mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-04 02:47:22 +00:00
db1888bb19
This reverts commit 51e240a2a2
.
1384 lines
36 KiB
C#
1384 lines
36 KiB
C#
using QuantumUNET.Components;
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using QuantumUNET.Logging;
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using QuantumUNET.Messages;
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using QuantumUNET.Transport;
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace QuantumUNET
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{
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public class QNetworkServer
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{
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private QNetworkServer()
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{
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NetworkTransport.Init();
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m_RemoveList = new HashSet<NetworkInstanceId>();
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m_ExternalConnections = new HashSet<int>();
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m_NetworkScene = new QNetworkScene();
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m_SimpleServerSimple = new ServerSimpleWrapper(this);
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}
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public static List<QNetworkConnection> localConnections => instance.m_LocalConnectionsFakeList;
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public static int listenPort => instance.m_SimpleServerSimple.listenPort;
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public static int serverHostId => instance.m_SimpleServerSimple.serverHostId;
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public static ReadOnlyCollection<QNetworkConnection> connections => instance.m_SimpleServerSimple.connections;
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public static Dictionary<short, QNetworkMessageDelegate> handlers => instance.m_SimpleServerSimple.handlers;
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public static HostTopology hostTopology => instance.m_SimpleServerSimple.hostTopology;
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public static Dictionary<NetworkInstanceId, QNetworkIdentity> objects => instance.m_NetworkScene.localObjects;
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public static bool dontListen { get; set; }
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public static QNetworkServer instance
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{
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get
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{
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if (s_Instance == null)
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{
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var obj = s_Sync;
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lock (obj)
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{
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if (s_Instance == null)
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{
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s_Instance = new QNetworkServer();
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}
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}
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}
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return s_Instance;
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}
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}
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public static bool active { get; private set; }
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public static bool localClientActive => instance.m_LocalClientActive;
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public static int numChannels => instance.m_SimpleServerSimple.hostTopology.DefaultConfig.ChannelCount;
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public static Type networkConnectionClass => instance.m_SimpleServerSimple.networkConnectionClass;
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public static void SetNetworkConnectionClass<T>() where T : QNetworkConnection => instance.m_SimpleServerSimple.SetNetworkConnectionClass<T>();
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public static bool Configure(ConnectionConfig config, int maxConnections) => instance.m_SimpleServerSimple.Configure(config, maxConnections);
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public static bool Configure(HostTopology topology) => instance.m_SimpleServerSimple.Configure(topology);
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public static void Reset()
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{
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NetworkTransport.Shutdown();
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NetworkTransport.Init();
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s_Instance = null;
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active = false;
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}
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public static void Shutdown()
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{
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if (s_Instance != null)
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{
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s_Instance.InternalDisconnectAll();
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if (!dontListen)
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{
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s_Instance.m_SimpleServerSimple.Stop();
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}
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s_Instance = null;
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}
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dontListen = false;
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active = false;
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}
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internal void RegisterMessageHandlers()
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{
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.ClientUpdateVars, OnUpdateVarsMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.Ready, OnClientReadyMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.Command, OnCommandMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.LocalPlayerTransform, QNetworkTransform.HandleTransform);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.LocalChildTransform, QNetworkTransformChild.HandleChildTransform);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.RemovePlayer, OnRemovePlayerMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.Animation, QNetworkAnimator.OnAnimationServerMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.AnimationParameters, QNetworkAnimator.OnAnimationParametersServerMessage);
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m_SimpleServerSimple.RegisterHandlerSafe(QMsgType.AnimationTrigger, QNetworkAnimator.OnAnimationTriggerServerMessage);
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maxPacketSize = hostTopology.DefaultConfig.PacketSize;
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}
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private static void OnUpdateVarsMessage(QNetworkMessage netMsg)
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{
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var networkInstanceId = netMsg.Reader.ReadNetworkId();
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var typeName = netMsg.Reader.ReadString();
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if (instance.m_NetworkScene.GetNetworkIdentity(networkInstanceId, out var networkIdentity))
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{
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var allBehaviours = networkIdentity.GetNetworkBehaviours();
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var target = allBehaviours.First(x => x.GetType().Name == typeName);
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target.OnDeserialize(netMsg.Reader, false);
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}
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else
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{
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Debug.LogError($"Did not find target for sync message for {networkInstanceId}");
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}
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}
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public static bool Listen(int serverPort) => instance.InternalListen(null, serverPort);
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public static bool Listen(string ipAddress, int serverPort) => instance.InternalListen(ipAddress, serverPort);
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internal bool InternalListen(string ipAddress, int serverPort)
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{
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if (dontListen)
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{
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m_SimpleServerSimple.Initialize();
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}
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else if (!m_SimpleServerSimple.Listen(ipAddress, serverPort))
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{
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return false;
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}
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maxPacketSize = hostTopology.DefaultConfig.PacketSize;
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active = true;
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RegisterMessageHandlers();
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return true;
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}
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internal int AddLocalClient(QLocalClient localClient)
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{
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int result;
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if (m_LocalConnectionsFakeList.Count != 0)
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{
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QLog.Error("Local Connection already exists");
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result = -1;
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}
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else
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{
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m_LocalConnection = new QULocalConnectionToClient(localClient)
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{
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connectionId = 0
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};
