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com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
Unity Technologies 36d07fad5e com.unity.netcode.gameobjects@1.0.0-pre.4
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).

## [1.0.0-pre.4] - 2021-01-04

### Added

- Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565)

### Removed

- Removed `com.unity.modules.ai` package dependency (#1565)
- Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398)

### Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

### Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
2021-01-04 00:00:00 +00:00

1691 lines
68 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if MULTIPLAYER_TOOLS
using Unity.Multiplayer.Tools;
#endif
using Unity.Profiling;
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode
{
/// <summary>
/// The main component of the library
/// </summary>
[AddComponentMenu("Netcode/" + nameof(NetworkManager), -100)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
#endif
#pragma warning restore IDE1006 // restore naming rule violation check
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static ProfilerMarker s_SyncTime = new ProfilerMarker($"{nameof(NetworkManager)}.SyncTime");
private static ProfilerMarker s_TransportPoll = new ProfilerMarker($"{nameof(NetworkManager)}.TransportPoll");
private static ProfilerMarker s_TransportConnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportConnect");
private static ProfilerMarker s_HandleIncomingData = new ProfilerMarker($"{nameof(NetworkManager)}.{nameof(HandleIncomingData)}");
private static ProfilerMarker s_TransportDisconnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportDisconnect");
#endif
private const double k_TimeSyncFrequency = 1.0d; // sync every second, TODO will be removed once timesync is done via snapshots
private const float k_DefaultBufferSizeSec = 0.05f; // todo talk with UX/Product, find good default value for this
internal static string PrefabDebugHelper(NetworkPrefab networkPrefab)
{
return $"{nameof(NetworkPrefab)} \"{networkPrefab.Prefab.gameObject.name}\"";
}
internal SnapshotSystem SnapshotSystem { get; private set; }
internal NetworkBehaviourUpdater BehaviourUpdater { get; private set; }
internal MessagingSystem MessagingSystem { get; private set; }
private NetworkPrefabHandler m_PrefabHandler;
public NetworkPrefabHandler PrefabHandler
{
get
{
if (m_PrefabHandler == null)
{
m_PrefabHandler = new NetworkPrefabHandler();
}
return m_PrefabHandler;
}
}
private bool m_ShuttingDown;
private bool m_StopProcessingMessages;
private class NetworkManagerHooks : INetworkHooks
{
private NetworkManager m_NetworkManager;
internal NetworkManagerHooks(NetworkManager manager)
{
m_NetworkManager = manager;
}
public void OnBeforeSendMessage(ulong clientId, Type messageType, NetworkDelivery delivery)
{
}
public void OnAfterSendMessage(ulong clientId, Type messageType, NetworkDelivery delivery, int messageSizeBytes)
{
}
public void OnBeforeReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnAfterReceiveMessage(ulong senderId, Type messageType, int messageSizeBytes)
{
}
public void OnBeforeSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnAfterSendBatch(ulong clientId, int messageCount, int batchSizeInBytes, NetworkDelivery delivery)
{
}
public void OnBeforeReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public void OnAfterReceiveBatch(ulong senderId, int messageCount, int batchSizeInBytes)
{
}
public bool OnVerifyCanSend(ulong destinationId, Type messageType, NetworkDelivery delivery)
{
return !m_NetworkManager.m_StopProcessingMessages;
}
public bool OnVerifyCanReceive(ulong senderId, Type messageType)
{
if (m_NetworkManager.PendingClients.TryGetValue(senderId, out PendingClient client) &&
(client.ConnectionState == PendingClient.State.PendingApproval ||
(client.ConnectionState == PendingClient.State.PendingConnection &&
messageType != typeof(ConnectionRequestMessage))))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"Message received from {nameof(senderId)}={senderId.ToString()} before it has been accepted");
}
return false;
}
return !m_NetworkManager.m_StopProcessingMessages;
}
}
private class NetworkManagerMessageSender : IMessageSender
{
private NetworkManager m_NetworkManager;
public NetworkManagerMessageSender(NetworkManager manager)
{
m_NetworkManager = manager;
}
public void Send(ulong clientId, NetworkDelivery delivery, FastBufferWriter batchData)
{
var sendBuffer = batchData.ToTempByteArray();
m_NetworkManager.NetworkConfig.NetworkTransport.Send(m_NetworkManager.ClientIdToTransportId(clientId), sendBuffer, delivery);
}
}
/// <summary>
/// Returns the <see cref="GameObject"/> to use as the override as could be defined within the NetworkPrefab list
/// Note: This should be used to create <see cref="GameObject"/> pools (with <see cref="NetworkObject"/> components)
/// under the scenario where you are using the Host model as it spawns everything locally. As such, the override
/// will not be applied when spawning locally on a Host.
