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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
1110 lines
46 KiB
C#
1110 lines
46 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Unity.Collections;
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using Unity.Collections.LowLevel.Unsafe;
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using Unity.Profiling;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The NGO connection manager handles:
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/// - Client Connections
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/// - Client Approval
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/// - Processing <see cref="NetworkEvent"/>s.
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/// - Client Disconnection
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/// </summary>
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// TODO 2023-Q2: Discuss what kind of public API exposure we want for this
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public sealed class NetworkConnectionManager
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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private static ProfilerMarker s_TransportPollMarker = new ProfilerMarker($"{nameof(NetworkManager)}.TransportPoll");
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private static ProfilerMarker s_TransportConnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportConnect");
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private static ProfilerMarker s_HandleIncomingData = new ProfilerMarker($"{nameof(NetworkManager)}.{nameof(NetworkMessageManager.HandleIncomingData)}");
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private static ProfilerMarker s_TransportDisconnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportDisconnect");
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#endif
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/// <summary>
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/// When disconnected from the server, the server may send a reason. If a reason was sent, this property will
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/// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
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/// </summary>
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public string DisconnectReason { get; internal set; }
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/// <summary>
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/// The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
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/// </summary>
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public event Action<ulong> OnClientConnectedCallback = null;
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/// <summary>
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/// The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.
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/// </summary>
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public event Action<ulong> OnClientDisconnectCallback = null;
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internal void InvokeOnClientConnectedCallback(ulong clientId) => OnClientConnectedCallback?.Invoke(clientId);
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/// <summary>
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/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
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/// </summary>
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/// <remarks>
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/// A failure of the transport is always followed by the <see cref="NetworkManager"/> shutting down. Recovering
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/// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or
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/// recreating a new service allocation depending on the transport) and restarting the client/server/host.
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/// </remarks>
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public event Action OnTransportFailure;
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/// <summary>
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/// Is true when a server or host is listening for connections.
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/// Is true when a client is connecting or connected to a network session.
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/// Is false when not listening, connecting, or connected.
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/// </summary>
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public bool IsListening { get; internal set; }
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internal NetworkManager NetworkManager;
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internal NetworkMessageManager MessageManager;
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internal NetworkClient LocalClient = new NetworkClient();
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internal Dictionary<ulong, NetworkManager.ConnectionApprovalResponse> ClientsToApprove = new Dictionary<ulong, NetworkManager.ConnectionApprovalResponse>();
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internal Dictionary<ulong, NetworkClient> ConnectedClients = new Dictionary<ulong, NetworkClient>();
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internal Dictionary<ulong, ulong> ClientIdToTransportIdMap = new Dictionary<ulong, ulong>();
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internal Dictionary<ulong, ulong> TransportIdToClientIdMap = new Dictionary<ulong, ulong>();
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internal List<NetworkClient> ConnectedClientsList = new List<NetworkClient>();
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internal List<ulong> ConnectedClientIds = new List<ulong>();
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internal Action<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse> ConnectionApprovalCallback;
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/// <summary>
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/// Use <see cref="AddPendingClient(ulong)"/> and <see cref="RemovePendingClient(ulong)"/> to add or remove
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/// Use <see cref="PendingClients"/> to internally access the pending client dictionary
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/// </summary>
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private Dictionary<ulong, PendingClient> m_PendingClients = new Dictionary<ulong, PendingClient>();
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internal IReadOnlyDictionary<ulong, PendingClient> PendingClients => m_PendingClients;
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internal Coroutine LocalClientApprovalCoroutine;
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/// <summary>
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/// Client-Side:
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/// Starts the client-side approval timeout coroutine
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/// </summary>
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/// <param name="clientId"></param>
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internal void StartClientApprovalCoroutine(ulong clientId)
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{
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LocalClientApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId));
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}
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/// <summary>
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/// Client-Side:
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/// Stops the client-side approval timeout when it is approved.
