Mirror/Unity-Technologies-networking/Runtime/NetworkClient.cs
2018-06-08 12:04:37 +02:00

988 lines
35 KiB
C#

#if ENABLE_UNET
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using UnityEngine.Networking.Match;
using UnityEngine.Networking.NetworkSystem;
namespace UnityEngine.Networking
{
public class NetworkClient
{
Type m_NetworkConnectionClass = typeof(NetworkConnection);
const int k_MaxEventsPerFrame = 500;
static List<NetworkClient> s_Clients = new List<NetworkClient>();
static bool s_IsActive;
public static List<NetworkClient> allClients { get { return s_Clients; } }
public static bool active { get { return s_IsActive; } }
HostTopology m_HostTopology;
int m_HostPort;
bool m_UseSimulator;
int m_SimulatedLatency;
float m_PacketLoss;
string m_ServerIp = "";
int m_ServerPort;
int m_ClientId = -1;
int m_ClientConnectionId = -1;
//int m_RelaySlotId = -1;
int m_StatResetTime;
EndPoint m_RemoteEndPoint;
// static message objects to avoid runtime-allocations
static CRCMessage s_CRCMessage = new CRCMessage();
NetworkMessageHandlers m_MessageHandlers = new NetworkMessageHandlers();
protected NetworkConnection m_Connection;
byte[] m_MsgBuffer;
NetworkReader m_MsgReader;
protected enum ConnectState
{
None,
Resolving,
Resolved,
Connecting,
Connected,
Disconnected,
Failed
}
protected ConnectState m_AsyncConnect = ConnectState.None;
string m_RequestedServerHost = "";
internal void SetHandlers(NetworkConnection conn)
{
conn.SetHandlers(m_MessageHandlers);
}
public string serverIp { get { return m_ServerIp; } }
public int serverPort { get { return m_ServerPort; } }
public NetworkConnection connection { get { return m_Connection; } }
#if ENABLE_UNET_HOST_MIGRATION
[Obsolete("Moved to NetworkMigrationManager.")]
#else
[Obsolete("Removed")]
#endif
public PeerInfoMessage[] peers { get { return null; } }
internal int hostId { get { return m_ClientId; } }
public Dictionary<short, NetworkMessageDelegate> handlers { get { return m_MessageHandlers.GetHandlers(); } }
public int numChannels { get { return m_HostTopology.DefaultConfig.ChannelCount; } }
public HostTopology hostTopology { get { return m_HostTopology; }}
public int hostPort
{
get { return m_HostPort; }
set
{
if (value < 0)
throw new ArgumentException("Port must not be a negative number.");
if (value > 65535)
throw new ArgumentException("Port must not be greater than 65535.");
m_HostPort = value;
}
}
public bool isConnected { get { return m_AsyncConnect == ConnectState.Connected; }}
public Type networkConnectionClass
{
get { return m_NetworkConnectionClass; }
}
public void SetNetworkConnectionClass<T>() where T : NetworkConnection
{
m_NetworkConnectionClass = typeof(T);
}
public NetworkClient()
{
if (LogFilter.logDev) { Debug.Log("Client created version " + Version.Current); }
m_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
m_MsgReader = new NetworkReader(m_MsgBuffer);
AddClient(this);
}
public NetworkClient(NetworkConnection conn)
{
if (LogFilter.logDev) { Debug.Log("Client created version " + Version.Current); }
m_MsgBuffer = new byte[NetworkMessage.MaxMessageSize];
m_MsgReader = new NetworkReader(m_MsgBuffer);
AddClient(this);
SetActive(true);
m_Connection = conn;
m_AsyncConnect = ConnectState.Connected;
conn.SetHandlers(m_MessageHandlers);
RegisterSystemHandlers(false);
}
public bool Configure(ConnectionConfig config, int maxConnections)
{
HostTopology top = new HostTopology(config, maxConnections);
return Configure(top);
}
public bool Configure(HostTopology topology)
{
//NOTE: this maxConnections is across all clients that use this tuner, so it is
// effectively the number of _clients_.