/// Related Classes and Interfaces:
/// <see cref="NetworkPrefabHandler"/>
/// <see cref="INetworkPrefabInstanceHandler"/>
/// </summary>
/// <param name="gameObject">the <see cref="GameObject"/> to be checked for a <see cref="NetworkManager"/> defined NetworkPrefab override</param>
/// <returns>a <see cref="GameObject"/> that is either the override or if no overrides exist it returns the same as the one passed in as a parameter</returns>
public GameObject GetNetworkPrefabOverride(GameObject gameObject)
{
var networkObject = gameObject.GetComponent<NetworkObject>();
if (networkObject != null)
{
if (NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(networkObject.GlobalObjectIdHash))
{
switch (NetworkConfig.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].Override)
{
case NetworkPrefabOverride.Hash:
case NetworkPrefabOverride.Prefab:
{
return NetworkConfig.NetworkPrefabOverrideLinks[networkObject.GlobalObjectIdHash].OverridingTargetPrefab;
}
}
}
}
return gameObject;
}
public NetworkTimeSystem NetworkTimeSystem { get; private set; }
public NetworkTickSystem NetworkTickSystem { get; private set; }
public NetworkTime LocalTime => NetworkTickSystem?.LocalTime ?? default;
public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default;
/// <summary>
/// Gets or sets if the NetworkManager should be marked as DontDestroyOnLoad
/// </summary>
[HideInInspector] public bool DontDestroy = true;
/// <summary>
/// Gets or sets if the application should be set to run in background
/// </summary>
[HideInInspector] public bool RunInBackground = true;
/// <summary>
/// The log level to use
/// </summary>
[HideInInspector] public LogLevel LogLevel = LogLevel.Normal;
/// <summary>
/// The singleton instance of the NetworkManager
/// </summary>
public static NetworkManager Singleton { get; private set; }
/// <summary>
/// Gets the SpawnManager for this NetworkManager
/// </summary>
public NetworkSpawnManager SpawnManager { get; private set; }
public CustomMessagingManager CustomMessagingManager { get; private set; }
public NetworkSceneManager SceneManager { get; private set; }
public readonly ulong ServerClientId = 0;
/// <summary>
/// Gets the networkId of the server
/// </summary>
private ulong m_ServerTransportId => NetworkConfig.NetworkTransport?.ServerClientId ??
throw new NullReferenceException(
$"The transport in the active {nameof(NetworkConfig)} is null");
/// <summary>
/// Returns ServerClientId if IsServer or LocalClientId if not
/// </summary>
public ulong LocalClientId
{
get => IsServer ? NetworkConfig.NetworkTransport.ServerClientId : m_LocalClientId;
internal set => m_LocalClientId = value;
}
private ulong m_LocalClientId;
private Dictionary<ulong, NetworkClient> m_ConnectedClients = new Dictionary<ulong, NetworkClient>();
private ulong m_NextClientId = 1;
private Dictionary<ulong, ulong> m_ClientIdToTransportIdMap = new Dictionary<ulong, ulong>();
private Dictionary<ulong, ulong> m_TransportIdToClientIdMap = new Dictionary<ulong, ulong>();
private List<NetworkClient> m_ConnectedClientsList = new List<NetworkClient>();
private List<ulong> m_ConnectedClientIds = new List<ulong>();
/// <summary>
/// Gets a dictionary of connected clients and their clientId keys. This is only accessible on the server.
/// </summary>
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients
{
get
{
if (IsServer == false)
{
throw new NotServerException($"{nameof(ConnectedClients)} should only be accessed on server.");
}
return m_ConnectedClients;
}
}
/// <summary>
/// Gets a list of connected clients. This is only accessible on the server.
/// </summary>
public IReadOnlyList<NetworkClient> ConnectedClientsList
{
get
{
if (IsServer == false)
{
throw new NotServerException($"{nameof(ConnectedClientsList)} should only be accessed on server.");
}
return m_ConnectedClientsList;
}
}
/// <summary>
/// Gets a list of just the IDs of all connected clients. This is only accessible on the server.
/// </summary>
public IReadOnlyList<ulong> ConnectedClientsIds
{
get
{
if (IsServer == false)
{
throw new NotServerException($"{nameof(m_ConnectedClientIds)} should only be accessed on server.");
}
return m_ConnectedClientIds;
}
}
/// <summary>
/// Gets the local <see cref="NetworkClient"/> for this client.
/// </summary>
public NetworkClient LocalClient { get; internal set; }
/// <summary>
/// Gets a dictionary of the clients that have been accepted by the transport but are still pending by the Netcode. This is only populated on the server.
/// </summary>
public readonly Dictionary<ulong, PendingClient> PendingClients = new Dictionary<ulong, PendingClient>();
/// <summary>
/// Gets Whether or not a server is running
/// </summary>
public bool IsServer { get; internal set; }
/// <summary>
/// Gets Whether or not a client is running
/// </summary>
public bool IsClient { get; internal set; }
/// <summary>
/// Gets if we are running as host
/// </summary>
public bool IsHost => IsServer && IsClient;
/// <summary>
/// Gets Whether or not we are listening for connections
/// </summary>
public bool IsListening { get; internal set; }
/// <summary>
/// Gets if we are connected as a client
/// </summary>
public bool IsConnectedClient { get; internal set; }
public bool ShutdownInProgress { get { return m_ShuttingDown; } }
/// <summary>
/// The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
/// </summary>
public event Action<ulong> OnClientConnectedCallback = null;
internal void InvokeOnClientConnectedCallback(ulong clientId) => OnClientConnectedCallback?.Invoke(clientId);
/// <summary>
/// The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.
/// </summary>
public event Action<ulong> OnClientDisconnectCallback = null;
/// <summary>
/// The callback to invoke once the server is ready
/// </summary>
public event Action OnServerStarted = null;
/// <summary>
/// Delegate type called when connection has been approved. This only has to be set on the server.
