using System; using System.Collections; using System.Collections.Generic; using System.Runtime.CompilerServices; using Unity.Collections; using Unity.Collections.LowLevel.Unsafe; using Unity.Profiling; using UnityEngine; using Object = UnityEngine.Object; namespace Unity.Netcode { public enum ConnectionEvent { ClientConnected, PeerConnected, ClientDisconnected, PeerDisconnected } public struct ConnectionEventData { public ConnectionEvent EventType; /// /// The client ID for the client that just connected /// For the and /// events on the client side, this will be LocalClientId. /// On the server side, this will be the ID of the client that just connected. /// /// For the and /// events on the client side, this will be the client ID assigned by the server to the remote peer. /// public ulong ClientId; /// /// This is only populated in on the client side, and /// contains the list of other peers who were present before you connected. In all other situations, /// this array will be uninitialized. /// public NativeArray PeerClientIds; } /// /// The NGO connection manager handles: /// - Client Connections /// - Client Approval /// - Processing s. /// - Client Disconnection /// public sealed class NetworkConnectionManager { #if DEVELOPMENT_BUILD || UNITY_EDITOR private static ProfilerMarker s_TransportPollMarker = new ProfilerMarker($"{nameof(NetworkManager)}.TransportPoll"); private static ProfilerMarker s_TransportConnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportConnect"); private static ProfilerMarker s_HandleIncomingData = new ProfilerMarker($"{nameof(NetworkManager)}.{nameof(NetworkMessageManager.HandleIncomingData)}"); private static ProfilerMarker s_TransportDisconnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportDisconnect"); #endif /// /// When disconnected from the server, the server may send a reason. If a reason was sent, this property will /// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called /// public string DisconnectReason { get; internal set; } /// /// The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects. /// public event Action OnClientConnectedCallback = null; /// /// The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects. /// public event Action OnClientDisconnectCallback = null; /// /// The callback to invoke once a peer connects. This callback is only ran on the server and on the local client that connects. /// public event Action OnConnectionEvent = null; internal void InvokeOnClientConnectedCallback(ulong clientId) { try { OnClientConnectedCallback?.Invoke(clientId); } catch (Exception exception) { Debug.LogException(exception); } if (!NetworkManager.IsServer) { var peerClientIds = new NativeArray(Math.Max(NetworkManager.ConnectedClientsIds.Count - 1, 0), Allocator.Temp); // `using var peerClientIds` or `using(peerClientIds)` renders it immutable... using var sentinel = peerClientIds; var idx = 0; foreach (var peerId in NetworkManager.ConnectedClientsIds) { if (peerId == NetworkManager.LocalClientId) { continue; } peerClientIds[idx] = peerId; ++idx; } try { OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = NetworkManager.LocalClientId, EventType = ConnectionEvent.ClientConnected, PeerClientIds = peerClientIds }); } catch (Exception exception) { Debug.LogException(exception); } } else { try { OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientConnected }); } catch (Exception exception) { Debug.LogException(exception); } } } internal void InvokeOnClientDisconnectCallback(ulong clientId) { try { OnClientDisconnectCallback?.Invoke(clientId); } catch (Exception exception) { Debug.LogException(exception); } try { OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientDisconnected }); } catch (Exception exception) { Debug.LogException(exception); } } internal void InvokeOnPeerConnectedCallback(ulong clientId) { try { OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerConnected }); } catch (Exception exception) { Debug.LogException(exception); } } internal void InvokeOnPeerDisconnectedCallback(ulong clientId) { try { OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerDisconnected }); } catch (Exception exception) { Debug.LogException(exception); } } /// /// The callback to invoke if the fails. /// /// /// A failure of the transport is always followed by the