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com.unity.netcode.gameobjects/Runtime/Messaging/NetworkMessageManager.cs
Unity Technologies 143a6cbd34 com.unity.netcode.gameobjects@2.0.0-exp.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection.  (#2863)
- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion.  (#2863)
  - For a customized `NetworkRigidbodyBase` class:
    - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
    - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
    - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
      - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
      - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
  - Provides additional public methods:
    - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
    - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
    - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
    - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
    - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
    - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
    - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
  - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
  - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
  - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
  - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
  - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions).  (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
2024-04-02 00:00:00 +00:00

929 lines
37 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Text;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
namespace Unity.Netcode
{
internal class HandlerNotRegisteredException : SystemException
{
public HandlerNotRegisteredException()
{
}
public HandlerNotRegisteredException(string issue) : base(issue)
{
}
}
internal class InvalidMessageStructureException : SystemException
{
public InvalidMessageStructureException()
{
}
public InvalidMessageStructureException(string issue) : base(issue)
{
}
}
internal class NetworkMessageManager : IDisposable
{
public bool StopProcessing = false;
private struct ReceiveQueueItem
{
public FastBufferReader Reader;
public NetworkMessageHeader Header;
public ulong SenderId;
public float Timestamp;
public int MessageHeaderSerializedSize;
}
private struct SendQueueItem
{
public NetworkBatchHeader BatchHeader;
public FastBufferWriter Writer;
public readonly NetworkDelivery NetworkDelivery;
public SendQueueItem(NetworkDelivery delivery, int writerSize, Allocator writerAllocator, int maxWriterSize = -1)
{
Writer = new FastBufferWriter(writerSize, writerAllocator, maxWriterSize);
NetworkDelivery = delivery;
BatchHeader = new NetworkBatchHeader { Magic = NetworkBatchHeader.MagicValue };
}
}
internal delegate void MessageHandler(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager);
internal delegate int VersionGetter();
private NativeList<ReceiveQueueItem> m_IncomingMessageQueue = new NativeList<ReceiveQueueItem>(16, Allocator.Persistent);
// These array will grow as we need more message handlers. 4 is just a starting size.
private MessageHandler[] m_MessageHandlers = new MessageHandler[4];
private Type[] m_ReverseTypeMap = new Type[4];
private Dictionary<Type, uint> m_MessageTypes = new Dictionary<Type, uint>();
private Dictionary<ulong, NativeList<SendQueueItem>> m_SendQueues = new Dictionary<ulong, NativeList<SendQueueItem>>();
private HashSet<ulong> m_DisconnectedClients = new HashSet<ulong>();
// This is m_PerClientMessageVersion[clientId][messageType] = version
private Dictionary<ulong, Dictionary<Type, int>> m_PerClientMessageVersions = new Dictionary<ulong, Dictionary<Type, int>>();
private Dictionary<uint, Type> m_MessagesByHash = new Dictionary<uint, Type>();
private Dictionary<Type, int> m_LocalVersions = new Dictionary<Type, int>();
private List<INetworkHooks> m_Hooks = new List<INetworkHooks>();
private uint m_HighMessageType;
private object m_Owner;
private INetworkMessageSender m_Sender;
private bool m_Disposed;
private ulong m_LocalClientId;
internal Type[] MessageTypes => m_ReverseTypeMap;
internal MessageHandler[] MessageHandlers => m_MessageHandlers;
internal uint MessageHandlerCount => m_HighMessageType;
internal uint GetMessageType(Type t)
{
return m_MessageTypes[t];
}
internal object GetOwner()
{
return m_Owner;
}
internal void SetLocalClientId(ulong id)
{
m_LocalClientId = id;
}
public const int DefaultNonFragmentedMessageMaxSize = 1300 & ~7; // Round down to nearest word aligned size (1296)
public int NonFragmentedMessageMaxSize = DefaultNonFragmentedMessageMaxSize;
public int FragmentedMessageMaxSize = int.MaxValue;
public Dictionary<ulong, int> PeerMTUSizes = new Dictionary<ulong, int>();
internal struct MessageWithHandler
{
public Type MessageType;
public MessageHandler Handler;
public VersionGetter GetVersion;
}
internal List<MessageWithHandler> PrioritizeMessageOrder(List<MessageWithHandler> allowedTypes)
{
var prioritizedTypes = new List<MessageWithHandler>();
// First pass puts the priority message in the first indices
// Those are the messages that must be delivered in order to allow re-ordering the others later
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName == typeof(ConnectionRequestMessage).FullName ||
t.MessageType.FullName == typeof(ConnectionApprovedMessage).FullName)
{
prioritizedTypes.Add(t);
}
}
foreach (var t in allowedTypes)
{
if (t.MessageType.FullName != typeof(ConnectionRequestMessage).FullName &&
t.MessageType.FullName != typeof(ConnectionApprovedMessage).FullName)
{
prioritizedTypes.Add(t);
}
}
return prioritizedTypes;
}
public NetworkMessageManager(INetworkMessageSender sender, object owner, INetworkMessageProvider provider = null)
{
try
{
m_Sender = sender;
m_Owner = owner;
if (provider == null)
{
provider = new ILPPMessageProvider();
}
var allowedTypes = provider.GetMessages();
allowedTypes.Sort((a, b) => string.CompareOrdinal(a.MessageType.FullName, b.MessageType.FullName));
allowedTypes = PrioritizeMessageOrder(allowedTypes);
foreach (var type in allowedTypes)
{
RegisterMessageType(type);
}
#if UNITY_EDITOR
if (EnableMessageOrderConsoleLog)
{
// DANGO-TODO: Remove this when we have some form of message type indices stability in place
// For now, just log the messages and their assigned types for reference purposes.
