This repository has been archived on 2025-04-22. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs
Unity Technologies ed38a4dcc2 com.unity.netcode.gameobjects@2.0.0-pre.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

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

## [2.0.0-pre.1] - 2024-06-17

### Added

- Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948)
- Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948)
- Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948)

### Fixed

- Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
- Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)

### Changed

- Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948)
- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
2024-06-17 00:00:00 +00:00

1546 lines
68 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Profiling;
using UnityEngine;
namespace Unity.Netcode
{
public enum ConnectionEvent
{
ClientConnected,
PeerConnected,
ClientDisconnected,
PeerDisconnected
}
public struct ConnectionEventData
{
public ConnectionEvent EventType;
/// <summary>
/// The client ID for the client that just connected
/// For the <see cref="ConnectionEvent.ClientConnected"/> and <see cref="ConnectionEvent.ClientDisconnected"/>
/// events on the client side, this will be LocalClientId.
/// On the server side, this will be the ID of the client that just connected.
///
/// For the <see cref="ConnectionEvent.PeerConnected"/> and <see cref="ConnectionEvent.PeerDisconnected"/>
/// events on the client side, this will be the client ID assigned by the server to the remote peer.
/// </summary>
public ulong ClientId;
/// <summary>
/// This is only populated in <see cref="ConnectionEvent.ClientConnected"/> on the client side, and
/// contains the list of other peers who were present before you connected. In all other situations,
/// this array will be uninitialized.
/// </summary>
public NativeArray<ulong> PeerClientIds;
}
/// <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;
/// <summary>
/// The callback to invoke once a peer connects. This callback is only ran on the server and on the local client that connects.
/// </summary>
public event Action<NetworkManager, ConnectionEventData> OnConnectionEvent = null;
internal void InvokeOnClientConnectedCallback(ulong clientId)
{
try
{
OnClientConnectedCallback?.Invoke(clientId);
}
catch (Exception exception)
{
Debug.LogException(exception);
}
if (!NetworkManager.IsServer)
{
var peerClientIds = new NativeArray<ulong>(Math.Max(NetworkManager.ConnectedClientsIds.Count - 1, 0), Allocator.Temp);
// `using var peerClientIds` or `using(peerClientIds)` renders it immutable...
using var sentinel = peerClientIds;
var idx = 0;
foreach (var peerId in NetworkManager.ConnectedClientsIds)
{
if (peerId == NetworkManager.LocalClientId)
{
continue;
}
peerClientIds[idx] = peerId;
++idx;
}
try
{
OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = NetworkManager.LocalClientId, EventType = ConnectionEvent.ClientConnected, PeerClientIds = peerClientIds });
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
else
{
try
{
OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientConnected });
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
}
internal void InvokeOnClientDisconnectCallback(ulong clientId)
{
try
{
OnClientDisconnectCallback?.Invoke(clientId);
}
catch (Exception exception)
{
Debug.LogException(exception);
}
try
{
OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientDisconnected });
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
internal void InvokeOnPeerConnectedCallback(ulong clientId)
{
try
{
OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerConnected });
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
internal void InvokeOnPeerDisconnectedCallback(ulong clientId)
{
try
{
OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerDisconnected });
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
/// <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 NetworkManager.LocalClientId;
}
var clientId = TransportIdToClientId(transportId);
TransportIdToClientIdMap.Remove(transportId);
ClientIdToTransportIdMap.Remove(clientId);
return clientId;
}
internal void PollAndHandleNetworkEvents()
{
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportPollMarker.Begin();
#endif
NetworkEvent networkEvent;
do
{
networkEvent = NetworkManager.NetworkConfig.NetworkTransport.PollEvent(out ulong transportClientId, out ArraySegment<byte> payload, out float receiveTime);
HandleNetworkEvent(networkEvent, transportClientId, payload, receiveTime);
if (networkEvent == NetworkEvent.Disconnect || networkEvent == NetworkEvent.TransportFailure)
