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). ## [1.8.0] - 2023-12-12 ### Added - Added a new RPC attribute, which is simply `Rpc`. (#2762) - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately. - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option. - Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735) - Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735) - Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710) ### Fixed - Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789) - Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789) - Fixed issue where a host could disconnect its local client but remain running as a server. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789) - Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789) - Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777) - Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737) - Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735) - Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710) ### Changed - Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) - `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762) - Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735) - Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710) - Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710) - Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
1277 lines
53 KiB
C#
1277 lines
53 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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public enum ConnectionEvent
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{
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ClientConnected,
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PeerConnected,
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ClientDisconnected,
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PeerDisconnected
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}
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public struct ConnectionEventData
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{
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public ConnectionEvent EventType;
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/// <summary>
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/// The client ID for the client that just connected
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/// For the <see cref="ConnectionEvent.ClientConnected"/> and <see cref="ConnectionEvent.ClientDisconnected"/>
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/// events on the client side, this will be LocalClientId.
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/// On the server side, this will be the ID of the client that just connected.
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///
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/// For the <see cref="ConnectionEvent.PeerConnected"/> and <see cref="ConnectionEvent.PeerDisconnected"/>
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/// events on the client side, this will be the client ID assigned by the server to the remote peer.
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/// </summary>
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public ulong ClientId;
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/// <summary>
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/// This is only populated in <see cref="ConnectionEvent.ClientConnected"/> on the client side, and
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/// contains the list of other peers who were present before you connected. In all other situations,
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/// this array will be uninitialized.
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/// </summary>
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public NativeArray<ulong> PeerClientIds;
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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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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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/// <summary>
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/// The callback to invoke once a peer 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<NetworkManager, ConnectionEventData> OnConnectionEvent = null;
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internal void InvokeOnClientConnectedCallback(ulong clientId)
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{
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try
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{
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OnClientConnectedCallback?.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 (!NetworkManager.IsServer)
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{
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var peerClientIds = new NativeArray<ulong>(Math.Max(NetworkManager.ConnectedClientsIds.Count - 1, 0), Allocator.Temp);
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// `using var peerClientIds` or `using(peerClientIds)` renders it immutable...
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using var sentinel = peerClientIds;
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var idx = 0;
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foreach (var peerId in NetworkManager.ConnectedClientsIds)
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{
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if (peerId == NetworkManager.LocalClientId)
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{
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continue;
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}
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peerClientIds[idx] = peerId;
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++idx;
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}
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try
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{
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OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = NetworkManager.LocalClientId, EventType = ConnectionEvent.ClientConnected, PeerClientIds = peerClientIds });
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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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}
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else
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{
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try
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{
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OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientConnected });
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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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}
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}
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internal void InvokeOnClientDisconnectCallback(ulong clientId)
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{
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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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try
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{
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OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.ClientDisconnected });
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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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}
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internal void InvokeOnPeerConnectedCallback(ulong clientId)
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{
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try
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{
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OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerConnected });
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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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}
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internal void InvokeOnPeerDisconnectedCallback(ulong clientId)
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{
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try
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{
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OnConnectionEvent?.Invoke(NetworkManager, new ConnectionEventData { ClientId = clientId, EventType = ConnectionEvent.PeerDisconnected });
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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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}
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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 NetworkManager.LocalClientId;
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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)
|
|
{
|
|
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($"Disconnect Event From {clientId}");
|
|
}
|
|
|
|
// If we are a client and we have gotten the ServerClientId back, then use our assigned local id as the client that was
|
|
// disconnected (either the user disconnected or the server disconnected, but the client that disconnected is the LocalClientId)
|
|
if (!NetworkManager.IsServer && clientId == NetworkManager.ServerClientId)
|
|
{
|
|
clientId = NetworkManager.LocalClientId;
|
|
}
|
|
|
|
// Process the incoming message queue so that we get everything from the server disconnecting us or, if we are the server, so we got everything from that client.
|
|
MessageManager.ProcessIncomingMessageQueue();
|
|
|
|
InvokeOnClientDisconnectCallback(clientId);
|
|
|
|
if (LocalClient.IsHost)
|
|
{
|
|
InvokeOnPeerDisconnectedCallback(clientId);
|
|
}
|
|
|
|
if (LocalClient.IsServer)
|
|
{
|
|
OnClientDisconnectFromServer(clientId);
|
|
}
|
|
else // As long as we are not in the middle of a shutdown
|
|
if (!NetworkManager.ShutdownInProgress)
|
|
{
|
|
// We must pass true here and not process any sends messages as we are no longer connected.
|
|
// Otherwise, attempting to process messages here can cause an exception within UnityTransport
|
|
// as the client ID is no longer valid.
|
|
NetworkManager.Shutdown(true);
|
|
}
|
|
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
|
s_TransportDisconnect.End();
|
|
#endif
|
|
}
|
|
|
|
/// <summary>
|
|
/// Handles a <see cref="NetworkEvent.TransportFailure"/> event.
|
|
/// </summary>
|
|
internal void TransportFailureEventHandler(bool duringStart = false)
|
|
{
|
|
var clientSeverOrHost = LocalClient.IsServer ? LocalClient.IsHost ? "Host" : "Server" : "Client";
|
|
var whenFailed = duringStart ? "start failure" : "failure";
|
|
NetworkLog.LogError($"{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
|
|
{
|
|
// 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,
|
|
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)
|
|
};
|
|
}
|
|
}
|
|
|
|
SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ownerClientId);
|
|
message.MessageVersions.Dispose();
|
|
message.ConnectedClientIds.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);
|
|
if (LocalClient.IsHost)
|
|
{
|
|
InvokeOnPeerConnectedCallback(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);
|
|
var message = new ClientConnectedMessage { ClientId = clientId };
|
|
NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, ConnectedClientIds);
|
|
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 if (!NetworkManager.ShutdownInProgress)
|
|
{
|
|
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 if (!NetworkManager.ShutdownInProgress)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// 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
|
|
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);
|
|
}
|
|
}
|
|
}
|