channels[channelId];
numMsgs += channel.numMsgsIn;
numBytes += channel.numBytesIn;
}
}
public override string ToString()
{
return string.Format("hostId: {0} connectionId: {1} isReady: {2} channel count: {3}", hostId, connectionId, isReady, (m_Channels != null ? m_Channels.Length : 0));
}
internal void AddToVisList(NetworkIdentity uv)
{
m_VisList.Add(uv);
// spawn uv for this conn
NetworkServer.ShowForConnection(uv, this);
}
internal void RemoveFromVisList(NetworkIdentity uv, bool isDestroyed)
{
m_VisList.Remove(uv);
if (!isDestroyed)
{
// hide uv for this conn
NetworkServer.HideForConnection(uv, this);
}
}
internal void RemoveObservers()
{
foreach (var uv in m_VisList)
{
uv.RemoveObserverInternal(this);
}
m_VisList.Clear();
}
public virtual void TransportReceive(byte[] bytes, int numBytes, int channelId)
{
HandleBytes(bytes, numBytes, channelId);
}
public virtual bool TransportSend(byte[] bytes, int numBytes, int channelId, out byte error)
{
return NetworkTransport.Send(hostId, connectionId, channelId, bytes, numBytes, out error);
}
internal void AddOwnedObject(NetworkIdentity obj)
{
if (m_ClientOwnedObjects == null)
{
m_ClientOwnedObjects = new HashSet<NetworkInstanceId>();
}
m_ClientOwnedObjects.Add(obj.netId);
}
internal void RemoveOwnedObject(NetworkIdentity obj)
{
if (m_ClientOwnedObjects == null)
{
return;
}
m_ClientOwnedObjects.Remove(obj.netId);
}
internal static void OnFragment(NetworkMessage netMsg)
{
netMsg.conn.HandleFragment(netMsg.reader, netMsg.channelId);
}
// vis2k: pause mode
// problem: if we handle packets (calling the msgDelegates) while a scene load is in progress, then all the
// handled data and state will be lost as soon as the scene load is finished, causing state bugs.
// solution: call Pause, message handling keeps messages in a queue, Resume handles them all.
//
// this is the only safe way to do it. otherwise all delegate functions have to check if a scene is loading,
// which is way too complicated and risky.
Queue<NetworkMessage> pauseQueue;
internal void PauseHandling()
{
pauseQueue = new Queue<NetworkMessage>();
}
internal void ResumeHandling()
{
// pauseQueue is null if Resume called without pausing, make sure to only do something if paused before.
if (pauseQueue != null)
{
foreach (NetworkMessage msg in pauseQueue)
{
if (LogFilter.logWarn) { Debug.LogWarning("processing queued message: " + msg.msgType + " str=" + MsgType.MsgTypeToString(msg.msgType)); }
var msgDelegate = m_MessageHandlersDict[msg.msgType];
msgDelegate(msg);
}
pauseQueue = null;
}
}
}
}
#endif //ENABLE_UNET