shutting down. Recovering /// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or /// recreating a new service allocation depending on the transport) and restarting the client/server/host. /// public event Action OnTransportFailure; /// /// Is true when a server or host is listening for connections. /// Is true when a client is connecting or connected to a network session. /// Is false when not listening, connecting, or connected. /// public bool IsListening { get; internal set; } internal NetworkManager NetworkManager; internal NetworkMessageManager MessageManager; internal NetworkClient LocalClient = new NetworkClient(); internal Dictionary ClientsToApprove = new Dictionary(); internal Dictionary ConnectedClients = new Dictionary(); internal Dictionary ClientIdToTransportIdMap = new Dictionary(); internal Dictionary TransportIdToClientIdMap = new Dictionary(); internal List ConnectedClientsList = new List(); internal List ConnectedClientIds = new List(); internal Action ConnectionApprovalCallback; /// /// Use and to add or remove /// Use to internally access the pending client dictionary /// private Dictionary m_PendingClients = new Dictionary(); internal IReadOnlyDictionary PendingClients => m_PendingClients; internal Coroutine LocalClientApprovalCoroutine; /// /// Client-Side: /// Starts the client-side approval timeout coroutine /// /// internal void StartClientApprovalCoroutine(ulong clientId) { LocalClientApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId)); } /// /// Client-Side: /// Stops the client-side approval timeout when it is approved. /// /// internal void StopClientApprovalCoroutine() { if (LocalClientApprovalCoroutine != null) { NetworkManager.StopCoroutine(LocalClientApprovalCoroutine); LocalClientApprovalCoroutine = null; } } /// /// Server-Side: /// Handles the issue with populating NetworkManager.PendingClients /// internal void AddPendingClient(ulong clientId) { m_PendingClients.Add(clientId, new PendingClient() { ClientId = clientId, ConnectionState = PendingClient.State.PendingConnection, ApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId)) }); NetworkManager.PendingClients.Add(clientId, PendingClients[clientId]); } /// /// Server-Side: /// Handles the issue with depopulating NetworkManager.PendingClients /// internal void RemovePendingClient(ulong clientId) { if (m_PendingClients.ContainsKey(clientId) && m_PendingClients[clientId].ApprovalCoroutine != null) { NetworkManager.StopCoroutine(m_PendingClients[clientId].ApprovalCoroutine); } m_PendingClients.Remove(clientId); NetworkManager.PendingClients.Remove(clientId); } /// /// Used to generate client identifiers /// private ulong m_NextClientId = 1; [MethodImpl(MethodImplOptions.AggressiveInlining)] internal ulong TransportIdToClientId(ulong transportId) { if (transportId == GetServerTransportId()) { return NetworkManager.ServerClientId; } if (TransportIdToClientIdMap.TryGetValue(transportId, out var clientId)) { return clientId; } if (NetworkLog.CurrentLogLevel == LogLevel.Developer) { NetworkLog.LogWarning($"Trying to get the NGO client ID map for the transport ID ({transportId}) but did not find the map entry! Returning default transport ID value."); } return default; } [MethodImpl(MethodImplOptions.AggressiveInlining)] internal ulong ClientIdToTransportId(ulong clientId) { if (clientId == NetworkManager.ServerClientId) { return GetServerTransportId(); } if (ClientIdToTransportIdMap.TryGetValue(clientId, out var transportClientId)) { return transportClientId; } if (NetworkLog.CurrentLogLevel == LogLevel.Developer) { NetworkLog.LogWarning($"Trying to get the transport client ID map for the NGO client ID ({clientId}) but did not find the map entry! Returning default transport ID value."); } return default; } /// /// Gets the networkId of the server /// internal ulong ServerTransportId => GetServerTransportId(); [MethodImpl(MethodImplOptions.AggressiveInlining)] private ulong GetServerTransportId() { if (NetworkManager != null) { var transport = NetworkManager.NetworkConfig.NetworkTransport; if (transport != null) { return transport.ServerClientId; } throw new NullReferenceException($"The transport in the active {nameof(NetworkConfig)} is null"); } throw new Exception($"There is no {nameof(NetworkManager)} assigned to this instance!"); } /// /// Handles