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m_SimpleServerSimple.SetConnectionAtIndex(m_LocalConnection);
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m_LocalConnectionsFakeList.Add(m_LocalConnection);
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m_LocalConnection.InvokeHandlerNoData(32);
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result = 0;
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}
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return result;
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}
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internal void RemoveLocalClient(QNetworkConnection localClientConnection)
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{
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for (var i = 0; i < m_LocalConnectionsFakeList.Count; i++)
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{
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if (m_LocalConnectionsFakeList[i].connectionId == localClientConnection.connectionId)
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{
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m_LocalConnectionsFakeList.RemoveAt(i);
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break;
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}
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}
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if (m_LocalConnection != null)
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{
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m_LocalConnection.Disconnect();
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m_LocalConnection.Dispose();
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m_LocalConnection = null;
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}
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m_LocalClientActive = false;
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m_SimpleServerSimple.RemoveConnectionAtIndex(0);
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}
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internal void SetLocalObjectOnServer(NetworkInstanceId netId, GameObject obj)
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{
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QLog.Debug($"SetLocalObjectOnServer {netId} {obj}");
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m_NetworkScene.SetLocalObject(netId, obj, false, true);
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}
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internal void ActivateLocalClientScene()
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{
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if (!m_LocalClientActive)
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{
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m_LocalClientActive = true;
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foreach (var networkIdentity in objects.Values)
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{
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if (!networkIdentity.IsClient)
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{
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QLog.Log($"ActivateClientScene {networkIdentity.NetId} {networkIdentity.gameObject}");
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QClientScene.SetLocalObject(networkIdentity.NetId, networkIdentity.gameObject);
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networkIdentity.OnStartClient();
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}
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}
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}
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}
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public static bool SendToAll(short msgType, QMessageBase msg)
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{
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QLog.Debug($"Server.SendToAll msgType:{msgType}");
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var flag = true;
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null)
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{
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flag &= networkConnection.Send(msgType, msg);
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}
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}
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return flag;
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}
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private static bool SendToObservers(GameObject contextObj, short msgType, QMessageBase msg)
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{
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QLog.Debug($"Server.SendToObservers id:{msgType}");
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var flag = true;
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var component = contextObj.GetComponent<QNetworkIdentity>();
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bool result;
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if (component == null || component.Observers == null)
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{
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result = false;
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}
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else
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{
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var count = component.Observers.Count;
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for (var i = 0; i < count; i++)
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{
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var networkConnection = component.Observers[i];
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flag &= networkConnection.Send(msgType, msg);
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}
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result = flag;
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}
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return result;
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}
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public static bool SendToReady(GameObject contextObj, short msgType, QMessageBase msg)
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{
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QLog.Debug($"Server.SendToReady id:{msgType}");
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bool result;
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if (contextObj == null)
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{
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null && networkConnection.isReady)
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{
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networkConnection.Send(msgType, msg);
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}
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}
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result = true;
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}
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else
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{
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var flag = true;
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var component = contextObj.GetComponent<QNetworkIdentity>();
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if (component == null || component.Observers == null)
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{
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result = false;
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}
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else
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{
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var count = component.Observers.Count;
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for (var j = 0; j < count; j++)
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{
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var networkConnection2 = component.Observers[j];
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if (networkConnection2.isReady)
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{
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flag &= networkConnection2.Send(msgType, msg);
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}
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}
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result = flag;
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}
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}
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return result;
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}
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public static void SendWriterToReady(GameObject contextObj, QNetworkWriter writer, int channelId)
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{
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var arraySegment = writer.AsArraySegment();
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if (arraySegment.Count > 32767)
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{
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throw new UnityException("NetworkWriter used buffer is too big!");
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}
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SendBytesToReady(contextObj, arraySegment.Array, arraySegment.Count, channelId);
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}
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public static void SendBytesToReady(GameObject contextObj, byte[] buffer, int numBytes, int channelId)
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{
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if (contextObj == null)
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{
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var flag = true;
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null && networkConnection.isReady)
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{
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if (!networkConnection.SendBytes(buffer, numBytes, channelId))
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{
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flag = false;
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}
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}
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}
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if (!flag)
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{
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QLog.Error("SendBytesToReady failed");
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}
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}
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else
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{
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var component = contextObj.GetComponent<QNetworkIdentity>();
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try