/// </summary>
/// <param name="createPlayerObject">If true, a player object will be created. Otherwise the client will have no object.</param>
/// <param name="playerPrefabHash">The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.</param>
/// <param name="approved">Whether or not the client was approved</param>
/// <param name="position">The position to spawn the client at. If null, the prefab position is used.</param>
/// <param name="rotation">The rotation to spawn the client with. If null, the prefab position is used.</param>
public delegate void ConnectionApprovedDelegate(bool createPlayerObject, uint? playerPrefabHash, bool approved,
Vector3? position, Quaternion? rotation);
/// <summary>
/// The callback to invoke during connection approval
/// </summary>
public event Action<byte[], ulong, ConnectionApprovedDelegate> ConnectionApprovalCallback = null;
internal void InvokeConnectionApproval(byte[] payload, ulong clientId, ConnectionApprovedDelegate action) =>
ConnectionApprovalCallback?.Invoke(payload, clientId, action);
/// <summary>
/// The current NetworkConfig
/// </summary>
[HideInInspector] public NetworkConfig NetworkConfig;
/// <summary>
/// The current host name we are connected to, used to validate certificate
/// </summary>
public string ConnectedHostname { get; private set; }
internal INetworkMetrics NetworkMetrics { get; private set; }
internal static event Action OnSingletonReady;
#if UNITY_EDITOR
private void OnValidate()
{
if (NetworkConfig == null)
{
return; // May occur when the component is added
}
if (GetComponentInChildren<NetworkObject>() != null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{nameof(NetworkManager)} cannot be a {nameof(NetworkObject)}.");
}
}
var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
// If the scene is not dirty or the asset database is currently updating then we can skip updating the NetworkPrefab information
if (!activeScene.isDirty || EditorApplication.isUpdating)
{
return;
}
// During OnValidate we will always clear out NetworkPrefabOverrideLinks and rebuild it
NetworkConfig.NetworkPrefabOverrideLinks.Clear();
// Check network prefabs and assign to dictionary for quick look up
for (int i = 0; i < NetworkConfig.NetworkPrefabs.Count; i++)
{
var networkPrefab = NetworkConfig.NetworkPrefabs[i];
var networkPrefabGo = networkPrefab?.Prefab;
if (networkPrefabGo != null)
{
var networkObject = networkPrefabGo.GetComponent<NetworkObject>();
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogError($"Cannot register {PrefabDebugHelper(networkPrefab)}, it does not have a {nameof(NetworkObject)} component at its root");
}
}
else
{
{
var childNetworkObjects = new List<NetworkObject>();
networkPrefabGo.GetComponentsInChildren(true, childNetworkObjects);
if (childNetworkObjects.Count > 1) // total count = 1 root NetworkObject + n child NetworkObjects
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning($"{PrefabDebugHelper(networkPrefab)} has child {nameof(NetworkObject)}(s) but they will not be spawned across the network (unsupported {nameof(NetworkPrefab)} setup)");
}
}
}
// Default to the standard NetworkPrefab.Prefab's NetworkObject first
var globalObjectIdHash = networkObject.GlobalObjectIdHash;
// Now check to see if it has an override
switch (networkPrefab.Override)
{
case NetworkPrefabOverride.Prefab:
{
if (NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride == null &&
NetworkConfig.NetworkPrefabs[i].Prefab != null)
{
if (networkPrefab.SourcePrefabToOverride == null)
{
networkPrefab.SourcePrefabToOverride = networkPrefabGo;
}
globalObjectIdHash = networkPrefab.SourcePrefabToOverride.GetComponent<NetworkObject>().GlobalObjectIdHash;
}
break;
}
case NetworkPrefabOverride.Hash:
globalObjectIdHash = networkPrefab.SourceHashToOverride;
break;
}
// Add to the NetworkPrefabOverrideLinks or handle a new (blank) entries
if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(globalObjectIdHash))
{
NetworkConfig.NetworkPrefabOverrideLinks.Add(globalObjectIdHash, networkPrefab);
}
else
{
// Duplicate entries can happen when adding a new entry into a list of existing entries
// Either this is user error or a new entry, either case we replace it with a new, blank, NetworkPrefab under this condition
NetworkConfig.NetworkPrefabs[i] = new NetworkPrefab();
}
}
}
}
}
#endif
private void Initialize(bool server)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(Initialize));
}
this.RegisterNetworkUpdate(NetworkUpdateStage.EarlyUpdate);
this.RegisterNetworkUpdate(NetworkUpdateStage.PostLateUpdate);
MessagingSystem = new MessagingSystem(new NetworkManagerMessageSender(this), this);
MessagingSystem.Hook(new NetworkManagerHooks(this));
#if DEVELOPMENT_BUILD || UNITY_EDITOR
MessagingSystem.Hook(new ProfilingHooks());
#endif
#if MULTIPLAYER_TOOLS
MessagingSystem.Hook(new MetricHooks(this));
#endif
LocalClientId = ulong.MaxValue;
PendingClients.Clear();
m_ConnectedClients.Clear();
m_ConnectedClientsList.Clear();
m_ConnectedClientIds.Clear();
LocalClient = null;
NetworkObject.OrphanChildren.Clear();
// Create spawn manager instance
SpawnManager = new NetworkSpawnManager(this);
CustomMessagingManager = new CustomMessagingManager(this);
SceneManager = new NetworkSceneManager(this);
BehaviourUpdater = new NetworkBehaviourUpdater();
if (NetworkMetrics == null)
{
#if MULTIPLAYER_TOOLS
NetworkMetrics = new NetworkMetrics();
#else
NetworkMetrics = new NullNetworkMetrics();
#endif
}
#if MULTIPLAYER_TOOLS
NetworkSolutionInterface.SetInterface(new NetworkSolutionInterfaceParameters
{
NetworkObjectProvider = new NetworkObjectProvider(this),
});
#endif
if (NetworkConfig.NetworkTransport == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogError("No transport has been selected!");
}
return;
}
//This 'if' should never enter
if (SnapshotSystem != null)
{
SnapshotSystem.Dispose();
SnapshotSystem = null;
}
if (server)
{
NetworkTimeSystem = NetworkTimeSystem.ServerTimeSystem();