cleaning up the transport id/client id tables after receiving a disconnect event from transport /// [MethodImpl(MethodImplOptions.AggressiveInlining)] internal ulong TransportIdCleanUp(ulong transportId) { // This check is for clients that attempted to connect but failed. // When this happens, the client will not have an entry within the m_TransportIdToClientIdMap or m_ClientIdToTransportIdMap lookup tables so we exit early and just return 0 to be used for the disconnect event. if (!LocalClient.IsServer && !TransportIdToClientIdMap.ContainsKey(transportId)) { return NetworkManager.LocalClientId; } var clientId = TransportIdToClientId(transportId); TransportIdToClientIdMap.Remove(transportId); ClientIdToTransportIdMap.Remove(clientId); return clientId; } internal void PollAndHandleNetworkEvents() { #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportPollMarker.Begin(); #endif NetworkEvent networkEvent; do { networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment payload, out float receiveTime); HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime); // Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum) } while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing); #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportPollMarker.End(); #endif } /// /// Event driven NetworkTransports (like UnityTransport) NetworkEvent handling /// /// /// Polling NetworkTransports invoke this directly /// internal void HandleNetworkEvent(NetworkEvent networkEvent, ulong transportClientId, ArraySegment payload, float receiveTime) { switch (networkEvent) { case NetworkEvent.Connect: ConnectEventHandler(transportClientId); break; case NetworkEvent.Data: DataEventHandler(transportClientId, ref payload, receiveTime); break; case NetworkEvent.Disconnect: DisconnectEventHandler(transportClientId); break; case NetworkEvent.TransportFailure: TransportFailureEventHandler(); break; } } /// /// Handles a event. /// internal void ConnectEventHandler(ulong transportClientId) { #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportConnect.Begin(); #endif // Assumptions: // - When server receives a connection, it *must be* a client // - When client receives one, it *must be* the server // Client's can't connect to or talk to other clients. // Server is a sentinel so only one exists, if we are server, we can't be connecting to it. var clientId = transportClientId; if (LocalClient.IsServer) { clientId = m_NextClientId++; } else { clientId = NetworkManager.ServerClientId; } ClientIdToTransportIdMap[clientId] = transportClientId; TransportIdToClientIdMap[transportClientId] = clientId; MessageManager.ClientConnected(clientId); if (LocalClient.IsServer) { if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) { NetworkLog.LogInfo("Client Connected"); } AddPendingClient(clientId); } else { if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) { NetworkLog.LogInfo("Connected"); } SendConnectionRequest(); StartClientApprovalCoroutine(clientId); } #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportConnect.End(); #endif } /// /// Handles a event. /// internal void DataEventHandler(ulong transportClientId, ref ArraySegment payload, float receiveTime) { #if DEVELOPMENT_BUILD || UNITY_EDITOR s_HandleIncomingData.Begin(); #endif var clientId = TransportIdToClientId(transportClientId); MessageManager.HandleIncomingData(clientId, payload, receiveTime); #if DEVELOPMENT_BUILD || UNITY_EDITOR s_HandleIncomingData.End(); #endif } /// /// Handles a event. /// internal void DisconnectEventHandler(ulong transportClientId) { #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportDisconnect.Begin(); #endif var clientId = TransportIdCleanUp(transportClientId); if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) { NetworkLog.LogInfo($"Disconnect Event From {clientId}"); } // If we are a client and we have gotten the ServerClientId back, then use our assigned local id as the client that was // disconnected (either the user disconnected or the server disconnected, but the client that disconnected is the LocalClientId) if (!NetworkManager.IsServer && clientId == NetworkManager.ServerClientId) { clientId = NetworkManager.LocalClientId; } // Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client. MessageManager.ProcessIncomingMessageQueue(); InvokeOnClientDisconnectCallback(clientId); if (LocalClient.IsHost) { InvokeOnPeerDisconnectedCallback(clientId); } if (LocalClient.IsServer) { OnClientDisconnectFromServer(clientId); } else // As long as we are not in the middle of a shutdown if (!NetworkManager.ShutdownInProgress) { // We must pass true here and not process any sends messages as we are no longer connected. // Otherwise, attempting to process messages here can cause an exception within UnityTransport // as the client ID is no longer valid. NetworkManager.Shutdown(true); } #if DEVELOPMENT_BUILD || UNITY_EDITOR s_TransportDisconnect.End(); #endif } /// /// Handles a event. /// internal void TransportFailureEventHandler(bool duringStart = false) { var clientSeverOrHost = LocalClient.IsServer ? LocalClient.IsHost ? "Host" : "Server" : "Client"; var whenFailed = duringStart ? "start failure" : "failure"; NetworkLog.LogError($"{clientSeverOrHost} is shutting down due to network transport {whenFailed} of {NetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!"); OnTransportFailure?.Invoke(); // If we had a transport failure when trying to start, reset the local client roles and directly invoke the internal shutdown. if (duringStart) { LocalClient.SetRole(false, false); NetworkManager.ShutdownInternal(); } else { // Otherwise, stop processing messages and shutdown the normal way NetworkManager.Shutdown(true); } } /// /// Client-Side: /// Upon transport connecting, the client will send a connection request /// private void SendConnectionRequest() { var message = new ConnectionRequestMessage { // Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value ConfigHash = NetworkManager.NetworkConfig.GetConfig(false), ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval, ConnectionData = NetworkManager.NetworkConfig.ConnectionData, MessageVersions = new NativeArray(MessageManager.MessageHandlers.Length, Allocator.Temp) }; for (int index = 0; index < MessageManager.MessageHandlers.Length; index++) { if (MessageManager.MessageTypes[index] != null) { var type = MessageManager.MessageTypes[index]; message.MessageVersions[index] = new MessageVersionData { Hash = XXHash.Hash32(type.FullName), Version = MessageManager.GetLocalVersion(type) }; } } SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ServerClientId); message.MessageVersions.Dispose(); } /// /// Approval time out coroutine /// private IEnumerator ApprovalTimeout(ulong clientId) { var timeStarted = LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup; var timedOut = false; var connectionApproved = false; var connectionNotApproved = false; var timeoutMarker = timeStarted + NetworkManager.NetworkConfig.ClientConnectionBufferTimeout; while (NetworkManager.IsListening && !NetworkManager.ShutdownInProgress && !timedOut && !connectionApproved) { yield return null; // Check if we timed out timedOut = timeoutMarker < (LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup); if (LocalClient.IsServer) { // When the client is no longer in the pending clients list and is in the connected clients list it has been approved connectionApproved = !PendingClients.ContainsKey(clientId) && ConnectedClients.ContainsKey(clientId); // For the server side, if the client is in neither list then it was declined or the client disconnected connectionNotApproved = !PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId); } else { connectionApproved = NetworkManager.LocalClient.IsApproved; } } // Exit coroutine if we are no longer listening or a shutdown is in progress (client or server) if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress) { yield break; } // If the client timed out or was not approved if (timedOut || connectionNotApproved) { // Timeout if (NetworkLog.CurrentLogLevel <= LogLevel.Developer) { if (timedOut) { if (LocalClient.IsServer) { // Log a warning that the transport detected a connection but then did not receive a follow up connection request message. // (hacking or something happened to the server's network connection) NetworkLog.LogWarning($"Server detected a transport connection from Client-{clientId}, but timed out waiting for the connection request message."); } else { // We only provide informational logging for the client side NetworkLog.LogInfo("Timed out waiting for the server to approve the connection