var networkManager = m_Owner as NetworkManager;
if (networkManager != null)
{
if (networkManager.DistributedAuthorityMode)
{
var messageListing = new StringBuilder();
messageListing.AppendLine("NGO Message Index to Type Listing:");
foreach (var message in m_MessageTypes)
{
messageListing.AppendLine($"[{message.Value}][{message.Key.Name}]");
}
Debug.Log(messageListing);
}
}
}
#endif
}
catch (Exception)
{
Dispose();
throw;
}
}
internal static bool EnableMessageOrderConsoleLog = false;
public void Dispose()
{
if (m_Disposed)
{
return;
}
// Can't just iterate SendQueues or SendQueues.Keys because ClientDisconnected removes from the queue.
foreach (var kvp in m_SendQueues)
{
ClientDisconnected(kvp.Key);
}
CleanupDisconnectedClients();
for (var queueIndex = 0; queueIndex < m_IncomingMessageQueue.Length; ++queueIndex)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.ElementAt(queueIndex);
item.Reader.Dispose();
}
m_IncomingMessageQueue.Dispose();
m_Disposed = true;
}
~NetworkMessageManager()
{
Dispose();
}
public void Hook(INetworkHooks hooks)
{
m_Hooks.Add(hooks);
}
public void Unhook(INetworkHooks hooks)
{
m_Hooks.Remove(hooks);
}
private void RegisterMessageType(MessageWithHandler messageWithHandler)
{
// If we are out of space, perform amortized linear growth
if (m_HighMessageType == m_MessageHandlers.Length)
{
Array.Resize(ref m_MessageHandlers, 2 * m_MessageHandlers.Length);
Array.Resize(ref m_ReverseTypeMap, 2 * m_ReverseTypeMap.Length);
}
m_MessageHandlers[m_HighMessageType] = messageWithHandler.Handler;
m_ReverseTypeMap[m_HighMessageType] = messageWithHandler.MessageType;
m_MessagesByHash[XXHash.Hash32(messageWithHandler.MessageType.FullName)] = messageWithHandler.MessageType;
m_MessageTypes[messageWithHandler.MessageType] = m_HighMessageType++;
m_LocalVersions[messageWithHandler.MessageType] = messageWithHandler.GetVersion();
}
public int GetLocalVersion(Type messageType)
{
return m_LocalVersions[messageType];
}
internal static string ByteArrayToString(byte[] ba, int offset, int count)
{
var hex = new StringBuilder(ba.Length * 2);
for (int i = offset; i < offset + count; ++i)
{
hex.AppendFormat("{0:x2} ", ba[i]);
}
return hex.ToString();
}
internal void HandleIncomingData(ulong clientId, ArraySegment<byte> data, float receiveTime)
{
unsafe
{
fixed (byte* dataPtr = data.Array)
{
var batchReader = new FastBufferReader(dataPtr + data.Offset, Allocator.None, data.Count);
if (!batchReader.TryBeginRead(sizeof(NetworkBatchHeader)))
{
NetworkLog.LogError("Received a packet too small to contain a BatchHeader. Ignoring it.");
return;
}
batchReader.ReadValue(out NetworkBatchHeader batchHeader);
if (batchHeader.Magic != NetworkBatchHeader.MagicValue)
{
NetworkLog.LogError($"Received a packet with an invalid Magic Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
return;
}
if (batchHeader.BatchSize != data.Count)
{
NetworkLog.LogError($"Received a packet with an invalid Batch Size Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Offset: {data.Offset}, Size: {data.Count}, Expected Size: {batchHeader.BatchSize}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
return;
}
var hash = XXHash.Hash64(batchReader.GetUnsafePtrAtCurrentPosition(), batchReader.Length - batchReader.Position);
if (hash != batchHeader.BatchHash)
{
NetworkLog.LogError($"Received a packet with an invalid Hash Value. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Received Hash: {batchHeader.BatchHash}, Calculated Hash: {hash}, Offset: {data.Offset}, Size: {data.Count}, Full receive array: {ByteArrayToString(data.Array, 0, data.Array.Length)}");
return;
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveBatch(clientId, batchHeader.BatchCount, batchReader.Length);
}