m_HostTopology = topology;
return true;
}
public void Connect(MatchInfo matchInfo)
{
PrepareForConnect();
ConnectWithRelay(matchInfo);
}
#if ENABLE_UNET_HOST_MIGRATION
public bool ReconnectToNewHost(string serverIp, int serverPort)
{
if (!NetworkClient.active)
{
if (LogFilter.logError) { Debug.LogError("Reconnect - NetworkClient must be active"); }
return false;
}
if (m_Connection == null)
{
if (LogFilter.logError) { Debug.LogError("Reconnect - no old connection exists"); }
return false;
}
if (LogFilter.logInfo) { Debug.Log("NetworkClient Reconnect " + serverIp + ":" + serverPort); }
ClientScene.HandleClientDisconnect(m_Connection);
ClientScene.ClearLocalPlayers();
m_Connection.Disconnect();
m_Connection = null;
m_ClientId = NetworkTransport.AddHost(m_HostTopology, m_HostPort);
string hostnameOrIp = serverIp;
m_ServerPort = serverPort;
//TODO: relay reconnect
/*
if (Match.NetworkMatch.matchSingleton != null)
{
hostnameOrIp = Match.NetworkMatch.matchSingleton.address;
m_ServerPort = Match.NetworkMatch.matchSingleton.port;
}*/
if (UnityEngine.Application.platform == RuntimePlatform.WebGLPlayer)
{
m_ServerIp = hostnameOrIp;
m_AsyncConnect = ConnectState.Resolved;
}
else if (serverIp.Equals("127.0.0.1") || serverIp.Equals("localhost"))
{
m_ServerIp = "127.0.0.1";
m_AsyncConnect = ConnectState.Resolved;
}
else
{
if (LogFilter.logDebug) { Debug.Log("Async DNS START:" + hostnameOrIp); }
m_AsyncConnect = ConnectState.Resolving;
Dns.BeginGetHostAddresses(hostnameOrIp, new AsyncCallback(GetHostAddressesCallback), this);
}
return true;
}
public bool ReconnectToNewHost(EndPoint secureTunnelEndPoint)
{
if (!NetworkClient.active)
{
if (LogFilter.logError) { Debug.LogError("Reconnect - NetworkClient must be active"); }
return false;
}
if (m_Connection == null)
{
if (LogFilter.logError) { Debug.LogError("Reconnect - no old connection exists"); }
return false;
}
if (LogFilter.logInfo) { Debug.Log("NetworkClient Reconnect to remoteSockAddr"); }
ClientScene.HandleClientDisconnect(m_Connection);
ClientScene.ClearLocalPlayers();
m_Connection.Disconnect();
m_Connection = null;
m_ClientId = NetworkTransport.AddHost(m_HostTopology, m_HostPort);
if (secureTunnelEndPoint == null)
{
if (LogFilter.logError) { Debug.LogError("Reconnect failed: null endpoint passed in"); }
m_AsyncConnect = ConnectState.Failed;
return false;
}
// Make sure it's either IPv4 or IPv6
if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6)
{
if (LogFilter.logError) { Debug.LogError("Reconnect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); }
m_AsyncConnect = ConnectState.Failed;
return false;
}
// Make sure it's an Endpoint we know what to do with
string endPointType = secureTunnelEndPoint.GetType().FullName;
if (endPointType == "System.Net.IPEndPoint")
{
IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint;
Connect(tmp.Address.ToString(), tmp.Port);
return m_AsyncConnect != ConnectState.Failed;
}
if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint"))
{
if (LogFilter.logError) { Debug.LogError("Reconnect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); }
m_AsyncConnect = ConnectState.Failed;
return false;
}
byte error = 0;
// regular non-relay connect
m_RemoteEndPoint = secureTunnelEndPoint;
m_AsyncConnect = ConnectState.Connecting;
try
{
m_ClientConnectionId = NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error);
}
catch (Exception ex)
{