request."); } } else if (connectionNotApproved) { NetworkLog.LogInfo($"Client-{clientId} was either denied approval or disconnected while being approved."); } } if (LocalClient.IsServer) { DisconnectClient(clientId); } else { NetworkManager.Shutdown(true); } } } /// /// Server-Side: /// Handles approval while processing a client connection request /// internal void ApproveConnection(ref ConnectionRequestMessage connectionRequestMessage, ref NetworkContext context) { // Note: Delegate creation allocates. // Note: ToArray() also allocates. :( var response = new NetworkManager.ConnectionApprovalResponse(); ClientsToApprove[context.SenderId] = response; ConnectionApprovalCallback( new NetworkManager.ConnectionApprovalRequest { Payload = connectionRequestMessage.ConnectionData, ClientNetworkId = context.SenderId }, response); } /// /// Server-Side: /// Processes pending approvals and removes any stale pending clients /// internal void ProcessPendingApprovals() { List senders = null; foreach (var responsePair in ClientsToApprove) { var response = responsePair.Value; var senderId = responsePair.Key; if (!response.Pending) { try { HandleConnectionApproval(senderId, response); senders ??= new List(); senders.Add(senderId); } catch (Exception e) { Debug.LogException(e); } } } if (senders != null) { foreach (var sender in senders) { ClientsToApprove.Remove(sender); } } } /// /// Server Side: Handles the approval of a client /// /// /// This will spawn the player prefab as well as start client synchronization if is enabled /// internal void HandleConnectionApproval(ulong ownerClientId, NetworkManager.ConnectionApprovalResponse response) { LocalClient.IsApproved = response.Approved; if (response.Approved) { // The client was approved, stop the server-side approval time out coroutine RemovePendingClient(ownerClientId); var client = AddClient(ownerClientId); if (response.CreatePlayerObject) { var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent(); var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash; // Generate a SceneObject for the player object to spawn // Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated. var sceneObject = new NetworkObject.SceneObject { OwnerClientId = ownerClientId, IsPlayerObject = true, IsSceneObject = false, HasTransform = prefabNetworkObject.SynchronizeTransform, Hash = playerPrefabHash, TargetClientId = ownerClientId, Transform = new NetworkObject.SceneObject.TransformData { Position = response.Position.GetValueOrDefault(), Rotation = response.Rotation.GetValueOrDefault() } }; // Create the player NetworkObject locally var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject); // Spawn the player NetworkObject locally NetworkManager.SpawnManager.SpawnNetworkObjectLocally( networkObject, NetworkManager.SpawnManager.GetNetworkObjectId(), sceneObject: false, playerObject: true, ownerClientId, destroyWithScene: false); client.AssignPlayerObject(ref networkObject); } // Server doesn't send itself the connection approved message if (ownerClientId != NetworkManager.ServerClientId) { var message = new ConnectionApprovedMessage { OwnerClientId = ownerClientId, NetworkTick = NetworkManager.LocalTime.Tick, ConnectedClientIds = new NativeArray(ConnectedClientIds.Count, Allocator.Temp) }; var i = 0; foreach (var clientId in ConnectedClientIds) { message.ConnectedClientIds[i] = clientId; ++i; } if (!NetworkManager.NetworkConfig.EnableSceneManagement) { // Update the observed spawned NetworkObjects for the newly connected player when scene management is disabled NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId); if (NetworkManager.SpawnManager.SpawnedObjectsList.Count != 0) { message.SpawnedObjectsList = NetworkManager.SpawnManager.SpawnedObjectsList; } } message.MessageVersions = new NativeArray(MessageManager.MessageHandlers.Length, Allocator.Temp); for (int index = 0; index < MessageManager.MessageHandlers.Length; index++) { if (MessageManager.MessageTypes[index] != null) { var type = MessageManager.MessageTypes[index]; message.MessageVersions[index] = new MessageVersionData { Hash = XXHash.Hash32(type.FullName), Version = MessageManager.GetLocalVersion(type) }; } } SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId); message.MessageVersions.Dispose(); message.ConnectedClientIds.Dispose(); // If scene