for (var messageIdx = 0; messageIdx < batchHeader.BatchCount; ++messageIdx)
{
var messageHeader = new NetworkMessageHeader();
var position = batchReader.Position;
try
{
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageType);
ByteUnpacker.ReadValueBitPacked(batchReader, out messageHeader.MessageSize);
}
catch (OverflowException)
{
NetworkLog.LogError("Received a batch that didn't have enough data for all of its batches, ending early!");
throw;
}
var receivedHeaderSize = batchReader.Position - position;
if (!batchReader.TryBeginRead((int)messageHeader.MessageSize))
{
NetworkLog.LogError("Received a message that claimed a size larger than the packet, ending early!");
return;
}
m_IncomingMessageQueue.Add(new ReceiveQueueItem
{
Header = messageHeader,
SenderId = clientId,
Timestamp = receiveTime,
// Copy the data for this message into a new FastBufferReader that owns that memory.
// We can't guarantee the memory in the ArraySegment stays valid because we don't own it, so we must move it to memory we do own.
Reader = new FastBufferReader(batchReader.GetUnsafePtrAtCurrentPosition(), Allocator.TempJob, (int)messageHeader.MessageSize),
MessageHeaderSerializedSize = receivedHeaderSize,
});
batchReader.Seek(batchReader.Position + (int)messageHeader.MessageSize);
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveBatch(clientId, batchHeader.BatchCount, batchReader.Length);
}
}
}
}
private bool CanReceive(ulong clientId, Type messageType, FastBufferReader messageContent, ref NetworkContext context)
{
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
if (!m_Hooks[hookIdx].OnVerifyCanReceive(clientId, messageType, messageContent, ref context))
{
return false;
}
}
return true;
}
internal Type GetMessageForHash(uint messageHash)
{
if (!m_MessagesByHash.ContainsKey(messageHash))
{
return null;
}
return m_MessagesByHash[messageHash];
}
internal void SetVersion(ulong clientId, uint messageHash, int version)
{
if (!m_MessagesByHash.ContainsKey(messageHash))
{
return;
}
var messageType = m_MessagesByHash[messageHash];
if (!m_PerClientMessageVersions.ContainsKey(clientId))
{
m_PerClientMessageVersions[clientId] = new Dictionary<Type, int>();
}
m_PerClientMessageVersions[clientId][messageType] = version;
}
internal void SetServerMessageOrder(NativeArray<uint> messagesInIdOrder)
{
var oldHandlers = m_MessageHandlers;
var oldTypes = m_MessageTypes;
m_ReverseTypeMap = new Type[messagesInIdOrder.Length];
m_MessageHandlers = new MessageHandler[messagesInIdOrder.Length];
m_MessageTypes = new Dictionary<Type, uint>();
for (var i = 0; i < messagesInIdOrder.Length; ++i)
{
if (!m_MessagesByHash.ContainsKey(messagesInIdOrder[i]))
{
continue;
}
var messageType = m_MessagesByHash[messagesInIdOrder[i]];
var oldId = oldTypes[messageType];
var handler = oldHandlers[oldId];
var newId = (uint)i;
m_MessageTypes[messageType] = newId;
m_MessageHandlers[newId] = handler;
m_ReverseTypeMap[newId] = messageType;
}
}
public void HandleMessage(in NetworkMessageHeader header, FastBufferReader reader, ulong senderId, float timestamp, int serializedHeaderSize)
{
using (reader)
{
if (header.MessageType >= m_HighMessageType)
{
Debug.LogWarning($"Received a message with invalid message type value {header.MessageType}");
return;
}
var context = new NetworkContext
{
SystemOwner = m_Owner,
SenderId = senderId,
Timestamp = timestamp,
Header = header,
SerializedHeaderSize = serializedHeaderSize,
MessageSize = header.MessageSize,
};
var type = m_ReverseTypeMap[header.MessageType];
if (!CanReceive(senderId, type, reader, ref context))
{
return;
}
var handler = m_MessageHandlers[header.MessageType];
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
}
// This will also log an exception is if the server knows about a message type the client doesn't know about.
