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com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs
Unity Technologies 0581a42b70 com.unity.netcode.gameobjects@1.5.2
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

### Changed
2023-07-24 00:00:00 +00:00

1110 lines
46 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Profiling;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Unity.Netcode
{
/// <summary>
/// The NGO connection manager handles:
/// - Client Connections
/// - Client Approval
/// - Processing <see cref="NetworkEvent"/>s.
/// - Client Disconnection
/// </summary>
public sealed class NetworkConnectionManager
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static ProfilerMarker s_TransportPollMarker = new ProfilerMarker($"{nameof(NetworkManager)}.TransportPoll");
private static ProfilerMarker s_TransportConnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportConnect");
private static ProfilerMarker s_HandleIncomingData = new ProfilerMarker($"{nameof(NetworkManager)}.{nameof(NetworkMessageManager.HandleIncomingData)}");
private static ProfilerMarker s_TransportDisconnect = new ProfilerMarker($"{nameof(NetworkManager)}.TransportDisconnect");
#endif
/// <summary>
/// When disconnected from the server, the server may send a reason. If a reason was sent, this property will
/// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
/// </summary>
public string DisconnectReason { get; internal set; }
/// <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;
/// <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;
internal void InvokeOnClientConnectedCallback(ulong clientId) => OnClientConnectedCallback?.Invoke(clientId);
/// <summary>
/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
/// </summary>
/// <remarks>
/// A failure of the transport is always followed by the <see cref="NetworkManager"/> shutting down. Recovering
/// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or
/// recreating a new service allocation depending on the transport) and restarting the client/server/host.
/// </remarks>
public event Action OnTransportFailure;
/// <summary>
/// Is true when a server or host is listening for connections.
/// Is true when a client is connecting or connected to a network session.
/// Is false when not listening, connecting, or connected.
/// </summary>
public bool IsListening { get; internal set; }
internal NetworkManager NetworkManager;
internal NetworkMessageManager MessageManager;
internal NetworkClient LocalClient = new NetworkClient();
internal Dictionary<ulong, NetworkManager.ConnectionApprovalResponse> ClientsToApprove = new Dictionary<ulong, NetworkManager.ConnectionApprovalResponse>();
internal Dictionary<ulong, NetworkClient> ConnectedClients = new Dictionary<ulong, NetworkClient>();
internal Dictionary<ulong, ulong> ClientIdToTransportIdMap = new Dictionary<ulong, ulong>();
internal Dictionary<ulong, ulong> TransportIdToClientIdMap = new Dictionary<ulong, ulong>();
internal List<NetworkClient> ConnectedClientsList = new List<NetworkClient>();
internal List<ulong> ConnectedClientIds = new List<ulong>();
internal Action<NetworkManager.ConnectionApprovalRequest, NetworkManager.ConnectionApprovalResponse> ConnectionApprovalCallback;
/// <summary>
/// Use <see cref="AddPendingClient(ulong)"/> and <see cref="RemovePendingClient(ulong)"/> to add or remove
/// Use <see cref="PendingClients"/> to internally access the pending client dictionary
/// </summary>
private Dictionary<ulong, PendingClient> m_PendingClients = new Dictionary<ulong, PendingClient>();
internal IReadOnlyDictionary<ulong, PendingClient> PendingClients => m_PendingClients;
internal Coroutine LocalClientApprovalCoroutine;
/// <summary>
/// Client-Side:
/// Starts the client-side approval timeout coroutine
/// </summary>
/// <param name="clientId"></param>
internal void StartClientApprovalCoroutine(ulong clientId)
{
LocalClientApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId));
}
/// <summary>
/// Client-Side:
/// Stops the client-side approval timeout when it is approved.