}
else
{
NetworkTimeSystem = new NetworkTimeSystem(1.0 / NetworkConfig.TickRate, k_DefaultBufferSizeSec, 0.2);
}
NetworkTickSystem = new NetworkTickSystem(NetworkConfig.TickRate, 0, 0);
NetworkTickSystem.Tick += OnNetworkManagerTick;
SnapshotSystem = new SnapshotSystem(this, NetworkConfig, NetworkTickSystem);
this.RegisterNetworkUpdate(NetworkUpdateStage.PreUpdate);
// This is used to remove entries not needed or invalid
var removeEmptyPrefabs = new List<int>();
// Always clear our prefab override links before building
NetworkConfig.NetworkPrefabOverrideLinks.Clear();
// Build the NetworkPrefabOverrideLinks dictionary
for (int i = 0; i < NetworkConfig.NetworkPrefabs.Count; i++)
{
var sourcePrefabGlobalObjectIdHash = (uint)0;
var targetPrefabGlobalObjectIdHash = (uint)0;
var networkObject = (NetworkObject)null;
if (NetworkConfig.NetworkPrefabs[i] == null || (NetworkConfig.NetworkPrefabs[i].Prefab == null && NetworkConfig.NetworkPrefabs[i].Override == NetworkPrefabOverride.None))
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning(
$"{nameof(NetworkPrefab)} cannot be null ({nameof(NetworkPrefab)} at index: {i})");
}
removeEmptyPrefabs.Add(i);
continue;
}
else if (NetworkConfig.NetworkPrefabs[i].Override == NetworkPrefabOverride.None)
{
var networkPrefab = NetworkConfig.NetworkPrefabs[i];
networkObject = networkPrefab.Prefab.GetComponent<NetworkObject>();
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{PrefabDebugHelper(networkPrefab)} is missing " +
$"a {nameof(NetworkObject)} component (entry will be ignored).");
}
removeEmptyPrefabs.Add(i);
continue;
}
// Otherwise get the GlobalObjectIdHash value
sourcePrefabGlobalObjectIdHash = networkObject.GlobalObjectIdHash;
}
else // Validate Overrides
{
// Validate source prefab override values first
switch (NetworkConfig.NetworkPrefabs[i].Override)
{
case NetworkPrefabOverride.Hash:
{
if (NetworkConfig.NetworkPrefabs[i].SourceHashToOverride == 0)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.SourceHashToOverride)} is zero " +
"(entry will be ignored).");
}
removeEmptyPrefabs.Add(i);
continue;
}
sourcePrefabGlobalObjectIdHash = NetworkConfig.NetworkPrefabs[i].SourceHashToOverride;
break;
}
case NetworkPrefabOverride.Prefab:
{
if (NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.SourcePrefabToOverride)} is null (entry will be ignored).");
}
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {NetworkConfig.NetworkPrefabs[i].SourceHashToOverride} will be removed and ignored.");
removeEmptyPrefabs.Add(i);
continue;
}
else
{
networkObject = NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride.GetComponent<NetworkObject>();
if (networkObject == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} ({NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride.name}) " +
$"is missing a {nameof(NetworkObject)} component (entry will be ignored).");
}
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry (\"{NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride.name}\") will be removed and ignored.");
removeEmptyPrefabs.Add(i);
continue;
}
sourcePrefabGlobalObjectIdHash = networkObject.GlobalObjectIdHash;
}
break;
}
}
// Validate target prefab override values next
if (NetworkConfig.NetworkPrefabs[i].OverridingTargetPrefab == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Error)
{
NetworkLog.LogWarning($"{nameof(NetworkPrefab)} {nameof(NetworkPrefab.OverridingTargetPrefab)} is null!");
}
removeEmptyPrefabs.Add(i);
switch (NetworkConfig.NetworkPrefabs[i].Override)
{
case NetworkPrefabOverride.Hash:
{
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry {NetworkConfig.NetworkPrefabs[i].SourceHashToOverride} will be removed and ignored.");
break;
}
case NetworkPrefabOverride.Prefab:
{
Debug.LogWarning($"{nameof(NetworkPrefab)} override entry ({NetworkConfig.NetworkPrefabs[i].SourcePrefabToOverride.name}) will be removed and ignored.");
break;
}
}
continue;
}
else
{
targetPrefabGlobalObjectIdHash = NetworkConfig.NetworkPrefabs[i].OverridingTargetPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
}
}
// Assign the appropriate GlobalObjectIdHash to the appropriate NetworkPrefab
if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(sourcePrefabGlobalObjectIdHash))
{
if (NetworkConfig.NetworkPrefabs[i].Override == NetworkPrefabOverride.None)
{
NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, NetworkConfig.NetworkPrefabs[i]);
}
else
{
if (!NetworkConfig.OverrideToNetworkPrefab.ContainsKey(targetPrefabGlobalObjectIdHash))
{
switch (NetworkConfig.NetworkPrefabs[i].Override)
{
case NetworkPrefabOverride.Prefab:
{
NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, NetworkConfig.NetworkPrefabs[i]);
NetworkConfig.OverrideToNetworkPrefab.Add(targetPrefabGlobalObjectIdHash, sourcePrefabGlobalObjectIdHash);
}
break;
case NetworkPrefabOverride.Hash:
{
NetworkConfig.NetworkPrefabOverrideLinks.Add(sourcePrefabGlobalObjectIdHash, NetworkConfig.NetworkPrefabs[i]);
NetworkConfig.OverrideToNetworkPrefab.Add(targetPrefabGlobalObjectIdHash, sourcePrefabGlobalObjectIdHash);
}
break;
}
}
else
{
// This can happen if a user tries to make several GlobalObjectIdHash values point to the same target
Debug.LogError($"{nameof(NetworkPrefab)} (\"{networkObject.name}\") has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} target entry value of: {targetPrefabGlobalObjectIdHash}! Removing entry from list!");
removeEmptyPrefabs.Add(i);
}
}
}
else
{
// This should never happen, but in the case it somehow does log an error and remove the duplicate entry
Debug.LogError($"{nameof(NetworkPrefab)} ({networkObject.name}) has a duplicate {nameof(NetworkObject.GlobalObjectIdHash)} source entry value of: {sourcePrefabGlobalObjectIdHash}! Removing entry from list!");
removeEmptyPrefabs.Add(i);
}
}
// If we have a player prefab, then we need to verify it is in the list of NetworkPrefabOverrideLinks for client side spawning.