{
break;
}
// 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)
{
var hostServer = NetworkManager.IsHost ? "Host" : "Server";
NetworkLog.LogInfo($"[{hostServer}-Side] Transport connection established with pending Client-{clientId}.");
}
AddPendingClient(clientId);
}
else
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
var serverOrService = NetworkManager.DistributedAuthorityMode ? NetworkManager.CMBServiceConnection ? "service" : "DAHost" : "server";
NetworkLog.LogInfo($"[Approval Pending][Client] Transport connection with {serverOrService} established! Awaiting connection approval...");
}
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($"Disconnect Event From {clientId}");
}
// If we are a client and we have gotten the ServerClientId back, then use our assigned local id as the client that was
// disconnected (either the user disconnected or the server disconnected, but the client that disconnected is the LocalClientId)
if (!NetworkManager.IsServer && clientId == NetworkManager.ServerClientId)
{
clientId = NetworkManager.LocalClientId;
}
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
MessageManager.ProcessIncomingMessageQueue();
InvokeOnClientDisconnectCallback(clientId);
if (LocalClient.IsHost)
{
InvokeOnPeerDisconnectedCallback(clientId);
}
if (LocalClient.IsServer)
{
OnClientDisconnectFromServer(clientId);
}
else // As long as we are not in the middle of a shutdown
if (!NetworkManager.ShutdownInProgress)
{
// We must pass true here and not process any sends messages as we are no longer connected.
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
// as the client ID is no longer valid.
NetworkManager.Shutdown(true);
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
s_TransportDisconnect.End();
#endif
}
/// <summary>
/// Handles a <see cref="NetworkEvent.TransportFailure"/> event.
/// </summary>
internal void TransportFailureEventHandler(bool duringStart = false)
{
var clientSeverOrHost = LocalClient.IsServer ? LocalClient.IsHost ? "Host" : "Server" : "Client";
var whenFailed = duringStart ? "start failure" : "failure";
NetworkLog.LogError($"{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
{
CMBServiceConnection = NetworkManager.CMBServiceConnection,
TickRate = NetworkManager.NetworkConfig.TickRate,
EnableSceneManagement = NetworkManager.NetworkConfig.EnableSceneManagement,
// 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>
/// Adding this because message hooks cannot happen fast enough under certain scenarios
/// where the message is sent and responded to before the hook is in place.
/// </summary>
internal bool MockSkippingApproval;
/// <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)
{
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"[Server-Side] Pending Client-{ownerClientId} connection approved!");
}
// The client was approved, stop the server-side approval time out coroutine
RemovePendingClient(ownerClientId);
var client = AddClient(ownerClientId);
if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
{
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,
DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
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,
IsDistributedAuthority = NetworkManager.DistributedAuthorityMode,
ConnectedClientIds = new NativeArray<ulong>(ConnectedClientIds.Count, Allocator.Temp)
};
var i = 0;
foreach (var clientId in ConnectedClientIds)
{
message.ConnectedClientIds[i] = clientId;
++i;
}
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
// Update the observed spawned NetworkObjects for the newly connected player when scene management is disabled
NetworkManager.SpawnManager.UpdateObservedNetworkObjects(ownerClientId);
if (NetworkManager.SpawnManager.SpawnedObjectsList.Count != 0)
{
message.SpawnedObjectsList = NetworkManager.SpawnManager.SpawnedObjectsList;
}
}
message.MessageVersions = new NativeArray<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)
};
}
}
if (!MockSkippingApproval)
{
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
}
else
{
NetworkLog.LogInfo("Mocking server not responding with connection approved...");
}
message.MessageVersions.Dispose();
message.ConnectedClientIds.Dispose();
if (MockSkippingApproval)
{
return;
}
// If scene management is disabled, then we are done and notify the local host-server the client is connected
if (!NetworkManager.NetworkConfig.EnableSceneManagement)
{
NetworkManager.ConnectedClients[ownerClientId].IsConnected = true;
InvokeOnClientConnectedCallback(ownerClientId);
if (LocalClient.IsHost)
{
InvokeOnPeerConnectedCallback(ownerClientId);
}
NetworkManager.SpawnManager.DistributeNetworkObjects(ownerClientId);
}