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/// <see cref="ConnectionApprovedMessage.Handle(ref NetworkContext)"/>
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/// </summary>
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internal void StopClientApprovalCoroutine()
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{
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if (LocalClientApprovalCoroutine != null)
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{
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NetworkManager.StopCoroutine(LocalClientApprovalCoroutine);
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LocalClientApprovalCoroutine = null;
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}
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}
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/// <summary>
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/// Server-Side:
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/// Handles the issue with populating NetworkManager.PendingClients
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/// </summary>
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internal void AddPendingClient(ulong clientId)
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{
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m_PendingClients.Add(clientId, new PendingClient()
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{
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ClientId = clientId,
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ConnectionState = PendingClient.State.PendingConnection,
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ApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId))
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});
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NetworkManager.PendingClients.Add(clientId, PendingClients[clientId]);
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}
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/// <summary>
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/// Server-Side:
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/// Handles the issue with depopulating NetworkManager.PendingClients
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/// </summary>
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internal void RemovePendingClient(ulong clientId)
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{
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if (m_PendingClients.ContainsKey(clientId) && m_PendingClients[clientId].ApprovalCoroutine != null)
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{
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NetworkManager.StopCoroutine(m_PendingClients[clientId].ApprovalCoroutine);
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}
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m_PendingClients.Remove(clientId);
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NetworkManager.PendingClients.Remove(clientId);
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}
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/// <summary>
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/// Used to generate client identifiers
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/// </summary>
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private ulong m_NextClientId = 1;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal ulong TransportIdToClientId(ulong transportId)
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{
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if (transportId == GetServerTransportId())
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{
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return NetworkManager.ServerClientId;
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}
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if (TransportIdToClientIdMap.TryGetValue(transportId, out var clientId))
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{
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return clientId;
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}
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if (NetworkLog.CurrentLogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarning($"Trying to get the NGO client ID map for the transport ID ({transportId}) but did not find the map entry! Returning default transport ID value.");
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}
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return default;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal ulong ClientIdToTransportId(ulong clientId)
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{
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if (clientId == NetworkManager.ServerClientId)
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{
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return GetServerTransportId();
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}
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if (ClientIdToTransportIdMap.TryGetValue(clientId, out var transportClientId))
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{
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return transportClientId;
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}
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if (NetworkLog.CurrentLogLevel == LogLevel.Developer)
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{
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NetworkLog.LogWarning($"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.");
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}
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return default;
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}
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/// <summary>
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/// Gets the networkId of the server
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/// </summary>
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internal ulong ServerTransportId => GetServerTransportId();
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private ulong GetServerTransportId()
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{
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if (NetworkManager != null)
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{
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var transport = NetworkManager.NetworkConfig.NetworkTransport;
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if (transport != null)
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{
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return transport.ServerClientId;
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}
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throw new NullReferenceException($"The transport in the active {nameof(NetworkConfig)} is null");
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}
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throw new Exception($"There is no {nameof(NetworkManager)} assigned to this instance!");
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}
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/// <summary>
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/// Handles cleaning up the transport id/client id tables after receiving a disconnect event from transport
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/// </summary>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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internal ulong TransportIdCleanUp(ulong transportId)
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{
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// This check is for clients that attempted to connect but failed.
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// 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.
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if (!LocalClient.IsServer && !TransportIdToClientIdMap.ContainsKey(transportId))
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{
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return 0;
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}
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var clientId = TransportIdToClientId(transportId);
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TransportIdToClientIdMap.Remove(transportId);
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ClientIdToTransportIdMap.Remove(clientId);
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return clientId;
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}
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internal void PollAndHandleNetworkEvents()
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportPollMarker.Begin();
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#endif
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NetworkEvent networkEvent;
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do
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{
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networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
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HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
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// 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)
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} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportPollMarker.End();
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#endif
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}
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/// <summary>
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/// Event driven NetworkTransports (like UnityTransport) NetworkEvent handling
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/// </summary>
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/// <remarks>
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/// Polling NetworkTransports invoke this directly
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/// </remarks>
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internal void HandleNetworkEvent(NetworkEvent networkEvent, ulong transportClientId, ArraySegment<byte> payload, float receiveTime)
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{
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switch (networkEvent)
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{
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case NetworkEvent.Connect:
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ConnectEventHandler(transportClientId);
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break;
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case NetworkEvent.Data:
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DataEventHandler(transportClientId, ref payload, receiveTime);
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break;
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case NetworkEvent.Disconnect:
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DisconnectEventHandler(transportClientId);
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break;
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case NetworkEvent.TransportFailure:
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TransportFailureEventHandler();
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break;
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}
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}
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/// <summary>
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/// Handles a <see cref="NetworkEvent.Connect"/> event.