if (NetworkConfig.PlayerPrefab != null)
{
var playerPrefabNetworkObject = NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
if (playerPrefabNetworkObject != null)
{
//In the event there is no NetworkPrefab entry (i.e. no override for default player prefab)
if (!NetworkConfig.NetworkPrefabOverrideLinks.ContainsKey(playerPrefabNetworkObject
.GlobalObjectIdHash))
{
//Then add a new entry for the player prefab
var playerNetworkPrefab = new NetworkPrefab();
playerNetworkPrefab.Prefab = NetworkConfig.PlayerPrefab;
NetworkConfig.NetworkPrefabs.Insert(0, playerNetworkPrefab);
NetworkConfig.NetworkPrefabOverrideLinks.Add(playerPrefabNetworkObject.GlobalObjectIdHash,
playerNetworkPrefab);
}
}
else
{
// Provide the name of the prefab with issues so the user can more easily find the prefab and fix it
Debug.LogError($"{nameof(NetworkConfig.PlayerPrefab)} (\"{NetworkConfig.PlayerPrefab.name}\") has no NetworkObject assigned to it!.");
}
}
// Clear out anything that is invalid or not used (for invalid entries we already logged warnings to the user earlier)
// Iterate backwards so indices don't shift as we remove
for (int i = removeEmptyPrefabs.Count - 1; i >= 0; i--)
{
NetworkConfig.NetworkPrefabs.RemoveAt(removeEmptyPrefabs[i]);
}
removeEmptyPrefabs.Clear();
NetworkConfig.NetworkTransport.OnTransportEvent += HandleRawTransportPoll;
NetworkConfig.NetworkTransport.Initialize();
}
/// <summary>
/// Starts a server
/// </summary>
public bool StartServer()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("StartServer()");
}
if (IsServer || IsClient)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Cannot start server while an instance is already running");
}
return false;
}
if (NetworkConfig.ConnectionApproval)
{
if (ConnectionApprovalCallback == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
"No ConnectionApproval callback defined. Connection approval will timeout");
}
}
}
Initialize(true);
var result = NetworkConfig.NetworkTransport.StartServer();
IsServer = true;
IsClient = false;
IsListening = true;
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
OnServerStarted?.Invoke();
return result;
}
/// <summary>
/// Starts a client
/// </summary>
public bool StartClient()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(StartClient));
}
if (IsServer || IsClient)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Cannot start client while an instance is already running");
}
return false;
}
Initialize(false);
MessagingSystem.ClientConnected(ServerClientId);
var result = NetworkConfig.NetworkTransport.StartClient();
IsServer = false;
IsClient = true;
IsListening = true;
return result;
}
/// <summary>
/// Starts a Host
/// </summary>
public bool StartHost()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(StartHost));
}
if (IsServer || IsClient)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning("Cannot start host while an instance is already running");
}
return false;
}
if (NetworkConfig.ConnectionApproval)
{
if (ConnectionApprovalCallback == null)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
"No ConnectionApproval callback defined. Connection approval will timeout");
}
}
}
Initialize(true);
var result = NetworkConfig.NetworkTransport.StartServer();
MessagingSystem.ClientConnected(ServerClientId);
LocalClientId = ServerClientId;
NetworkMetrics.SetConnectionId(LocalClientId);
IsServer = true;
IsClient = true;
IsListening = true;
if (NetworkConfig.ConnectionApproval)
{
InvokeConnectionApproval(NetworkConfig.ConnectionData, ServerClientId,
(createPlayerObject, playerPrefabHash, approved, position, rotation) =>
{
// You cannot decline the local server. Force approved to true
if (!approved)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
{
NetworkLog.LogWarning(
"You cannot decline the host connection. The connection was automatically approved.");
}
}
HandleApproval(ServerClientId, createPlayerObject, playerPrefabHash, true, position, rotation);
});
}
else
{
HandleApproval(ServerClientId, NetworkConfig.PlayerPrefab != null, null, true, null, null);
}
SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
OnServerStarted?.Invoke();
return result;
}
public void SetSingleton()
{
Singleton = this;
OnSingletonReady?.Invoke();
}
private void OnEnable()
{
if (DontDestroy)
{
DontDestroyOnLoad(gameObject);
}
if (RunInBackground)
{
Application.runInBackground = true;
}
if (Singleton == null)
{
SetSingleton();
}
}
private void Awake()
{
UnityEngine.SceneManagement.SceneManager.sceneUnloaded += OnSceneUnloaded;
}
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when unloading a scene with a NetworkManager
private void OnSceneUnloaded(Scene scene)
{
if (scene == gameObject.scene)
{
OnDestroy();
}
}
// Ensures that the NetworkManager is cleaned up before OnDestroy is run on NetworkObjects and NetworkBehaviours when quitting the application.
private void OnApplicationQuit()
{
OnDestroy();
}
// Note that this gets also called manually by OnSceneUnloaded and OnApplicationQuit
private void OnDestroy()
{
ShutdownInternal();
UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
if (Singleton == this)
{
Singleton = null;
}
}
private void DisconnectRemoteClient(ulong clientId)
{
var transportId = ClientIdToTransportId(clientId);
NetworkConfig.NetworkTransport.DisconnectRemoteClient(transportId);
}
/// <summary>
/// Globally shuts down the library.