else // Otherwise, let NetworkSceneManager handle the initial scene and NetworkObject synchronization
{
if (NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner)
{
NetworkManager.SceneManager.SynchronizeNetworkObjects(ownerClientId);
}
else if (!NetworkManager.DistributedAuthorityMode)
{
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 running mock service, then set the instance as the default session owner
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
{
NetworkManager.SetSessionOwner(NetworkManager.LocalClientId);
NetworkManager.SceneManager.InitializeScenesLoaded();
}
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
CreateAndSpawnPlayer(ownerClientId);
}
}
if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
{
return;
}
// Players are always spawned by their respective client, exit early. (DAHost mode anyway, CMB Service will never spawn player prefab)
if (NetworkManager.DistributedAuthorityMode)
{
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>
/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
/// </summary>
internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
{
if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
{
var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
if (playerPrefab != null)
{
var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
networkObject.IsSceneObject = false;
networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
}
}
}
/// <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),
IncludesSerializedObject = true,
};
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)
{
if (ConnectedClients.ContainsKey(clientId) && ConnectedClientIds.Contains(clientId) && ConnectedClientsList.Contains(ConnectedClients[clientId]))
{
return ConnectedClients[clientId];
}
var networkClient = LocalClient;
// If this is not the local client then create a new one
if (clientId != NetworkManager.LocalClientId)
{
networkClient = new NetworkClient();
}
networkClient.SetRole(clientId == NetworkManager.ServerClientId, isClient: true, NetworkManager);
networkClient.ClientId = clientId;
if (!ConnectedClients.ContainsKey(clientId))
{
ConnectedClients.Add(clientId, networkClient);
}
if (!ConnectedClientsList.Contains(networkClient))
{
ConnectedClientsList.Add(networkClient);
}
if (NetworkManager.LocalClientId != clientId)
{
if ((!NetworkManager.DistributedAuthorityMode && NetworkManager.IsServer) ||
(NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && NetworkManager.LocalClient.IsSessionOwner))
{
var message = new ClientConnectedMessage { ClientId = clientId };
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, ConnectedClientIds.Where((c) => c != NetworkManager.LocalClientId).ToArray());
}
else if (NetworkManager.DistributedAuthorityMode && NetworkManager.NetworkConfig.EnableSceneManagement && NetworkManager.DAHost && !NetworkManager.LocalClient.IsSessionOwner)
{
var message = new ClientConnectedMessage
{
ShouldSynchronize = true,
ClientId = clientId
};
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableSequenced, NetworkManager.CurrentSessionOwner);
}
}
if (!ConnectedClientIds.Contains(clientId))
{
ConnectedClientIds.Add(clientId);
}
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers)
{
networkObject.Observers.Add(clientId);
}
}
return networkClient;
}
/// <summary>
/// Invoked on clients when another client disconnects
/// </summary>
/// <param name="clientId">the client identifier to remove</param>
internal void RemoveClient(ulong clientId)
{
if (ConnectedClientIds.Contains(clientId))
{
ConnectedClientIds.Remove(clientId);
}
if (ConnectedClients.ContainsKey(clientId))
{
ConnectedClientsList.Remove(ConnectedClients[clientId]);
}
ConnectedClients.Remove(clientId);
foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
{
networkObject.Observers.Remove(clientId);
}
}
/// <summary>
/// DANGO-TODO: Until we have the CMB Server end-to-end with all features verified working via integration tests,
/// I am keeping this debug toggle available. (NSS)
/// </summary>
internal bool EnableDistributeLogging;
/// <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)
{
// DANGO-TODO: This is something that would be best for CMB Service to handle as it is part of the disconnection process
// If a player NetworkObject is being despawned, make sure to remove all children if they are marked to not be destroyed
// with the owner.
if (NetworkManager.DistributedAuthorityMode && NetworkManager.DAHost)
{
// Remove any children from the player object if they are not going to be destroyed with the owner
var childNetworkObjects = playerObject.GetComponentsInChildren<NetworkObject>();
foreach (var child in childNetworkObjects)
{