if (LogFilter.logError) { Debug.LogError("Reconnect failed: Exception when trying to connect to EndPoint: " + ex); }
m_AsyncConnect = ConnectState.Failed;
return false;
}
if (m_ClientConnectionId == 0)
{
if (LogFilter.logError) { Debug.LogError("Reconnect failed: Unable to connect to EndPoint (" + error + ")"); }
m_AsyncConnect = ConnectState.Failed;
return false;
}
m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
m_Connection.SetHandlers(m_MessageHandlers);
m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
return true;
}
#endif
public void ConnectWithSimulator(string serverIp, int serverPort, int latency, float packetLoss)
{
m_UseSimulator = true;
m_SimulatedLatency = latency;
m_PacketLoss = packetLoss;
Connect(serverIp, serverPort);
}
static bool IsValidIpV6(string address)
{
// use C# built-in method
IPAddress temp;
return IPAddress.TryParse(address, out temp) && temp.AddressFamily == AddressFamily.InterNetworkV6;
}
public void Connect(string serverIp, int serverPort)
{
PrepareForConnect();
if (LogFilter.logDebug) { Debug.Log("Client Connect: " + serverIp + ":" + serverPort); }
string hostnameOrIp = serverIp;
m_ServerPort = serverPort;
if (UnityEngine.Application.platform == RuntimePlatform.WebGLPlayer)
{
m_ServerIp = hostnameOrIp;
m_AsyncConnect = ConnectState.Resolved;
}
else if (serverIp.Equals("127.0.0.1") || serverIp.Equals("localhost"))
{
m_ServerIp = "127.0.0.1";
m_AsyncConnect = ConnectState.Resolved;
}
else if (serverIp.IndexOf(":") != -1 && IsValidIpV6(serverIp))
{
m_ServerIp = serverIp;
m_AsyncConnect = ConnectState.Resolved;
}
else
{
if (LogFilter.logDebug) { Debug.Log("Async DNS START:" + hostnameOrIp); }
m_RequestedServerHost = hostnameOrIp;
m_AsyncConnect = ConnectState.Resolving;
Dns.BeginGetHostAddresses(hostnameOrIp, GetHostAddressesCallback, this);
}
}
public void Connect(EndPoint secureTunnelEndPoint)
{
bool usePlatformSpecificProtocols = NetworkTransport.DoesEndPointUsePlatformProtocols(secureTunnelEndPoint);
PrepareForConnect(usePlatformSpecificProtocols);
if (LogFilter.logDebug) { Debug.Log("Client Connect to remoteSockAddr"); }
if (secureTunnelEndPoint == null)
{
if (LogFilter.logError) { Debug.LogError("Connect failed: null endpoint passed in"); }
m_AsyncConnect = ConnectState.Failed;
return;
}
// Make sure it's either IPv4 or IPv6
if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6)
{
if (LogFilter.logError) { Debug.LogError("Connect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); }
m_AsyncConnect = ConnectState.Failed;
return;
}
// Make sure it's an Endpoint we know what to do with
string endPointType = secureTunnelEndPoint.GetType().FullName;
if (endPointType == "System.Net.IPEndPoint")
{
IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint;
Connect(tmp.Address.ToString(), tmp.Port);
return;
}
if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint") && (endPointType != "UnityEngine.PSVita.SceEndPoint"))
{
if (LogFilter.logError) { Debug.LogError("Connect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); }
m_AsyncConnect = ConnectState.Failed;
return;
}
byte error = 0;
// regular non-relay connect
m_RemoteEndPoint = secureTunnelEndPoint;
m_AsyncConnect = ConnectState.Connecting;
try
{
m_ClientConnectionId = NetworkTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error);
}
catch (Exception ex)
{
if (LogFilter.logError) { Debug.LogError("Connect failed: Exception when trying to connect to EndPoint: " + ex); }