/// Disconnects clients if connected and stops server if running.
/// </summary>
/// <param name="discardMessageQueue">
/// If false, any messages that are currently in the incoming queue will be handled,
/// and any messages in the outgoing queue will be sent, before the shutdown is processed.
/// If true, NetworkManager will shut down immediately, and any unprocessed or unsent messages
/// will be discarded.
/// </param>
public void Shutdown(bool discardMessageQueue = false)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(Shutdown));
}
m_ShuttingDown = true;
m_StopProcessingMessages = discardMessageQueue;
}
internal void ShutdownInternal()
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo(nameof(ShutdownInternal));
}
if (IsServer)
{
// make sure all messages are flushed before transport disconnect clients
if (MessagingSystem != null)
{
MessagingSystem.ProcessSendQueues();
}
var disconnectedIds = new HashSet<ulong>();
//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)
foreach (KeyValuePair<ulong, NetworkClient> pair in ConnectedClients)
{
if (!disconnectedIds.Contains(pair.Key))
{
disconnectedIds.Add(pair.Key);
if (pair.Key == NetworkConfig.NetworkTransport.ServerClientId)
{
continue;
}
DisconnectRemoteClient(pair.Key);
}
}
foreach (KeyValuePair<ulong, PendingClient> pair in PendingClients)
{
if (!disconnectedIds.Contains(pair.Key))
{
disconnectedIds.Add(pair.Key);
if (pair.Key == NetworkConfig.NetworkTransport.ServerClientId)
{
continue;
}
DisconnectRemoteClient(pair.Key);
}
}
}
if (IsClient && IsConnectedClient)
{
// Client only, send disconnect to server
NetworkConfig.NetworkTransport.DisconnectLocalClient();
}
IsConnectedClient = false;
IsServer = false;
IsClient = false;
this.UnregisterAllNetworkUpdates();
if (SnapshotSystem != null)
{
SnapshotSystem.Dispose();
SnapshotSystem = null;
}
if (NetworkTickSystem != null)
{
NetworkTickSystem.Tick -= OnNetworkManagerTick;
NetworkTickSystem = null;
}
if (MessagingSystem != null)
{
MessagingSystem.Dispose();
MessagingSystem = null;
}
if (NetworkConfig?.NetworkTransport != null)
{
NetworkConfig.NetworkTransport.OnTransportEvent -= HandleRawTransportPoll;
}
if (SpawnManager != null)
{
SpawnManager.CleanupAllTriggers();
SpawnManager.DespawnAndDestroyNetworkObjects();
SpawnManager.ServerResetShudownStateForSceneObjects();
SpawnManager = null;
}
if (SceneManager != null)
{
// Let the NetworkSceneManager clean up its two SceneEvenData instances
SceneManager.Dispose();
SceneManager = null;
}
if (CustomMessagingManager != null)
{
CustomMessagingManager = null;
}
if (BehaviourUpdater != null)
{
BehaviourUpdater = null;
}
// 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
NetworkConfig?.NetworkTransport?.Shutdown();
}
m_ClientIdToTransportIdMap.Clear();
m_TransportIdToClientIdMap.Clear();
IsListening = false;
m_ShuttingDown = false;
m_StopProcessingMessages = false;
}
// INetworkUpdateSystem
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.EarlyUpdate:
OnNetworkEarlyUpdate();
break;
case NetworkUpdateStage.PreUpdate:
OnNetworkPreUpdate();
break;
case NetworkUpdateStage.PostLateUpdate:
OnNetworkPostLateUpdate();
break;
}
}
private void OnNetworkEarlyUpdate()
{
if (!IsListening)
{
return;
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPoll.Begin();
#endif
NetworkEvent networkEvent;
do
{
networkEvent = NetworkConfig.NetworkTransport.PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
HandleRawTransportPoll(networkEvent, clientId, 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 (IsListening && networkEvent != NetworkEvent.Nothing);
MessagingSystem.ProcessIncomingMessageQueue();
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPoll.End();
#endif
}
// TODO Once we have a way to subscribe to NetworkUpdateLoop with order we can move this out of NetworkManager but for now this needs to be here because we need strict ordering.
private void OnNetworkPreUpdate()
{
if (IsServer == false && IsConnectedClient == false)
{
// As a client wait to run the time system until we are connected.