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/// </summary>
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internal void ConnectEventHandler(ulong transportClientId)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportConnect.Begin();
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#endif
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// Assumptions:
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// - When server receives a connection, it *must be* a client
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// - When client receives one, it *must be* the server
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// Client's can't connect to or talk to other clients.
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// Server is a sentinel so only one exists, if we are server, we can't be connecting to it.
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var clientId = transportClientId;
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if (LocalClient.IsServer)
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{
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clientId = m_NextClientId++;
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}
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else
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{
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clientId = NetworkManager.ServerClientId;
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}
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ClientIdToTransportIdMap[clientId] = transportClientId;
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TransportIdToClientIdMap[transportClientId] = clientId;
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MessageManager.ClientConnected(clientId);
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if (LocalClient.IsServer)
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo("Client Connected");
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}
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AddPendingClient(clientId);
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}
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else
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo("Connected");
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}
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SendConnectionRequest();
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StartClientApprovalCoroutine(clientId);
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportConnect.End();
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#endif
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}
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/// <summary>
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/// Handles a <see cref="NetworkEvent.Data"/> event.
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/// </summary>
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internal void DataEventHandler(ulong transportClientId, ref ArraySegment<byte> payload, float receiveTime)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_HandleIncomingData.Begin();
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#endif
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var clientId = TransportIdToClientId(transportClientId);
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MessageManager.HandleIncomingData(clientId, payload, receiveTime);
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_HandleIncomingData.End();
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#endif
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}
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/// <summary>
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/// Handles a <see cref="NetworkEvent.Disconnect"/> event.
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/// </summary>
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internal void DisconnectEventHandler(ulong transportClientId)
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{
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportDisconnect.Begin();
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#endif
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var clientId = TransportIdCleanUp(transportClientId);
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if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
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{
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NetworkLog.LogInfo($"Disconnect Event From {clientId}");
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}
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// 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.
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MessageManager.ProcessIncomingMessageQueue();
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try
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{
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OnClientDisconnectCallback?.Invoke(clientId);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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}
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if (LocalClient.IsServer)
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{
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OnClientDisconnectFromServer(clientId);
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}
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else
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{
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// We must pass true here and not process any sends messages as we are no longer connected and thus there is no one to send any messages to and this will cause an exception within UnityTransport as the client ID is no longer valid.
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NetworkManager.Shutdown(true);
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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s_TransportDisconnect.End();
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#endif
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}
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/// <summary>
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/// Handles a <see cref="NetworkEvent.TransportFailure"/> event.
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/// </summary>
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internal void TransportFailureEventHandler(bool duringStart = false)
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{
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var clientSeverOrHost = LocalClient.IsServer ? LocalClient.IsHost ? "Host" : "Server" : "Client";
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var whenFailed = duringStart ? "start failure" : "failure";
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NetworkLog.LogError($"{clientSeverOrHost} is shutting down due to network transport {whenFailed} of {NetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!");
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OnTransportFailure?.Invoke();
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// If we had a transport failure when trying to start, reset the local client roles and directly invoke the internal shutdown.