m_AsyncConnect = ConnectState.Failed;
return;
}
if (m_ClientConnectionId == 0)
{
if (LogFilter.logError) { Debug.LogError("Connect failed: Unable to connect to EndPoint (" + error + ")"); }
m_AsyncConnect = ConnectState.Failed;
return;
}
m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
m_Connection.SetHandlers(m_MessageHandlers);
m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
}
void PrepareForConnect()
{
PrepareForConnect(false);
}
void PrepareForConnect(bool usePlatformSpecificProtocols)
{
SetActive(true);
RegisterSystemHandlers(false);
if (m_HostTopology == null)
{
var config = new ConnectionConfig();
config.AddChannel(QosType.ReliableSequenced);
config.AddChannel(QosType.Unreliable);
config.UsePlatformSpecificProtocols = usePlatformSpecificProtocols;
m_HostTopology = new HostTopology(config, 8);
}
if (m_UseSimulator)
{
int minTimeout = (m_SimulatedLatency / 3) - 1;
if (minTimeout < 1)
{
minTimeout = 1;
}
int maxTimeout = m_SimulatedLatency * 3;
if (LogFilter.logDebug) { Debug.Log("AddHost Using Simulator " + minTimeout + "/" + maxTimeout); }
m_ClientId = NetworkTransport.AddHostWithSimulator(m_HostTopology, minTimeout, maxTimeout, m_HostPort);
}
else
{
m_ClientId = NetworkTransport.AddHost(m_HostTopology, m_HostPort);
}
}
// this called in another thread! Cannot call Update() here.
internal static void GetHostAddressesCallback(IAsyncResult ar)
{
try
{
IPAddress[] ip = Dns.EndGetHostAddresses(ar);
NetworkClient client = (NetworkClient)ar.AsyncState;
if (ip.Length == 0)
{
if (LogFilter.logError) { Debug.LogError("DNS lookup failed for:" + client.m_RequestedServerHost); }
client.m_AsyncConnect = ConnectState.Failed;
return;
}
client.m_ServerIp = ip[0].ToString();
client.m_AsyncConnect = ConnectState.Resolved;
if (LogFilter.logDebug) { Debug.Log("Async DNS Result:" + client.m_ServerIp + " for " + client.m_RequestedServerHost + ": " + client.m_ServerIp); }
}
catch (SocketException e)
{
NetworkClient client = (NetworkClient)ar.AsyncState;
if (LogFilter.logError) { Debug.LogError("DNS resolution failed: " + e.GetErrorCode()); }
if (LogFilter.logDebug) { Debug.Log("Exception:" + e); }
client.m_AsyncConnect = ConnectState.Failed;
}
}
internal void ContinueConnect()
{
byte error;
// regular non-relay connect
if (m_UseSimulator)
{
int simLatency = m_SimulatedLatency / 3;
if (simLatency < 1)
{
simLatency = 1;
}
if (LogFilter.logDebug) { Debug.Log("Connect Using Simulator " + (m_SimulatedLatency / 3) + "/" + m_SimulatedLatency); }
var simConfig = new ConnectionSimulatorConfig(
simLatency,
m_SimulatedLatency,
simLatency,
m_SimulatedLatency,
m_PacketLoss);
m_ClientConnectionId = NetworkTransport.ConnectWithSimulator(m_ClientId, m_ServerIp, m_ServerPort, 0, out error, simConfig);
}
else
{
m_ClientConnectionId = NetworkTransport.Connect(m_ClientId, m_ServerIp, m_ServerPort, 0, out error);
}
m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
m_Connection.SetHandlers(m_MessageHandlers);
m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology);
}
void ConnectWithRelay(MatchInfo info)
{
m_AsyncConnect = ConnectState.Connecting;
Update();
byte error;
m_ClientConnectionId = NetworkTransport.ConnectToNetworkPeer(
m_ClientId,
info.address,
info.port,
0,
0,
info.networkId,
Utility.GetSourceID(),
info.nodeId,
out error);
m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass);