return;
}
if (m_ShuttingDown && m_StopProcessingMessages)
{
return;
}
// Only update RTT here, server time is updated by time sync messages
var reset = NetworkTimeSystem.Advance(Time.deltaTime);
if (reset)
{
NetworkTickSystem.Reset(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
}
NetworkTickSystem.UpdateTick(NetworkTimeSystem.LocalTime, NetworkTimeSystem.ServerTime);
if (IsServer == false)
{
NetworkTimeSystem.Sync(NetworkTimeSystem.LastSyncedServerTimeSec + Time.deltaTime, NetworkConfig.NetworkTransport.GetCurrentRtt(ServerClientId) / 1000d);
}
}
private void OnNetworkPostLateUpdate()
{
if (!m_ShuttingDown || !m_StopProcessingMessages)
{
MessagingSystem.ProcessSendQueues();
NetworkMetrics.DispatchFrame();
}
SpawnManager.CleanupStaleTriggers();
if (m_ShuttingDown)
{
ShutdownInternal();
}
}
/// <summary>
/// This function runs once whenever the local tick is incremented and is responsible for the following (in order):
/// - collect commands/inputs and send them to the server (TBD)
/// - call NetworkFixedUpdate on all NetworkBehaviours in prediction/client authority mode
/// - create a snapshot from resulting state
/// </summary>
private void OnNetworkManagerTick()
{
// Do NetworkVariable updates
BehaviourUpdater.NetworkBehaviourUpdate(this);
int timeSyncFrequencyTicks = (int)(k_TimeSyncFrequency * NetworkConfig.TickRate);
if (IsServer && NetworkTickSystem.ServerTime.Tick % timeSyncFrequencyTicks == 0)
{
SyncTime();
}
}
private void SendConnectionRequest()
{
var message = new ConnectionRequestMessage
{
ConfigHash = NetworkConfig.GetConfig(),
ShouldSendConnectionData = NetworkConfig.ConnectionApproval,
ConnectionData = NetworkConfig.ConnectionData
};
SendMessage(message, NetworkDelivery.ReliableSequenced, ServerClientId);
}
private IEnumerator ApprovalTimeout(ulong clientId)
{
NetworkTime timeStarted = LocalTime;
//We yield every frame incase a pending client disconnects and someone else gets its connection id
while ((LocalTime - timeStarted).Time < NetworkConfig.ClientConnectionBufferTimeout && PendingClients.ContainsKey(clientId))
{
yield return null;
}
if (PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId))
{
// Timeout
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"Client {clientId} Handshake Timed Out");
}
DisconnectClient(clientId);
}
}
private ulong TransportIdToClientId(ulong transportId)
{
return transportId == m_ServerTransportId ? ServerClientId : m_TransportIdToClientIdMap[transportId];
}
private ulong ClientIdToTransportId(ulong clientId)
{
return clientId == ServerClientId ? m_ServerTransportId : m_ClientIdToTransportIdMap[clientId];
}
private void HandleRawTransportPoll(NetworkEvent networkEvent, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
var transportId = clientId;
switch (networkEvent)
{
case NetworkEvent.Connect:
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportConnect.Begin();
#endif
clientId = m_NextClientId++;
m_ClientIdToTransportIdMap[clientId] = transportId;
m_TransportIdToClientIdMap[transportId] = clientId;
MessagingSystem.ClientConnected(clientId);
if (IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("Client Connected");
}
PendingClients.Add(clientId, new PendingClient()
{
ClientId = clientId,
ConnectionState = PendingClient.State.PendingConnection
});
StartCoroutine(ApprovalTimeout(clientId));
}
else
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("Connected");
}
SendConnectionRequest();
StartCoroutine(ApprovalTimeout(clientId));
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportConnect.End();
#endif
break;
case NetworkEvent.Data:
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"Incoming Data From {clientId}: {payload.Count} bytes");
}
clientId = TransportIdToClientId(clientId);
HandleIncomingData(clientId, payload, receiveTime);
break;
}
case NetworkEvent.Disconnect:
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.Begin();
#endif
clientId = TransportIdToClientId(clientId);
OnClientDisconnectCallback?.Invoke(clientId);
m_TransportIdToClientIdMap.Remove(transportId);
m_ClientIdToTransportIdMap.Remove(clientId);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"Disconnect Event From {clientId}");
}
if (IsServer)
{
OnClientDisconnectFromServer(clientId);
}
else
{
Shutdown();
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.End();
#endif
break;
}
}
internal unsafe int SendMessage<TMessageType, TClientIdListType>(in TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
where TMessageType : INetworkMessage
where TClientIdListType : IReadOnlyList<ulong>
{
// Prevent server sending to itself
if (IsServer)
{
ulong* nonServerIds = stackalloc ulong[clientIds.Count];
int newIdx = 0;
for (int idx = 0; idx < clientIds.Count; ++idx)
{
if (clientIds[idx] == ServerClientId)
{
continue;
}
nonServerIds[newIdx++] = clientIds[idx];
}
if (newIdx == 0)
{
return 0;
}
return MessagingSystem.SendMessage(message, delivery, nonServerIds, newIdx);
}
return MessagingSystem.SendMessage(message, delivery, clientIds);
}
internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery,
ulong* clientIds, int numClientIds)
where T : INetworkMessage
{
// Prevent server sending to itself
if (IsServer)
{
ulong* nonServerIds = stackalloc ulong[numClientIds];
int newIdx = 0;
for (int idx = 0; idx < numClientIds; ++idx)
{
if (clientIds[idx] == ServerClientId)
{
continue;
}
nonServerIds[newIdx++] = clientIds[idx];
}
if (newIdx == 0)
{
return 0;
}
return MessagingSystem.SendMessage(message, delivery, nonServerIds, newIdx);
}
return MessagingSystem.SendMessage(message, delivery, clientIds, numClientIds);
}
internal unsafe int SendMessage<T>(in T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
where T : INetworkMessage
{
return SendMessage(message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length);
}
internal int SendMessage<T>(in T message, NetworkDelivery delivery, ulong clientId)
where T : INetworkMessage
{
// Prevent server sending to itself
if (IsServer && clientId == ServerClientId)
{
return 0;
}
return MessagingSystem.SendMessage(message, delivery, clientId);
}
internal void HandleIncomingData(ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_HandleIncomingData.Begin();
#endif
MessagingSystem.HandleIncomingData(clientId, payload, receiveTime);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_HandleIncomingData.End();
#endif
}
/// <summary>
/// Disconnects the remote client.