// In this case the handler will be null. It is still an issue the user must deal with:
// If the two connecting builds know about different messages, the server should not send a message to a client that doesn't know about it
if (handler == null)
{
Debug.LogException(new HandlerNotRegisteredException(header.MessageType.ToString()));
}
else
{
// No user-land message handler exceptions should escape the receive loop.
// If an exception is throw, the message is ignored.
// Example use case: A bad message is received that can't be deserialized and throws an OverflowException because it specifies a length greater than the number of bytes in it for some dynamic-length value.
try
{
handler.Invoke(reader, ref context, this);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterReceiveMessage(senderId, type, reader.Length + FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
}
}
}
internal void ProcessIncomingMessageQueue()
{
if (StopProcessing)
{
return;
}
for (var index = 0; index < m_IncomingMessageQueue.Length; ++index)
{
// Avoid copies...
ref var item = ref m_IncomingMessageQueue.ElementAt(index);
HandleMessage(item.Header, item.Reader, item.SenderId, item.Timestamp, item.MessageHeaderSerializedSize);
if (m_Disposed)
{
return;
}
}
m_IncomingMessageQueue.Clear();
}
internal void ClientConnected(ulong clientId)
{
if (m_SendQueues.ContainsKey(clientId))
{
return;
}
m_SendQueues[clientId] = new NativeList<SendQueueItem>(16, Allocator.Persistent);
}
internal void ClientDisconnected(ulong clientId)
{
m_DisconnectedClients.Add(clientId);
}
private void CleanupDisconnectedClient(ulong clientId)
{
if (!m_SendQueues.ContainsKey(clientId))
{
return;
}
var queue = m_SendQueues[clientId];
for (var i = 0; i < queue.Length; ++i)
{
queue.ElementAt(i).Writer.Dispose();
}
queue.Dispose();
m_SendQueues.Remove(clientId);
m_PerClientMessageVersions.Remove(clientId);
PeerMTUSizes.Remove(clientId);
}
internal void CleanupDisconnectedClients()
{
foreach (var clientId in m_DisconnectedClients)
{
CleanupDisconnectedClient(clientId);
}
m_DisconnectedClients.Clear();
}
public static int CreateMessageAndGetVersion<T>() where T : INetworkMessage, new()
{
return new T().Version;
}
internal int GetMessageVersion(Type type, ulong clientId, bool forReceive = false)
{
if (!m_PerClientMessageVersions.TryGetValue(clientId, out var versionMap))
{
var networkManager = NetworkManager.Singleton;
if (networkManager != null && networkManager.LogLevel == LogLevel.Developer)
{
if (forReceive)
{
NetworkLog.LogWarning($"Trying to receive {type.Name} from client {clientId} which is not in a connected state.");
}
else
{
NetworkLog.LogWarning($"Trying to send {type.Name} to client {clientId} which is not in a connected state.");
}
}
return -1;
}
if (!versionMap.TryGetValue(type, out var messageVersion))
{
return -1;
}
return messageVersion;
}
public static void ReceiveMessage<T>(FastBufferReader reader, ref NetworkContext context, NetworkMessageManager manager) where T : INetworkMessage, new()
{
var message = new T();
var messageVersion = 0;
// Special cases because these are the messages that carry the version info - thus the version info isn't
// populated yet when we get these. The first part of these messages always has to be the version data
// and can't change.