m_Connection.SetHandlers(m_MessageHandlers);
m_Connection.Initialize(info.address, m_ClientId, m_ClientConnectionId, m_HostTopology);
if (error != 0) { Debug.LogError("ConnectToNetworkPeer Error: " + error); }
}
public virtual void Disconnect()
{
m_AsyncConnect = ConnectState.Disconnected;
ClientScene.HandleClientDisconnect(m_Connection);
if (m_Connection != null)
{
m_Connection.Disconnect();
m_Connection.Dispose();
m_Connection = null;
if (m_ClientId != -1)
{
NetworkTransport.RemoveHost(m_ClientId);
m_ClientId = -1;
}
}
}
public bool Send(short msgType, MessageBase msg)
{
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError) { Debug.LogError("NetworkClient Send when not connected to a server"); }
return false;
}
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
MsgType.UserMessage, msgType.ToString() + ":" + msg.GetType().Name, 1);
#endif
return m_Connection.Send(msgType, msg);
}
if (LogFilter.logError) { Debug.LogError("NetworkClient Send with no connection"); }
return false;
}
public bool SendWriter(NetworkWriter writer, int channelId)
{
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError) { Debug.LogError("NetworkClient SendWriter when not connected to a server"); }
return false;
}
return m_Connection.SendWriter(writer, channelId);
}
if (LogFilter.logError) { Debug.LogError("NetworkClient SendWriter with no connection"); }
return false;
}
public bool SendBytes(byte[] data, int numBytes, int channelId)
{
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError) { Debug.LogError("NetworkClient SendBytes when not connected to a server"); }
return false;
}
return m_Connection.SendBytes(data, numBytes, channelId);
}
if (LogFilter.logError) { Debug.LogError("NetworkClient SendBytes with no connection"); }
return false;
}
public bool SendUnreliable(short msgType, MessageBase msg)
{
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError) { Debug.LogError("NetworkClient SendUnreliable when not connected to a server"); }
return false;
}
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
MsgType.UserMessage, msgType.ToString() + ":" + msg.GetType().Name, 1);
#endif
return m_Connection.SendUnreliable(msgType, msg);
}
if (LogFilter.logError) { Debug.LogError("NetworkClient SendUnreliable with no connection"); }
return false;
}
public bool SendByChannel(short msgType, MessageBase msg, int channelId)
{
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Outgoing,
MsgType.UserMessage, msgType.ToString() + ":" + msg.GetType().Name, 1);
#endif
if (m_Connection != null)
{
if (m_AsyncConnect != ConnectState.Connected)
{
if (LogFilter.logError) { Debug.LogError("NetworkClient SendByChannel when not connected to a server"); }
return false;
}
return m_Connection.SendByChannel(msgType, msg, channelId);
}
if (LogFilter.logError) { Debug.LogError("NetworkClient SendByChannel with no connection"); }
return false;
}
public void SetMaxDelay(float seconds)
{
if (m_Connection == null)
{
if (LogFilter.logWarn) { Debug.LogWarning("SetMaxDelay failed, not connected."); }
return;
}
m_Connection.SetMaxDelay(seconds);
}
public void Shutdown()
{
if (LogFilter.logDebug) Debug.Log("Shutting down client " + m_ClientId);
if (m_ClientId != -1)
{
NetworkTransport.RemoveHost(m_ClientId);
m_ClientId = -1;
}
RemoveClient(this);
if (s_Clients.Count == 0)
{
SetActive(false);
}
}
internal virtual void Update()
{
if (m_ClientId == -1)