/// </summary>
/// <param name="clientId">The ClientId to disconnect</param>
public void DisconnectClient(ulong clientId)
{
if (!IsServer)
{
throw new NotServerException("Only server can disconnect remote clients. Use StopClient instead.");
}
OnClientDisconnectFromServer(clientId);
DisconnectRemoteClient(clientId);
}
private void OnClientDisconnectFromServer(ulong clientId)
{
PendingClients.Remove(clientId);
if (ConnectedClients.TryGetValue(clientId, out NetworkClient networkClient))
{
if (IsServer)
{
var playerObject = networkClient.PlayerObject;
if (playerObject != null)
{
if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].PlayerObject.GlobalObjectIdHash))
{
PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].PlayerObject);
}
else
{
Destroy(playerObject.gameObject);
}
}
for (int i = networkClient.OwnedObjects.Count - 1; i >= 0; i--)
{
var ownedObject = networkClient.OwnedObjects[i];
if (ownedObject != null)
{
if (!ownedObject.DontDestroyWithOwner)
{
if (PrefabHandler.ContainsHandler(ConnectedClients[clientId].OwnedObjects[i]
.GlobalObjectIdHash))
{
PrefabHandler.HandleNetworkPrefabDestroy(ConnectedClients[clientId].OwnedObjects[i]);
}
else
{
Destroy(ownedObject.gameObject);
}
}
else
{
ownedObject.RemoveOwnership();
}
}
}
// TODO: Could(should?) be replaced with more memory per client, by storing the visibility
foreach (var sobj in SpawnManager.SpawnedObjectsList)
{
sobj.Observers.Remove(clientId);
}
}
for (int i = 0; i < ConnectedClientsList.Count; i++)
{
if (ConnectedClientsList[i].ClientId == clientId)
{
m_ConnectedClientsList.RemoveAt(i);
break;
}
}
for (int i = 0; i < ConnectedClientsIds.Count; i++)
{
if (ConnectedClientsIds[i] == clientId)
{
m_ConnectedClientIds.RemoveAt(i);
break;
}
}
m_ConnectedClients.Remove(clientId);
}
MessagingSystem.ClientDisconnected(clientId);
}
private void SyncTime()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_SyncTime.Begin();
#endif
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("Syncing Time To Clients");
}
var message = new TimeSyncMessage
{
Tick = NetworkTickSystem.ServerTime.Tick
};
SendMessage(message, NetworkDelivery.Unreliable, ConnectedClientsIds);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_SyncTime.End();
#endif
}
/// <summary>
/// Server Side: Handles the approval of a client
/// </summary>
/// <param name="ownerClientId">client being approved</param>
/// <param name="createPlayerObject">whether we want to create a player or not</param>
/// <param name="playerPrefabHash">the GlobalObjectIdHash value for the Network Prefab to create as the player</param>
/// <param name="approved">Is the player approved or not?</param>
/// <param name="position">Used when createPlayerObject is true, position of the player when spawned </param>
/// <param name="rotation">Used when createPlayerObject is true, rotation of the player when spawned</param>
internal void HandleApproval(ulong ownerClientId, bool createPlayerObject, uint? playerPrefabHash, bool approved, Vector3? position, Quaternion? rotation)
{
if (approved)
{
// Inform new client it got approved
PendingClients.Remove(ownerClientId);
var client = new NetworkClient { ClientId = ownerClientId, };
m_ConnectedClients.Add(ownerClientId, client);
m_ConnectedClientsList.Add(client);
m_ConnectedClientIds.Add(client.ClientId);
if (createPlayerObject)
{
var networkObject = SpawnManager.CreateLocalNetworkObject(false, playerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, null, position, rotation);
SpawnManager.SpawnNetworkObjectLocally(networkObject, SpawnManager.GetNetworkObjectId(), false, true, ownerClientId, false);
ConnectedClients[ownerClientId].PlayerObject = networkObject;
}
// Server doesn't send itself the connection approved message
if (ownerClientId != ServerClientId)
{
var message = new ConnectionApprovedMessage
{
OwnerClientId = ownerClientId,
NetworkTick = LocalTime.Tick
};
if (!NetworkConfig.EnableSceneManagement)
{
if (SpawnManager.SpawnedObjectsList.Count != 0)
{
message.SceneObjectCount = SpawnManager.SpawnedObjectsList.Count;
message.SpawnedObjectsList = SpawnManager.SpawnedObjectsList;
}
}
SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
// If scene management is enabled, then let NetworkSceneManager handle the initial scene and NetworkObject synchronization
if (!NetworkConfig.EnableSceneManagement)
{
InvokeOnClientConnectedCallback(ownerClientId);
}
else
{
SceneManager.SynchronizeNetworkObjects(ownerClientId);
}
}
else // Server just adds itself as an observer to all spawned NetworkObjects
{
LocalClient = client;
SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
InvokeOnClientConnectedCallback(ownerClientId);
}
if (!createPlayerObject || (playerPrefabHash == null && NetworkConfig.PlayerPrefab == null))
{
return;
}
// Separating this into a contained function call for potential further future separation of when this notification is sent.
ApprovedPlayerSpawn(ownerClientId, playerPrefabHash ?? NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash);
}
else
{
PendingClients.Remove(ownerClientId);
DisconnectRemoteClient(ownerClientId);
}
}
/// <summary>
/// Spawns the newly approved player
/// </summary>
/// <param name="clientId">new player client identifier</param>
/// <param name="playerPrefabHash">the prefab GlobalObjectIdHash value for this player</param>
internal void ApprovedPlayerSpawn(ulong clientId, uint playerPrefabHash)
{
foreach (var clientPair in ConnectedClients)
{
if (clientPair.Key == clientId ||
clientPair.Key == 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, false)
};
message.ObjectInfo.Header.Hash = playerPrefabHash;
message.ObjectInfo.Header.IsSceneObject = false;
message.ObjectInfo.Header.HasParent = false;
message.ObjectInfo.Header.IsPlayerObject = true;
message.ObjectInfo.Header.OwnerClientId = clientId;
var size = SendMessage(message, NetworkDelivery.ReliableFragmentedSequenced, clientPair.Key);
NetworkMetrics.TrackObjectSpawnSent(clientPair.Key, ConnectedClients[clientId].PlayerObject, size);
}
}
}
}