if (typeof(T) != typeof(ConnectionRequestMessage) && typeof(T) != typeof(ConnectionApprovedMessage) && typeof(T) != typeof(DisconnectReasonMessage) && context.SenderId != manager.m_LocalClientId)
{
messageVersion = manager.GetMessageVersion(typeof(T), context.SenderId, true);
if (messageVersion < 0)
{
return;
}
}
if (message.Deserialize(reader, ref context, messageVersion))
{
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
{
manager.m_Hooks[hookIdx].OnBeforeHandleMessage(ref message, ref context);
}
message.Handle(ref context);
for (var hookIdx = 0; hookIdx < manager.m_Hooks.Count; ++hookIdx)
{
manager.m_Hooks[hookIdx].OnAfterHandleMessage(ref message, ref context);
}
}
}
private bool CanSend(ulong clientId, Type messageType, NetworkDelivery delivery)
{
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
if (!m_Hooks[hookIdx].OnVerifyCanSend(clientId, messageType, delivery))
{
return false;
}
}
return true;
}
internal int SendMessage<TMessageType, TClientIdListType>(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
where TMessageType : INetworkMessage
where TClientIdListType : IReadOnlyList<ulong>
{
if (clientIds.Count == 0)
{
return 0;
}
var largestSerializedSize = 0;
var sentMessageVersions = new NativeHashSet<int>(clientIds.Count, Allocator.Temp);
for (var i = 0; i < clientIds.Count; ++i)
{
var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{
messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0)
{
// Client doesn't know this message exists, don't send it at all.
continue;
}
}
if (sentMessageVersions.Contains(messageVersion))
{
continue;
}
sentMessageVersions.Add(messageVersion);
var maxSize = delivery == NetworkDelivery.ReliableFragmentedSequenced ? FragmentedMessageMaxSize : NonFragmentedMessageMaxSize;
using var tmpSerializer = new FastBufferWriter(NonFragmentedMessageMaxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp, maxSize - FastBufferWriter.GetWriteSize<NetworkMessageHeader>());
message.Serialize(tmpSerializer, messageVersion);
var size = SendPreSerializedMessage(tmpSerializer, maxSize, ref message, delivery, clientIds, messageVersion);
largestSerializedSize = size > largestSerializedSize ? size : largestSerializedSize;
}
sentMessageVersions.Dispose();
return largestSerializedSize;
}
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, in IReadOnlyList<ulong> clientIds, int messageVersionFilter)
where TMessageType : INetworkMessage
{
using var headerSerializer = new FastBufferWriter(FastBufferWriter.GetWriteSize<NetworkMessageHeader>(), Allocator.Temp);
var header = new NetworkMessageHeader
{
MessageSize = (uint)tmpSerializer.Length,
MessageType = m_MessageTypes[typeof(TMessageType)],
};
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageType);
BytePacker.WriteValueBitPacked(headerSerializer, header.MessageSize);
for (var i = 0; i < clientIds.Count; ++i)
{
if (m_DisconnectedClients.Contains(clientIds[i]))
{
continue;
}
// Special case because this is the message that carries the version info - thus the version info isn't populated yet when we get this.
// The first part of this message always has to be the version data and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{
var messageVersion = GetMessageVersion(typeof(TMessageType), clientIds[i]);
if (messageVersion < 0)
{
// Client doesn't know this message exists, don't send it at all.
continue;
}
if (messageVersion != messageVersionFilter)
{
continue;
}
}
var clientId = clientIds[i];
if (!CanSend(clientId, typeof(TMessageType), delivery))
{
continue;
}
var startSize = NonFragmentedMessageMaxSize;
if (delivery != NetworkDelivery.ReliableFragmentedSequenced)
{
if (PeerMTUSizes.TryGetValue(clientId, out var clientMaxSize))
{
maxSize = clientMaxSize;
}
startSize = maxSize;
if (tmpSerializer.Position >= maxSize)
{
Debug.LogError($"MTU size for {clientId} is too small to contain a message of type {typeof(TMessageType).FullName}");
continue;
}
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendMessage(clientId, ref message, delivery);
}
var sendQueueItem = m_SendQueues[clientId];
if (sendQueueItem.Length == 0)
{
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(0).Writer.Seek(sizeof(NetworkBatchHeader));
}
else
{
ref var lastQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
if (lastQueueItem.NetworkDelivery != delivery || lastQueueItem.Writer.MaxCapacity - lastQueueItem.Writer.Position < tmpSerializer.Length + headerSerializer.Length)
{
sendQueueItem.Add(new SendQueueItem(delivery, startSize, Allocator.TempJob, maxSize));
sendQueueItem.ElementAt(sendQueueItem.Length - 1).Writer.Seek(sizeof(NetworkBatchHeader));
}
}
ref var writeQueueItem = ref sendQueueItem.ElementAt(sendQueueItem.Length - 1);
writeQueueItem.Writer.TryBeginWrite(tmpSerializer.Length + headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(headerSerializer.GetUnsafePtr(), headerSerializer.Length);
writeQueueItem.Writer.WriteBytes(tmpSerializer.GetUnsafePtr(), tmpSerializer.Length);
writeQueueItem.BatchHeader.BatchCount++;
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendMessage(clientId, ref message, delivery, tmpSerializer.Length + headerSerializer.Length);
}
}
return tmpSerializer.Length + headerSerializer.Length;
}
internal unsafe int SendPreSerializedMessage<TMessageType>(in FastBufferWriter tmpSerializer, int maxSize, ref TMessageType message, NetworkDelivery delivery, ulong clientId)
where TMessageType : INetworkMessage
{
var messageVersion = 0;
// Special case because this is the message that carries the version info - thus the version info isn't
// populated yet when we get this. The first part of this message always has to be the version data
// and can't change.