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if (duringStart)
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{
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LocalClient.SetRole(false, false);
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NetworkManager.ShutdownInternal();
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}
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else
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{
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// Otherwise, stop processing messages and shutdown the normal way
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NetworkManager.Shutdown(true);
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}
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}
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/// <summary>
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/// Client-Side:
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/// Upon transport connecting, the client will send a connection request
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/// </summary>
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private void SendConnectionRequest()
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{
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var message = new ConnectionRequestMessage
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{
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// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
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ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
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ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
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ConnectionData = NetworkManager.NetworkConfig.ConnectionData,
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MessageVersions = new NativeArray<MessageVersionData>(MessageManager.MessageHandlers.Length, Allocator.Temp)
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};
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for (int index = 0; index < MessageManager.MessageHandlers.Length; index++)
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{
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if (MessageManager.MessageTypes[index] != null)
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{
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var type = MessageManager.MessageTypes[index];
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message.MessageVersions[index] = new MessageVersionData
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{
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Hash = XXHash.Hash32(type.FullName),
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Version = MessageManager.GetLocalVersion(type)
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};
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}
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}
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SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.ServerClientId);
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message.MessageVersions.Dispose();
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}
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/// <summary>
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/// Approval time out coroutine
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/// </summary>
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private IEnumerator ApprovalTimeout(ulong clientId)
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{
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var timeStarted = LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup;
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var timedOut = false;
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var connectionApproved = false;
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var connectionNotApproved = false;
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var timeoutMarker = timeStarted + NetworkManager.NetworkConfig.ClientConnectionBufferTimeout;
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while (NetworkManager.IsListening && !NetworkManager.ShutdownInProgress && !timedOut && !connectionApproved)
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{
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yield return null;
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// Check if we timed out
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timedOut = timeoutMarker < (LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup);
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if (LocalClient.IsServer)
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{
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// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Handles approval while processing a client connection request
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Processes pending approvals and removes any stale pending clients
|
|
/// </summary>
|
|
internal void ProcessPendingApprovals()
|
|
{
|
|
List<ulong> 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<ulong>();
|
|
senders.Add(senderId);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogException(e);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (senders != null)
|
|
{
|
|
foreach (var sender in senders)
|
|
{
|
|
ClientsToApprove.Remove(sender);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server Side: Handles the approval of a client
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This will spawn the player prefab as well as start client synchronization if <see cref="NetworkConfig.EnableSceneManagement"/> is enabled
|
|
/// </remarks>
|
|
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<NetworkObject>();
|
|
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
|
|
};
|
|
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
|
|
{
|
|
if (NetworkManager.SpawnManager.SpawnedObjectsList.Count != 0)
|
|
{
|
|
message.SpawnedObjectsList = NetworkManager.SpawnManager.SpawnedObjectsList;
|
|
}
|
|
}
|
|
|
|
message.MessageVersions = new NativeArray<MessageVersionData>(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();
|
|
|
|
// If scene management is enabled, then let NetworkSceneManager handle the initial scene and NetworkObject synchronization
|
|
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
|
|
{
|
|
InvokeOnClientConnectedCallback(ownerClientId);
|
|
}
|
|
else
|
|
{
|
|
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
|
|
}
|
|
}
|
|
else // Server just adds itself as an observer to all spawned NetworkObjects
|
|
{
|
|
LocalClient = client;
|
|
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
|
|
}
|
|
|
|
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<NetworkObject>().GlobalObjectIdHash);
|
|
}
|
|
else
|
|
{
|
|
if (!string.IsNullOrEmpty(response.Reason))
|
|
{
|
|
var disconnectReason = new DisconnectReasonMessage
|
|
{
|
|
Reason = response.Reason
|
|
};
|
|
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, ownerClientId);
|
|
MessageManager.ProcessSendQueues();
|
|
}
|
|
|
|
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 == 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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Creates a new <see cref="NetworkClient"/> and handles updating the associated
|
|
/// connected clients lists.
|
|
/// </summary>
|
|
internal NetworkClient AddClient(ulong clientId)
|
|
{
|
|
var networkClient = LocalClient;
|
|
if (clientId != NetworkManager.ServerClientId)
|
|
{
|
|
networkClient = new NetworkClient();
|
|
networkClient.SetRole(isServer: false, isClient: true, NetworkManager);
|
|
networkClient.ClientId = clientId;
|
|
}
|
|
|
|
ConnectedClients.Add(clientId, networkClient);
|
|
ConnectedClientsList.Add(networkClient);
|
|
ConnectedClientIds.Add(clientId);
|
|
return networkClient;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Invoked when a client is disconnected from a server-host
|
|
/// </summary>
|
|
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
|
|
{
|
|
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
|
|
// TODO-2023: Look into whether in-scene placed NetworkObjects could be destroyed if ownership changes to a client
|
|
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
|
|
{
|
|
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);
|
|
}
|
|
|
|
// If the client ID transport map exists
|
|
if (ClientIdToTransportIdMap.ContainsKey(clientId))
|
|
{
|
|
var transportId = ClientIdToTransportId(clientId);
|
|
NetworkManager.NetworkConfig.NetworkTransport.DisconnectRemoteClient(transportId);
|
|
|
|
try
|
|
{
|
|
OnClientDisconnectCallback?.Invoke(clientId);
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
Debug.LogException(exception);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Invoked when disconnecting a remote client
|
|
/// </summary>
|
|
internal void DisconnectRemoteClient(ulong clientId)
|
|
{
|
|
MessageManager.ProcessSendQueues();
|
|
OnClientDisconnectFromServer(clientId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Server-Side:
|
|
/// Invoked when disconnecting a remote client with the option to provide
|
|
/// a reason.