management is disabled, then we are done and notify the local host-server the client is connected if (!NetworkManager.NetworkConfig.EnableSceneManagement) { NetworkManager.ConnectedClients[ownerClientId].IsConnected = true; InvokeOnClientConnectedCallback(ownerClientId); if (LocalClient.IsHost) { InvokeOnPeerConnectedCallback(ownerClientId); } } else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization { NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId); } } else // Server just adds itself as an observer to all spawned NetworkObjects { LocalClient = client; NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId); LocalClient.IsConnected = true; } if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null)) { return; } // Separating this into a contained function call for potential further future separation of when this notification is sent. ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent().GlobalObjectIdHash); } else { if (!string.IsNullOrEmpty(response.Reason)) { var disconnectReason = new DisconnectReasonMessage { Reason = response.Reason }; SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId); MessageManager.ProcessSendQueues(); } DisconnectRemoteClient(ownerClientId); } } /// /// Spawns the newly approved player /// /// new player client identifier /// the prefab GlobalObjectIdHash value for this player internal void ApprovedPlayerSpawn(ulong clientId, uint playerPrefabHash) { foreach (var clientPair in ConnectedClients) { if (clientPair.Key == clientId || clientPair.Key == NetworkManager.ServerClientId || // Server already spawned it ConnectedClients[clientId].PlayerObject == null || !ConnectedClients[clientId].PlayerObject.Observers.Contains(clientPair.Key)) { continue; //The new client. } var message = new CreateObjectMessage { ObjectInfo = ConnectedClients[clientId].PlayerObject.GetMessageSceneObject(clientPair.Key) }; message.ObjectInfo.Hash = playerPrefabHash; message.ObjectInfo.IsSceneObject = false; message.ObjectInfo.HasParent = false; message.ObjectInfo.IsPlayerObject = true; message.ObjectInfo.OwnerClientId = clientId; var size = SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, clientPair.Key); NetworkManager.NetworkMetrics.TrackObjectSpawnSent(clientPair.Key, ConnectedClients[clientId].PlayerObject, size); } } /// /// Server-Side: /// Creates a new and handles updating the associated /// connected clients lists. /// internal NetworkClient AddClient(ulong clientId) { var networkClient = LocalClient; networkClient = new NetworkClient(); networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager); networkClient.ClientId = clientId; ConnectedClients.Add(clientId, networkClient); ConnectedClientsList.Add(networkClient); var message = new ClientConnectedMessage { ClientId = clientId }; NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds); ConnectedClientIds.Add(clientId); return networkClient; } /// /// Server-Side: /// Invoked when a client is disconnected from a server-host /// internal void OnClientDisconnectFromServer(ulong clientId) { if (!LocalClient.IsServer) { throw new Exception("[OnClientDisconnectFromServer] Was invoked by non-server instance!"); } // If we are shutting down and this is the server or host disconnecting, then ignore // clean up as everything that needs to be destroyed will be during shutdown. if (NetworkManager.ShutdownInProgress && clientId == NetworkManager.ServerClientId) { return; } if (ConnectedClients.TryGetValue(clientId, out NetworkClient networkClient)) { var playerObject = networkClient.PlayerObject; if (playerObject != null) { if (!playerObject.DontDestroyWithOwner) { if (NetworkManager.PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash)) { NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject); } else if (playerObject.IsSpawned) { // Call despawn to assure NetworkBehaviour.OnNetworkDespawn is invoked on the server-side (when the client side disconnected). // This prevents the issue (when just destroying the GameObject) where any NetworkBehaviour component(s) destroyed before the NetworkObject would not have OnNetworkDespawn invoked. NetworkManager.SpawnManager.DespawnObject(playerObject, true); } } else if (!NetworkManager.ShutdownInProgress) { playerObject.RemoveOwnership(); } } // Get the NetworkObjects owned by the disconnected