/// <see cref="ConnectionApprovedMessage.Handle(ref NetworkContext)"/>
/// </summary>
internal void StopClientApprovalCoroutine()
{
if (LocalClientApprovalCoroutine != null)
{
NetworkManager.StopCoroutine(LocalClientApprovalCoroutine);
LocalClientApprovalCoroutine = null;
}
}
/// <summary>
/// Server-Side:
/// Handles the issue with populating NetworkManager.PendingClients
/// </summary>
internal void AddPendingClient(ulong clientId)
{
m_PendingClients.Add(clientId, new PendingClient()
{
ClientId = clientId,
ConnectionState = PendingClient.State.PendingConnection,
ApprovalCoroutine = NetworkManager.StartCoroutine(ApprovalTimeout(clientId))
});
NetworkManager.PendingClients.Add(clientId, PendingClients[clientId]);
}
/// <summary>
/// Server-Side:
/// Handles the issue with depopulating NetworkManager.PendingClients
/// </summary>
internal void RemovePendingClient(ulong clientId)
{
if (m_PendingClients.ContainsKey(clientId) && m_PendingClients[clientId].ApprovalCoroutine != null)
{
NetworkManager.StopCoroutine(m_PendingClients[clientId].ApprovalCoroutine);
}
m_PendingClients.Remove(clientId);
NetworkManager.PendingClients.Remove(clientId);
}
/// <summary>
/// Used to generate client identifiers
/// </summary>
private ulong m_NextClientId = 1;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal ulong TransportIdToClientId(ulong transportId)
{
if (transportId == GetServerTransportId())
{
return NetworkManager.ServerClientId;
}
if (TransportIdToClientIdMap.TryGetValue(transportId, out var clientId))
{
return clientId;
}
if (NetworkLog.CurrentLogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"Trying to get the NGO client ID map for the transport ID ({transportId}) but did not find the map entry! Returning default transport ID value.");
}
return default;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal ulong ClientIdToTransportId(ulong clientId)
{
if (clientId == NetworkManager.ServerClientId)
{
return GetServerTransportId();
}
if (ClientIdToTransportIdMap.TryGetValue(clientId, out var transportClientId))
{
return transportClientId;
}
if (NetworkLog.CurrentLogLevel == LogLevel.Developer)
{
NetworkLog.LogWarning($"Trying to get the transport client ID map for the NGO client ID ({clientId}) but did not find the map entry! Returning default transport ID value.");
}
return default;
}
/// <summary>
/// Gets the networkId of the server
/// </summary>
internal ulong ServerTransportId => GetServerTransportId();
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private ulong GetServerTransportId()
{
if (NetworkManager != null)
{
var transport = NetworkManager.NetworkConfig.NetworkTransport;
if (transport != null)
{
return transport.ServerClientId;
}
throw new NullReferenceException($"The transport in the active {nameof(NetworkConfig)} is null");
}
throw new Exception($"There is no {nameof(NetworkManager)} assigned to this instance!");
}
/// <summary>
/// Handles cleaning up the transport id/client id tables after receiving a disconnect event from transport
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal ulong TransportIdCleanUp(ulong transportId)
{
// This check is for clients that attempted to connect but failed.
// When this happens, the client will not have an entry within the m_TransportIdToClientIdMap or m_ClientIdToTransportIdMap lookup tables so we exit early and just return 0 to be used for the disconnect event.
if (!LocalClient.IsServer && !TransportIdToClientIdMap.ContainsKey(transportId))
{
return 0;
}
var clientId = TransportIdToClientId(transportId);
TransportIdToClientIdMap.Remove(transportId);
ClientIdToTransportIdMap.Remove(clientId);
return clientId;
}
internal void PollAndHandleNetworkEvents()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPollMarker.Begin();
#endif
NetworkEvent networkEvent;
do
{
networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
} while (NetworkManager.IsListening && networkEvent != NetworkEvent.Nothing);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPollMarker.End();
#endif
}
/// <summary>
/// Event driven NetworkTransports (like UnityTransport) NetworkEvent handling
/// </summary>
/// <remarks>
/// Polling NetworkTransports invoke this directly
/// </remarks>
internal void HandleNetworkEvent(NetworkEvent networkEvent, ulong transportClientId, ArraySegment<byte> payload, float receiveTime)
{
switch (networkEvent)
{
case NetworkEvent.Connect:
ConnectEventHandler(transportClientId);
break;
case NetworkEvent.Data:
DataEventHandler(transportClientId, ref payload, receiveTime);
break;
case NetworkEvent.Disconnect:
DisconnectEventHandler(transportClientId);
break;
case NetworkEvent.TransportFailure:
TransportFailureEventHandler();
break;
}
}
/// <summary>
/// Handles a <see cref="NetworkEvent.Connect"/> event.