if (typeof(TMessageType) != typeof(ConnectionRequestMessage))
{
messageVersion = GetMessageVersion(typeof(TMessageType), clientId);
if (messageVersion < 0)
{
// Client doesn't know this message exists, don't send it at all.
return 0;
}
}
ulong* clientIds = stackalloc ulong[] { clientId };
return SendPreSerializedMessage(tmpSerializer, maxSize, ref message, delivery, new PointerListWrapper<ulong>(clientIds, 1), messageVersion);
}
private struct PointerListWrapper<T> : IReadOnlyList<T>
where T : unmanaged
{
private unsafe T* m_Value;
private int m_Length;
internal unsafe PointerListWrapper(T* ptr, int length)
{
m_Value = ptr;
m_Length = length;
}
public int Count
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => m_Length;
}
public unsafe T this[int index]
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get => m_Value[index];
}
public IEnumerator<T> GetEnumerator()
{
throw new NotImplementedException();
}
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery,
ulong* clientIds, int numClientIds)
where T : INetworkMessage
{
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds, numClientIds));
}
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
where T : INetworkMessage
{
ulong* clientIds = stackalloc ulong[] { clientId };
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds, 1));
}
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
where T : INetworkMessage
{
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
}
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeList<ulong> clientIds)
where T : INetworkMessage
{
#if UTP_TRANSPORT_2_0_ABOVE
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>(clientIds.GetUnsafePtr(), clientIds.Length));
#else
return SendMessage(ref message, delivery, new PointerListWrapper<ulong>((ulong*)clientIds.GetUnsafePtr(), clientIds.Length));
#endif
}
internal unsafe void ProcessSendQueues()
{
if (StopProcessing)
{
return;
}
foreach (var kvp in m_SendQueues)
{
var clientId = kvp.Key;
var sendQueueItem = kvp.Value;
for (var i = 0; i < sendQueueItem.Length; ++i)
{
ref var queueItem = ref sendQueueItem.ElementAt(i);
// This is checked at every iteration because
// 1) each writer needs to be disposed, so we have to do the full loop regardless, and
// 2) the call to m_MessageSender.Send() may result in calling ClientDisconnected(), so the result of this check may change partway through iteration
if (m_DisconnectedClients.Contains(clientId))
{
queueItem.Writer.Dispose();
continue;
}
if (queueItem.BatchHeader.BatchCount == 0)
{
queueItem.Writer.Dispose();
continue;
}
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnBeforeSendBatch(clientId, queueItem.BatchHeader.BatchCount, queueItem.Writer.Length, queueItem.NetworkDelivery);
}
queueItem.Writer.Seek(0);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
// Skipping the Verify and sneaking the write mark in because we know it's fine.
queueItem.Writer.Handle->AllowedWriteMark = sizeof(NetworkBatchHeader);
#endif
var alignedLength = (queueItem.Writer.Length + 7) & ~7;
queueItem.Writer.TryBeginWrite(alignedLength);
queueItem.BatchHeader.BatchHash = XXHash.Hash64(queueItem.Writer.GetUnsafePtr() + sizeof(NetworkBatchHeader), alignedLength - sizeof(NetworkBatchHeader));
queueItem.BatchHeader.BatchSize = alignedLength;
queueItem.Writer.WriteValue(queueItem.BatchHeader);
queueItem.Writer.Seek(alignedLength);
try
{
m_Sender.Send(clientId, queueItem.NetworkDelivery, queueItem.Writer);
for (var hookIdx = 0; hookIdx < m_Hooks.Count; ++hookIdx)
{
m_Hooks[hookIdx].OnAfterSendBatch(clientId, queueItem.BatchHeader.BatchCount, queueItem.Writer.Length, queueItem.NetworkDelivery);
}
}
finally
{
queueItem.Writer.Dispose();
}
}
sendQueueItem.Clear();
}
}
}
}