client var clientOwnedObjects = NetworkManager.SpawnManager.GetClientOwnedObjects(clientId); if (clientOwnedObjects == null) { // This could happen if a client is never assigned a player object and is disconnected // Only log this in verbose/developer mode if (NetworkManager.LogLevel == LogLevel.Developer) { NetworkLog.LogWarning($"ClientID {clientId} disconnected with (0) zero owned objects! Was a player prefab not assigned?"); } } else { // Handle changing ownership and prefab handlers for (int i = clientOwnedObjects.Count - 1; i >= 0; i--) { var ownedObject = clientOwnedObjects[i]; if (ownedObject != null) { if (!ownedObject.DontDestroyWithOwner) { if (NetworkManager.PrefabHandler.ContainsHandler(clientOwnedObjects[i].GlobalObjectIdHash)) { NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]); } else { Object.Destroy(ownedObject.gameObject); } } else if (!NetworkManager.ShutdownInProgress) { ownedObject.RemoveOwnership(); } } } } // TODO: Could(should?) be replaced with more memory per client, by storing the visibility foreach (var sobj in NetworkManager.SpawnManager.SpawnedObjectsList) { sobj.Observers.Remove(clientId); } if (ConnectedClients.ContainsKey(clientId)) { ConnectedClientsList.Remove(ConnectedClients[clientId]); ConnectedClients.Remove(clientId); } ConnectedClientIds.Remove(clientId); var message = new ClientDisconnectedMessage { ClientId = clientId }; MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds); } // If the client ID transport map exists if (ClientIdToTransportIdMap.ContainsKey(clientId)) { var transportId = ClientIdToTransportId(clientId); NetworkManager.NetworkConfig.NetworkTransport.DisconnectRemoteClient(transportId); InvokeOnClientDisconnectCallback(clientId); if (LocalClient.IsHost) { InvokeOnPeerDisconnectedCallback(clientId); } // Clean up the transport to client (and vice versa) mappings TransportIdCleanUp(transportId); } // Assure the client id is no longer in the pending clients list // and stop the server-side client approval timeout since the client // is no longer connected. RemovePendingClient(clientId); // Handle cleaning up the server-side client send queue MessageManager.ClientDisconnected(clientId); } /// /// Server-Side: /// Invoked when disconnecting a remote client /// internal void DisconnectRemoteClient(ulong clientId) { MessageManager.ProcessSendQueues(); OnClientDisconnectFromServer(clientId); } /// /// Server-Side: /// Invoked when disconnecting a remote client with the option to provide /// a reason. /// internal void DisconnectClient(ulong clientId, string reason = null) { if (!LocalClient.IsServer) { throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead."); } if (clientId == NetworkManager.ServerClientId) { Debug.LogWarning($"Disconnecting the local server-host client is not allowed. Use NetworkManager.Shutdown instead."); return; } if (!string.IsNullOrEmpty(reason)) { var disconnectReason = new DisconnectReasonMessage { Reason = reason }; SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId); } DisconnectRemoteClient(clientId); } /// /// Should be invoked when starting a server-host or client /// /// internal void Initialize(NetworkManager networkManager) { // Prepare for a new session LocalClient.IsApproved = false; m_PendingClients.Clear(); ConnectedClients.Clear(); ConnectedClientsList.Clear(); ConnectedClientIds.Clear(); ClientIdToTransportIdMap.Clear(); TransportIdToClientIdMap.Clear(); ClientsToApprove.Clear(); NetworkObject.OrphanChildren.Clear(); DisconnectReason = string.Empty; NetworkManager = networkManager; MessageManager = networkManager.MessageManager; NetworkManager.NetworkConfig.NetworkTransport.NetworkMetrics = NetworkManager.MetricsManager.NetworkMetrics; NetworkManager.NetworkConfig.NetworkTransport.OnTransportEvent += HandleNetworkEvent; NetworkManager.NetworkConfig.NetworkTransport.Initialize(networkManager); } /// /// Should be called when shutting down the NetworkManager /// internal void Shutdown() { if (LocalClient.IsServer) { // Build a list of all client ids to be disconnected var disconnectedIds = new HashSet(); //Don't know if I have to disconnect the clients. I'm assuming the NetworkTransport does all the cleaning on shutdown. But this way the clients get a disconnect message from server (so long it does't get lost) var