/// </summary>
internal void ConnectEventHandler(ulong transportClientId)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportConnect.Begin();
#endif
// Assumptions:
// - When server receives a connection, it *must be* a client
// - When client receives one, it *must be* the server
// Client's can't connect to or talk to other clients.
// Server is a sentinel so only one exists, if we are server, we can't be connecting to it.
var clientId = transportClientId;
if (LocalClient.IsServer)
{
clientId = m_NextClientId++;
}
else
{
clientId = NetworkManager.ServerClientId;
}
ClientIdToTransportIdMap[clientId] = transportClientId;
TransportIdToClientIdMap[transportClientId] = clientId;
MessageManager.ClientConnected(clientId);
if (LocalClient.IsServer)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("Client Connected");
}
AddPendingClient(clientId);
}
else
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo("Connected");
}
SendConnectionRequest();
StartClientApprovalCoroutine(clientId);
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportConnect.End();
#endif
}
/// <summary>
/// Handles a <see cref="NetworkEvent.Data"/> event.
/// </summary>
internal void DataEventHandler(ulong transportClientId, ref ArraySegment<byte> payload, float receiveTime)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_HandleIncomingData.Begin();
#endif
var clientId = TransportIdToClientId(transportClientId);
MessageManager.HandleIncomingData(clientId, payload, receiveTime);
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_HandleIncomingData.End();
#endif
}
/// <summary>
/// Handles a <see cref="NetworkEvent.Disconnect"/> event.
/// </summary>
internal void DisconnectEventHandler(ulong transportClientId)
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.Begin();
#endif
var clientId = TransportIdCleanUp(transportClientId);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"Disconnect Event From {clientId}");
}
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
MessageManager.ProcessIncomingMessageQueue();
try
{
OnClientDisconnectCallback?.Invoke(clientId);
}
catch (Exception exception)
{
Debug.LogException(exception);
}
if (LocalClient.IsServer)
{
OnClientDisconnectFromServer(clientId);
}
else
{
// We must pass true here and not process any sends messages as we are no longer connected and thus there is no one to send any messages to and this will cause an exception within UnityTransport as the client ID is no longer valid.
NetworkManager.Shutdown(true);
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.End();
#endif
}
/// <summary>
/// Handles a <see cref="NetworkEvent.TransportFailure"/> event.
/// </summary>
internal void TransportFailureEventHandler(bool duringStart = false)
{
var clientSeverOrHost = LocalClient.IsServer ? LocalClient.IsHost ? "Host" : "Server" : "Client";
var whenFailed = duringStart ? "start failure" : "failure";
NetworkLog.LogError($"{clientSeverOrHost} is shutting down due to network transport {whenFailed} of {NetworkManager.NetworkConfig.NetworkTransport.GetType().Name}!");
OnTransportFailure?.Invoke();
// If we had a transport failure when trying to start, reset the local client roles and directly invoke the internal shutdown.