// TODO: We have always just removed all children, but we might think about changing this to preserve the nested child
// hierarchy.
if (child.DontDestroyWithOwner && child.transform.transform.parent != null)
{
// If we are here, then we are running in DAHost mode and have the authority to remove the child from its parent
child.AuthorityAppliedParenting = true;
child.TryRemoveParentCachedWorldPositionStays();
}
}
}
if (NetworkManager.PrefabHandler.ContainsHandler(playerObject.GlobalObjectIdHash))
{
if (NetworkManager.DAHost && NetworkManager.DistributedAuthorityMode)
{
NetworkManager.SpawnManager.DespawnObject(playerObject, true, NetworkManager.DistributedAuthorityMode);
}
else
{
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(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, NetworkManager.DistributedAuthorityMode);
}
}
else if (!NetworkManager.ShutdownInProgress)
{
if (!NetworkManager.ShutdownInProgress)
{
playerObject.RemoveOwnership();
}
}
}
// Get the NetworkObjects owned by the disconnected client
var clientOwnedObjects = NetworkManager.SpawnManager.SpawnedObjectsList.Where((c) => c.OwnerClientId == clientId).ToList();
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
var clientCounter = 0;
var predictedClientCount = ConnectedClientsList.Count - 1;
var remainingClients = NetworkManager.DistributedAuthorityMode ? ConnectedClientsList.Where((c) => c.ClientId != clientId).ToList() : null;
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.SpawnManager.DespawnObject(ownedObject, true, true);
NetworkManager.PrefabHandler.HandleNetworkPrefabDestroy(clientOwnedObjects[i]);
}
else
{
NetworkManager.SpawnManager.DespawnObject(ownedObject, true, true);
}
}
else if (!NetworkManager.ShutdownInProgress)
{
// NOTE: All of the below code only handles ownership transfer.
// For client-server, we just remove the ownership.
// For distributed authority, we need to change ownership based on parenting
if (NetworkManager.DistributedAuthorityMode)
{
// Only NetworkObjects that have the OwnershipStatus.Distributable flag set and no parent
// (ownership is transferred to all children) will have their ownership redistributed.
if (ownedObject.IsOwnershipDistributable && ownedObject.GetCachedParent() == null)
{
if (ownedObject.IsOwnershipLocked)
{
ownedObject.SetOwnershipLock(false);
}
// DANGO-TODO: We will want to match how the CMB service handles this. For now, we just try to evenly distribute
// ownership.
var targetOwner = NetworkManager.ServerClientId;
if (predictedClientCount > 1)
{
clientCounter++;
clientCounter = clientCounter % predictedClientCount;
targetOwner = remainingClients[clientCounter].ClientId;
}
if (EnableDistributeLogging)
{
Debug.Log($"[Disconnected][Client-{clientId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
}
NetworkManager.SpawnManager.ChangeOwnership(ownedObject, targetOwner, true);
// DANGO-TODO: Should we try handling inactive NetworkObjects?
// Ownership gets passed down to all children
var childNetworkObjects = ownedObject.GetComponentsInChildren<NetworkObject>();
foreach (var childObject in childNetworkObjects)
{
// We already changed ownership for this
if (childObject == ownedObject)
{
continue;
}
// If the client owner disconnected, it is ok to unlock this at this point in time.
if (childObject.IsOwnershipLocked)
{
childObject.SetOwnershipLock(false);
}
NetworkManager.SpawnManager.ChangeOwnership(childObject, targetOwner, true);
if (EnableDistributeLogging)
{
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
}
}
}
}
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);
var message = new ClientDisconnectedMessage { ClientId = clientId };
MessageManager?.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
// Used for testing/validation purposes only
#if ENABLE_DAHOST_AUTOPROMOTE_SESSION_OWNER
if (NetworkManager.DistributedAuthorityMode && !NetworkManager.ShutdownInProgress && NetworkManager.IsListening)
{
var newSessionOwner = NetworkManager.LocalClientId;
if (ConnectedClientIds.Count > 1)
{
var lowestRTT = ulong.MaxValue;
var unityTransport = NetworkManager.NetworkConfig.NetworkTransport as Transports.UTP.UnityTransport;
foreach (var identifier in ConnectedClientIds)
{
if (identifier == NetworkManager.LocalClientId)
{
continue;
}
var rtt = unityTransport.GetCurrentRtt(identifier);
if (rtt < lowestRTT)
{
newSessionOwner = identifier;
lowestRTT = rtt;
}
}
}
var sessionOwnerMessage = new SessionOwnerMessage()
{
SessionOwner = newSessionOwner,
};
MessageManager?.SendMessage(ref sessionOwnerMessage, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
NetworkManager.SetSessionOwner(newSessionOwner);
}
#endif
}
// If the client ID transport map exists
if (ClientIdToTransportIdMap.ContainsKey(clientId))