serverTransportId = NetworkManager.NetworkConfig.NetworkTransport.ServerClientId; foreach (KeyValuePair pair in ConnectedClients) { if (!disconnectedIds.Contains(pair.Key)) { if (pair.Key == serverTransportId) { continue; } disconnectedIds.Add(pair.Key); } } foreach (KeyValuePair pair in PendingClients) { if (!disconnectedIds.Contains(pair.Key)) { if (pair.Key == serverTransportId) { continue; } disconnectedIds.Add(pair.Key); } } foreach (var clientId in disconnectedIds) { DisconnectRemoteClient(clientId); } // make sure all messages are flushed before transport disconnects clients MessageManager?.ProcessSendQueues(); } else if (NetworkManager != null && NetworkManager.IsListening && LocalClient.IsClient) { // make sure all messages are flushed before disconnecting MessageManager?.ProcessSendQueues(); // Client only, send disconnect and if transport throws and exception, log the exception and continue the shutdown sequence (or forever be shutting down) try { NetworkManager.NetworkConfig.NetworkTransport.DisconnectLocalClient(); } catch (Exception ex) { Debug.LogException(ex); } } LocalClient.IsApproved = false; LocalClient.IsConnected = false; ConnectedClients.Clear(); ConnectedClientIds.Clear(); ConnectedClientsList.Clear(); if (NetworkManager != null && NetworkManager.NetworkConfig?.NetworkTransport != null) { NetworkManager.NetworkConfig.NetworkTransport.OnTransportEvent -= HandleNetworkEvent; } // This is required for handling the potential scenario where multiple NetworkManager instances are created. // See MTT-860 for more information if (IsListening) { //The Transport is set during initialization, thus it is possible for the Transport to be null var transport = NetworkManager.NetworkConfig?.NetworkTransport; if (transport != null) { transport.Shutdown(); if (NetworkManager.LogLevel <= LogLevel.Developer) { NetworkLog.LogInfo($"{nameof(NetworkConnectionManager)}.{nameof(Shutdown)}() -> {nameof(IsListening)} && {nameof(NetworkManager.NetworkConfig.NetworkTransport)} != null -> {nameof(NetworkTransport)}.{nameof(NetworkTransport.Shutdown)}()"); } } } } internal unsafe int SendMessage(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds) where TMessageType : INetworkMessage where TClientIdListType : IReadOnlyList { // Prevent server sending to itself if (LocalClient.IsServer) { ulong* nonServerIds = stackalloc ulong[clientIds.Count]; int newIdx = 0; for (int idx = 0; idx < clientIds.Count; ++idx) { if (clientIds[idx] == NetworkManager.ServerClientId) { continue; } nonServerIds[newIdx++] = clientIds[idx]; } if (newIdx == 0) { return 0; } return MessageManager.SendMessage(ref message, delivery, nonServerIds, newIdx); } // else if (clientIds.Count != 1 || clientIds[0] != NetworkManager.ServerClientId) { throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}"); } return MessageManager.SendMessage(ref message, delivery, clientIds); } internal unsafe int SendMessage(ref T message, NetworkDelivery delivery, ulong* clientIds, int numClientIds) where T : INetworkMessage { // Prevent server sending to itself if (LocalClient.IsServer) { ulong* nonServerIds = stackalloc ulong[numClientIds]; int newIdx = 0; for (int idx = 0; idx < numClientIds; ++idx) { if (clientIds[idx] == NetworkManager.ServerClientId) { continue; } nonServerIds[newIdx++] = clientIds[idx]; } if (newIdx == 0) { return 0; } return MessageManager.SendMessage(ref message, delivery, nonServerIds, newIdx); } // else if (numClientIds != 1 || clientIds[0] != NetworkManager.ServerClientId) { throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}"); } return MessageManager.SendMessage(ref message, delivery, clientIds, numClientIds); } internal unsafe int SendMessage(ref T message, NetworkDelivery delivery, in NativeArray clientIds) where T : INetworkMessage { return SendMessage(ref message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length); } internal int SendMessage(ref T message, NetworkDelivery delivery, ulong clientId) where T : INetworkMessage { // Prevent server sending to itself if (LocalClient.IsServer && clientId == NetworkManager.ServerClientId) { return 0; } if (!LocalClient.IsServer && clientId != NetworkManager.ServerClientId) { throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}"); } return MessageManager.SendMessage(ref message, delivery, clientId); } } }