using Unity.Collections;
namespace Unity.Netcode
{
///
/// Only used when connecting to the distributed authority service
///
internal struct ClientConfig : INetworkSerializable
{
///
/// We start at version 1, where anything less than version 1 on the service side
/// is not bypass feature compatible.
///
private const int k_BypassFeatureCompatible = 1;
public int Version => k_BypassFeatureCompatible;
public uint TickRate;
public bool EnableSceneManagement;
// Only gets deserialized but should never be used unless testing
public int RemoteClientVersion;
public void NetworkSerialize(BufferSerializer serializer) where T : IReaderWriter
{
if (serializer.IsWriter)
{
var writer = serializer.GetFastBufferWriter();
BytePacker.WriteValueBitPacked(writer, Version);
BytePacker.WriteValueBitPacked(writer, TickRate);
writer.WriteValueSafe(EnableSceneManagement);
}
else
{
var reader = serializer.GetFastBufferReader();
ByteUnpacker.ReadValueBitPacked(reader, out RemoteClientVersion);
ByteUnpacker.ReadValueBitPacked(reader, out TickRate);
reader.ReadValueSafe(out EnableSceneManagement);
}
}
}
internal struct ConnectionRequestMessage : INetworkMessage
{
// This version update is unidirectional (client to service) and version
// handling occurs on the service side. This serialized data is never sent
// to a host or server.
private const int k_SendClientConfigToService = 1;
public int Version => k_SendClientConfigToService;
public ulong ConfigHash;
public bool CMBServiceConnection;
public ClientConfig ClientConfig;
public byte[] ConnectionData;
public bool ShouldSendConnectionData;
public NativeArray MessageVersions;
public void Serialize(FastBufferWriter writer, int targetVersion)
{
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
foreach (var messageVersion in MessageVersions)
{
messageVersion.Serialize(writer);
}
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
if (CMBServiceConnection)
{
writer.WriteNetworkSerializable(ClientConfig);
}
if (ShouldSendConnectionData)
{
writer.WriteValueSafe(ConfigHash);
writer.WriteValueSafe(ConnectionData);
}
else
{
writer.WriteValueSafe(ConfigHash);
}
}
public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
{
var networkManager = (NetworkManager)context.SystemOwner;
if (!networkManager.IsServer)
{
return false;
}
// ============================================================
// BEGIN FORBIDDEN SEGMENT
// DO NOT CHANGE THIS HEADER. Everything added to this message
// must go AFTER the message version header.
// ============================================================
ByteUnpacker.ReadValueBitPacked(reader, out int length);
for (var i = 0; i < length; ++i)
{
var messageVersion = new MessageVersionData();
messageVersion.Deserialize(reader);
networkManager.ConnectionManager.MessageManager.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
// Update the received version since this message will always be passed version 0, due to the map not
// being initialized until just now.
var messageType = networkManager.ConnectionManager.MessageManager.GetMessageForHash(messageVersion.Hash);
if (messageType == typeof(ConnectionRequestMessage))
{
receivedMessageVersion = messageVersion.Version;
}
}
// ============================================================
// END FORBIDDEN SEGMENT
// ============================================================
if (networkManager.NetworkConfig.ConnectionApproval)
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize()))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message given config - possible {nameof(NetworkConfig)} mismatch.");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValue(out ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValueSafe(out ConnectionData);
}
else
{
if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash)))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Incomplete connection request message.");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
reader.ReadValue(out ConfigHash);
if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
}
networkManager.DisconnectClient(context.SenderId);
return false;
}
}
return true;
}
public void Handle(ref NetworkContext context)
{
var networkManager = (NetworkManager)context.SystemOwner;
var senderId = context.SenderId;
if (networkManager.ConnectionManager.PendingClients.TryGetValue(senderId, out PendingClient client))
{
// Set to pending approval to prevent future connection requests from being approved
client.ConnectionState = PendingClient.State.PendingApproval;
}
if (networkManager.NetworkConfig.ConnectionApproval)
{
var messageRequest = this;
networkManager.ConnectionManager.ApproveConnection(ref messageRequest, ref context);
}
else
{
var response = new NetworkManager.ConnectionApprovalResponse
{
Approved = true,
CreatePlayerObject = networkManager.DistributedAuthorityMode && networkManager.AutoSpawnPlayerPrefabClientSide ? false : networkManager.NetworkConfig.PlayerPrefab != null
};
networkManager.ConnectionManager.HandleConnectionApproval(senderId, response);
}
}
}
}