{
return;
}
switch (m_AsyncConnect)
{
case ConnectState.None:
case ConnectState.Resolving:
case ConnectState.Disconnected:
return;
case ConnectState.Failed:
GenerateConnectError((int)NetworkError.DNSFailure);
m_AsyncConnect = ConnectState.Disconnected;
return;
case ConnectState.Resolved:
m_AsyncConnect = ConnectState.Connecting;
ContinueConnect();
return;
case ConnectState.Connecting:
case ConnectState.Connected:
{
break;
}
}
if (m_Connection != null)
{
if ((int)Time.time != m_StatResetTime)
{
m_Connection.ResetStats();
m_StatResetTime = (int)Time.time;
}
}
int numEvents = 0;
NetworkEventType networkEvent;
do
{
int connectionId;
int channelId;
int receivedSize;
byte error;
networkEvent = NetworkTransport.ReceiveFromHost(m_ClientId, out connectionId, out channelId, m_MsgBuffer, (ushort)m_MsgBuffer.Length, out receivedSize, out error);
if (m_Connection != null) m_Connection.lastError = (NetworkError)error;
if (networkEvent != NetworkEventType.Nothing)
{
if (LogFilter.logDev) { Debug.Log("Client event: host=" + m_ClientId + " event=" + networkEvent + " error=" + error); }
}
switch (networkEvent)
{
case NetworkEventType.ConnectEvent:
if (LogFilter.logDebug) { Debug.Log("Client connected"); }
if (error != 0)
{
GenerateConnectError(error);
return;
}
m_AsyncConnect = ConnectState.Connected;
m_Connection.InvokeHandlerNoData(MsgType.Connect);
break;
case NetworkEventType.DataEvent:
if (error != 0)
{
GenerateDataError(error);
return;
}
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.IncrementStat(
UnityEditor.NetworkDetailStats.NetworkDirection.Incoming,
MsgType.LLAPIMsg, "msg", 1);
#endif
m_MsgReader.SeekZero();
m_Connection.TransportReceive(m_MsgBuffer, receivedSize, channelId);
break;
case NetworkEventType.DisconnectEvent:
if (LogFilter.logDebug) { Debug.Log("Client disconnected"); }
m_AsyncConnect = ConnectState.Disconnected;
if (error != 0)
{
if ((NetworkError)error != NetworkError.Timeout)
{
GenerateDisconnectError(error);
}
}
ClientScene.HandleClientDisconnect(m_Connection);
if (m_Connection != null)
{
m_Connection.InvokeHandlerNoData(MsgType.Disconnect);
}
break;
case NetworkEventType.Nothing:
break;
default:
if (LogFilter.logError) { Debug.LogError("Unknown network message type received: " + networkEvent); }
break;
}
if (++numEvents >= k_MaxEventsPerFrame)
{
if (LogFilter.logDebug) { Debug.Log("MaxEventsPerFrame hit (" + k_MaxEventsPerFrame + ")"); }
break;
}
if (m_ClientId == -1)
{
break;
}
}
while (networkEvent != NetworkEventType.Nothing);
if (m_Connection != null && m_AsyncConnect == ConnectState.Connected)
m_Connection.FlushChannels();
}
void GenerateConnectError(byte error)
{
if (LogFilter.logError) { Debug.LogError("UNet Client Error Connect Error: " + error); }
GenerateError(error);
}
void GenerateDataError(byte error)
{
NetworkError dataError = (NetworkError)error;
if (LogFilter.logError) { Debug.LogError("UNet Client Data Error: " + dataError); }
GenerateError(error);
}
void GenerateDisconnectError(byte error)
{
NetworkError disconnectError = (NetworkError)error;
if (LogFilter.logError) { Debug.LogError("UNet Client Disconnect Error: " + disconnectError); }
GenerateError(error);
}
void GenerateError(byte error)
{
NetworkMessageDelegate msgDelegate = m_MessageHandlers.GetHandler(MsgType.Error);
if (msgDelegate == null)
{
msgDelegate = m_MessageHandlers.GetHandler(MsgType.Error);
}
if (msgDelegate != null)