{
var transportId = ClientIdToTransportId(clientId);
NetworkManager.NetworkConfig.NetworkTransport.DisconnectRemoteClient(transportId);
InvokeOnClientDisconnectCallback(clientId);
if (LocalClient.IsHost)
{
InvokeOnPeerDisconnectedCallback(clientId);
}
// Clean up the transport to client (and vice versa) mappings
TransportIdCleanUp(transportId);
}
// Assure the client id is no longer in the pending clients list
// and stop the server-side client approval timeout since the client
// is no longer connected.
RemovePendingClient(clientId);
// Handle cleaning up the server-side client send queue
MessageManager.ClientDisconnected(clientId);
}
/// <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($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
}
if (clientId == NetworkManager.ServerClientId)
{
Debug.LogWarning($"Disconnecting the local server-host client is not allowed. Use NetworkManager.Shutdown instead.");
return;
}
if (!string.IsNullOrEmpty(reason))
{
var disconnectReason = new DisconnectReasonMessage
{
Reason = reason
};
SendMessage(ref disconnectReason, NetworkDelivery.Reliable, clientId);
}
DisconnectRemoteClient(clientId);
}
/// <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()
{
if (LocalClient.IsServer)
{
// 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);
}
// make sure all messages are flushed before transport disconnects clients
MessageManager?.ProcessSendQueues();
}
else if (NetworkManager != null && NetworkManager.IsListening && LocalClient.IsClient)
{
// make sure all messages are flushed before disconnecting
MessageManager?.ProcessSendQueues();
// Client only, send disconnect and if transport throws and exception, log the exception and continue the shutdown sequence (or forever be shutting down)
try
{
NetworkManager.NetworkConfig.NetworkTransport.DisconnectLocalClient();
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
LocalClient.IsApproved = false;
LocalClient.IsConnected = false;
ConnectedClients.Clear();
ConnectedClientIds.Clear();
ConnectedClientsList.Clear();
if (NetworkManager != null && NetworkManager.NetworkConfig?.NetworkTransport != null)
{
NetworkManager.NetworkConfig.NetworkTransport.OnTransportEvent -= HandleNetworkEvent;
}
// This is required for handling the potential scenario where multiple NetworkManager instances are created.
// See MTT-860 for more information
if (IsListening)
{
//The Transport is set during initialization, thus it is possible for the Transport to be null
var transport = NetworkManager.NetworkConfig?.NetworkTransport;
if (transport != null)
{
transport.Shutdown();
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
NetworkLog.LogInfo($"{nameof(NetworkConnectionManager)}.{nameof(Shutdown)}() -> {nameof(IsListening)} && {nameof(NetworkManager.NetworkConfig.NetworkTransport)} != null -> {nameof(NetworkTransport)}.{nameof(NetworkTransport.Shutdown)}()");
}
}
}
}
internal unsafe int SendMessage<TMessageType, TClientIdListType>(ref TMessageType message, NetworkDelivery delivery, in TClientIdListType clientIds)
where TMessageType : INetworkMessage
where TClientIdListType : IReadOnlyList<ulong>
{
// Prevent server sending to itself
if (LocalClient.IsServer)
{
ulong* nonServerIds = stackalloc ulong[clientIds.Count];
int newIdx = 0;
for (int idx = 0; idx < clientIds.Count; ++idx)
{
if (clientIds[idx] == NetworkManager.ServerClientId)
{
continue;
}
nonServerIds[newIdx++] = clientIds[idx];
}
if (newIdx == 0)
{
return 0;
}
return MessageManager.SendMessage(ref message, delivery, nonServerIds, newIdx);
}
// else
if (clientIds.Count != 1 || clientIds[0] != NetworkManager.ServerClientId)
{
throw new ArgumentException($"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($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}");
}
return MessageManager.SendMessage(ref message, delivery, clientIds, numClientIds);
}
internal unsafe int SendMessage<T>(ref T message, NetworkDelivery delivery, in NativeArray<ulong> clientIds)
where T : INetworkMessage
{
return SendMessage(ref message, delivery, (ulong*)clientIds.GetUnsafePtr(), clientIds.Length);
}
internal int SendMessage<T>(ref T message, NetworkDelivery delivery, ulong clientId)
where T : INetworkMessage
{
// Prevent server sending to itself or if there is no MessageManager yet then exit early
if ((LocalClient.IsServer && clientId == NetworkManager.ServerClientId) || MessageManager == null)
{
return 0;
}
if (!LocalClient.IsServer && clientId != NetworkManager.ServerClientId)
{
throw new ArgumentException($"Clients may only send messages to {nameof(NetworkManager.ServerClientId)}");
}
return MessageManager.SendMessage(ref message, delivery, clientId);
}
}
}