|
|
/// </summary>
|
|
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 (!string.IsNullOrEmpty(reason))
|
|
{
|
|
var disconnectReason = new DisconnectReasonMessage
|
|
{
|
|
Reason = reason
|
|
};
|
|
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId);
|
|
}
|
|
|
|
DisconnectRemoteClient(clientId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Should be invoked when starting a server-host or client
|
|
/// </summary>
|
|
/// <param name="networkManager"></param>
|
|
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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Should be called when shutting down the NetworkManager
|
|
/// </summary>
|
|
internal void Shutdown()
|
|
{
|
|
LocalClient.IsApproved = false;
|
|
LocalClient.IsConnected = false;
|
|
if (LocalClient.IsServer)
|
|
{
|
|
// make sure all messages are flushed before transport disconnect clients
|
|
MessageManager?.ProcessSendQueues();
|
|
|
|
// Build a list of all client ids to be disconnected
|
|
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)
|
|
var serverTransportId = NetworkManager.NetworkConfig.NetworkTransport.ServerClientId;
|
|
foreach (KeyValuePair<ulong, NetworkClient> pair in ConnectedClients)
|
|
{
|
|
if (!disconnectedIds.Contains(pair.Key))
|
|
{
|
|
if (pair.Key == serverTransportId)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
disconnectedIds.Add(pair.Key);
|
|
}
|
|
}
|
|
|
|
foreach (KeyValuePair<ulong, PendingClient> pair in PendingClients)
|
|
{
|
|
if (!disconnectedIds.Contains(pair.Key))
|
|
{
|
|
if (pair.Key == serverTransportId)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
disconnectedIds.Add(pair.Key);
|
|
}
|
|
}
|
|
|
|
foreach (var clientId in disconnectedIds)
|
|
{
|
|
DisconnectRemoteClient(clientId);
|
|
}
|
|
}
|
|
else if (NetworkManager != null && NetworkManager.IsListening && LocalClient.IsClient)
|
|
{
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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($"{nameof(NetworkConnectionManager)}.{nameof(Shutdown)}() -> {nameof(IsListening)} && {nameof(NetworkManager.NetworkConfig.NetworkTransport)} != null -> {nameof(NetworkTransport)}.{nameof(NetworkTransport.Shutdown)}()");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
internal unsafe int SendMessage<TMessageType, TClientIdListType>(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
|
|
where TMessageType : INetworkMessage
|
|
where TClientIdListType : IReadOnlyList<ulong>
|
|
{
|
|
// Prevent server sending to itself
|
|
if (LocalClient.IsServer)
|
|
{
|
|
ulong* nonServerIds = stackalloc ulong[clientIds.Count];
|
|
int newIdx = 0;
|
|
for (int idx = 0; idx < clientIds.Count; ++idx)
|
|
{
|
|
if (clientIds[idx] == NetworkManager.ServerClientId)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
nonServerIds[newIdx++] = clientIds[idx];
|
|
}
|
|
|
|
if (newIdx == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return MessageManager.SendMessage(ref message, delivery, nonServerIds, newIdx);
|
|
}
|
|
|
|
// else
|
|
if (clientIds.Count != 1 || clientIds[0] != NetworkManager.ServerClientId)
|
|
{
|
|
throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}");
|
|
}
|
|
|
|
return MessageManager.SendMessage(ref message, delivery, clientIds);
|
|
}
|
|
|
|
internal unsafe int SendMessage<T>(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($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}");
|
|
}
|
|
|
|
return MessageManager.SendMessage(ref message, delivery, clientIds, numClientIds);
|
|
}
|
|
|
|
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
|
|
where T : INetworkMessage
|
|
{
|
|
return SendMessage(ref message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length);
|
|
}
|
|
|
|
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
|
|
where T : INetworkMessage
|
|
{
|
|
// Prevent server sending to itself
|
|
if (LocalClient.IsServer && clientId == NetworkManager.ServerClientId)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
if (!LocalClient.IsServer && clientId != NetworkManager.ServerClientId)
|
|
{
|
|
throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}");
|
|
}
|
|
|
|
return MessageManager.SendMessage(ref message, delivery, clientId);
|
|
}
|
|
}
|
|
}
|