{
ErrorMessage msg = new ErrorMessage();
msg.errorCode = error;
// write the message to a local buffer
byte[] errorBuffer = new byte[200];
NetworkWriter writer = new NetworkWriter(errorBuffer);
msg.Serialize(writer);
// pass a reader (attached to local buffer) to handler
NetworkReader reader = new NetworkReader(errorBuffer);
NetworkMessage netMsg = new NetworkMessage();
netMsg.msgType = MsgType.Error;
netMsg.reader = reader;
netMsg.conn = m_Connection;
netMsg.channelId = 0;
msgDelegate(netMsg);
}
}
public void GetStatsOut(out int numMsgs, out int numBufferedMsgs, out int numBytes, out int lastBufferedPerSecond)
{
numMsgs = 0;
numBufferedMsgs = 0;
numBytes = 0;
lastBufferedPerSecond = 0;
if (m_Connection != null)
{
m_Connection.GetStatsOut(out numMsgs, out numBufferedMsgs, out numBytes, out lastBufferedPerSecond);
}
}
public void GetStatsIn(out int numMsgs, out int numBytes)
{
numMsgs = 0;
numBytes = 0;
if (m_Connection != null)
{
m_Connection.GetStatsIn(out numMsgs, out numBytes);
}
}
public Dictionary<short, NetworkConnection.PacketStat> GetConnectionStats()
{
if (m_Connection == null)
return null;
return m_Connection.packetStats;
}
public void ResetConnectionStats()
{
if (m_Connection == null)
return;
m_Connection.ResetStats();
}
public int GetRTT()
{
if (m_ClientId == -1)
return 0;
byte err;
return NetworkTransport.GetCurrentRTT(m_ClientId, m_ClientConnectionId, out err);
}
internal void RegisterSystemHandlers(bool localClient)
{
ClientScene.RegisterSystemHandlers(this, localClient);
RegisterHandlerSafe(MsgType.CRC, OnCRC);
RegisterHandlerSafe(MsgType.Fragment, NetworkConnection.OnFragment);
}
void OnCRC(NetworkMessage netMsg)
{
netMsg.ReadMessage(s_CRCMessage);
NetworkCRC.Validate(s_CRCMessage.scripts, numChannels);
}
public void RegisterHandler(short msgType, NetworkMessageDelegate handler)
{
m_MessageHandlers.RegisterHandler(msgType, handler);
}
public void RegisterHandlerSafe(short msgType, NetworkMessageDelegate handler)
{
m_MessageHandlers.RegisterHandlerSafe(msgType, handler);
}
public void UnregisterHandler(short msgType)
{
m_MessageHandlers.UnregisterHandler(msgType);
}
static public Dictionary<short, NetworkConnection.PacketStat> GetTotalConnectionStats()
{
Dictionary<short, NetworkConnection.PacketStat> stats = new Dictionary<short, NetworkConnection.PacketStat>();
for (int i = 0; i < s_Clients.Count; i++)
{
var client = s_Clients[i];
var clientStats = client.GetConnectionStats();
foreach (short k in clientStats.Keys)
{
if (stats.ContainsKey(k))
{
NetworkConnection.PacketStat s = stats[k];
s.count += clientStats[k].count;
s.bytes += clientStats[k].bytes;
stats[k] = s;
}
else
{
stats[k] = new NetworkConnection.PacketStat(clientStats[k]);
}
}
}
return stats;
}
internal static void AddClient(NetworkClient client)
{
s_Clients.Add(client);
}
internal static bool RemoveClient(NetworkClient client)
{
return s_Clients.Remove(client);
}
static internal void UpdateClients()
{
for (int i = 0; i < s_Clients.Count; ++i)
{
if (s_Clients[i] != null)
s_Clients[i].Update();
else
s_Clients.RemoveAt(i);
}
}
static public void ShutdownAll()
{
while (s_Clients.Count != 0)
{
s_Clients[0].Shutdown();
}
s_Clients = new List<NetworkClient>();
s_IsActive = false;
ClientScene.Shutdown();
#if UNITY_EDITOR
UnityEditor.NetworkDetailStats.ResetAll();
#endif
}
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;
}
};
}
#endif //ENABLE_UNET