if (duringStart)
{
LocalClient.SetRole(false, false);
NetworkManager.ShutdownInternal();
}
else
{
// Otherwise, stop processing messages and shutdown the normal way
NetworkManager.Shutdown(true);
}
}
/// <summary>
/// Client-Side:
/// Upon transport connecting, the client will send a connection request
/// </summary>
private void SendConnectionRequest()
{
var message = new ConnectionRequestMessage
{
// Since only a remote client will send a connection request, we should always force the rebuilding of the NetworkConfig hash value
ConfigHash = NetworkManager.NetworkConfig.GetConfig(false),
ShouldSendConnectionData = NetworkManager.NetworkConfig.ConnectionApproval,
ConnectionData = NetworkManager.NetworkConfig.ConnectionData,
MessageVersions = new NativeArray<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.ReliableSequenced, NetworkManager.ServerClientId);
message.MessageVersions.Dispose();
}
/// <summary>
/// Approval time out coroutine
/// </summary>
private IEnumerator ApprovalTimeout(ulong clientId)
{
var timeStarted = LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup;
var timedOut = false;
var connectionApproved = false;
var connectionNotApproved = false;
var timeoutMarker = timeStarted + NetworkManager.NetworkConfig.ClientConnectionBufferTimeout;
while (NetworkManager.IsListening && !NetworkManager.ShutdownInProgress && !timedOut && !connectionApproved)
{
yield return null;
// Check if we timed out
timedOut = timeoutMarker < (LocalClient.IsServer ? NetworkManager.LocalTime.TimeAsFloat : NetworkManager.RealTimeProvider.RealTimeSinceStartup);
if (LocalClient.IsServer)
{
// When the client is no longer in the pending clients list and is in the connected clients list it has been approved
connectionApproved = !PendingClients.ContainsKey(clientId) && ConnectedClients.ContainsKey(clientId);
// For the server side, if the client is in neither list then it was declined or the client disconnected
connectionNotApproved = !PendingClients.ContainsKey(clientId) && !ConnectedClients.ContainsKey(clientId);
}
else
{
connectionApproved = NetworkManager.LocalClient.IsApproved;
}
}
// Exit coroutine if we are no longer listening or a shutdown is in progress (client or server)
if (!NetworkManager.IsListening || NetworkManager.ShutdownInProgress)
{
yield break;
}
// If the client timed out or was not approved
if (timedOut || connectionNotApproved)
{
// Timeout
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
if (timedOut)
{
if (LocalClient.IsServer)
{
// Log a warning that the transport detected a connection but then did not receive a follow up connection request message.
// (hacking or something happened to the server's network connection)
NetworkLog.LogWarning($"Server detected a transport connection from Client-{clientId}, but timed out waiting for the connection request message.");
}
else
{
// We only provide informational logging for the client side
NetworkLog.LogInfo("Timed out waiting for the server to approve the connection request.");
}
}
else if (connectionNotApproved)
{
NetworkLog.LogInfo($"Client-{clientId} was either denied approval or disconnected while being approved.");
}
}
if (LocalClient.IsServer)
{
DisconnectClient(clientId);
}
else
{
NetworkManager.Shutdown(true);
}
}
}
/// <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)
{
// Update the observed spawned NetworkObjects for the newly connected player when scene management is disabled
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
if (NetworkManager.SpawnManager.SpawnedObjectsList.Count != 0)
{
message.SpawnedObjectsList = NetworkManager.SpawnManager.SpawnedObjectsList;
}
}
message.MessageVersions = new NativeArray<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 disabled, then we are done and notify the local host-server the client is connected
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
NetworkManager.ConnectedClients[ownerClientId].IsConnected = true;
InvokeOnClientConnectedCallback(ownerClientId);
}
else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
{
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
}
}
else // Server just adds itself as an observer to all spawned NetworkObjects
{
LocalClient = client;
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
LocalClient.IsConnected = true;
}
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
{
return;
}
// Separating this into a contained function call for potential further future separation of when this notification is sent.
ApprovedPlayerSpawn(ownerClientId, response.PlayerPrefabHash ?? NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<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;
networkClient = new NetworkClient();
networkClient.SetRole(clientId == NetworkManager.ServerClientId, 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
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);
}
}
}