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{
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var flag2 = true;
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var count = component.Observers.Count;
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for (var j = 0; j < count; j++)
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{
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var networkConnection2 = component.Observers[j];
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if (networkConnection2.isReady)
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{
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if (!networkConnection2.SendBytes(buffer, numBytes, channelId))
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{
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flag2 = false;
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}
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}
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}
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if (!flag2)
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{
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QLog.Error($"SendBytesToReady failed for {contextObj}");
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}
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}
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catch (NullReferenceException)
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{
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QLog.Error($"SendBytesToReady object {contextObj} has not been spawned");
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}
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}
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}
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public static void SendBytesToPlayer(GameObject player, byte[] buffer, int numBytes, int channelId)
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{
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null)
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{
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foreach (var controller in networkConnection.PlayerControllers)
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{
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if (controller.IsValid && controller.Gameobject == player)
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{
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networkConnection.SendBytes(buffer, numBytes, channelId);
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break;
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}
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}
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}
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}
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}
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public static bool SendUnreliableToAll(short msgType, QMessageBase msg)
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{
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QLog.Log($"Server.SendUnreliableToAll msgType:{msgType}");
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var flag = true;
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null)
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{
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flag &= networkConnection.SendUnreliable(msgType, msg);
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}
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}
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return flag;
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}
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public static bool SendUnreliableToReady(GameObject contextObj, short msgType, QMessageBase msg)
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{
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QLog.Log($"Server.SendUnreliableToReady id:{msgType}");
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bool result;
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if (contextObj == null)
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{
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null && networkConnection.isReady)
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{
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networkConnection.SendUnreliable(msgType, msg);
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}
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}
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result = true;
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}
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else
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{
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var flag = true;
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var component = contextObj.GetComponent<QNetworkIdentity>();
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var count = component.Observers.Count;
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for (var j = 0; j < count; j++)
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{
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var networkConnection2 = component.Observers[j];
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if (networkConnection2.isReady)
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{
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flag &= networkConnection2.SendUnreliable(msgType, msg);
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}
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}
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result = flag;
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}
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return result;
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}
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public static bool SendByChannelToAll(short msgType, QMessageBase msg, int channelId)
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{
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QLog.Log($"Server.SendByChannelToAll id:{msgType}");
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var flag = true;
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null)
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{
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flag &= networkConnection.SendByChannel(msgType, msg, channelId);
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}
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}
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return flag;
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}
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public static bool SendByChannelToReady(GameObject contextObj, short msgType, QMessageBase msg, int channelId)
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{
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QLog.Log($"Server.SendByChannelToReady msgType:{msgType}");
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bool result;
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if (contextObj == null)
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{
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foreach (var networkConnection in connections)
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{
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if (networkConnection != null && networkConnection.isReady)
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{
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networkConnection.SendByChannel(msgType, msg, channelId);
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}
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}
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result = true;
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}
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else
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{
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var flag = true;
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var component = contextObj.GetComponent<QNetworkIdentity>();
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var count = component.Observers.Count;
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for (var j = 0; j < count; j++)
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{
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var networkConnection2 = component.Observers[j];
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if (networkConnection2.isReady)
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{
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flag &= networkConnection2.SendByChannel(msgType, msg, channelId);
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}
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}
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result = flag;
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}
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return result;
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}
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public static void DisconnectAll() => instance.InternalDisconnectAll();
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internal void InternalDisconnectAll()
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{
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m_SimpleServerSimple.DisconnectAllConnections();
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if (m_LocalConnection != null)
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{
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m_LocalConnection.Disconnect();
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m_LocalConnection.Dispose();
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m_LocalConnection = null;
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}
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m_LocalClientActive = false;
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}
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internal static void Update() => s_Instance?.InternalUpdate();
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private void UpdateServerObjects()
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{
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foreach (var networkIdentity in objects.Values)
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{
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try
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{
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networkIdentity.UNetUpdate();
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}
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catch (NullReferenceException)
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{
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}
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catch (MissingReferenceException)
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{
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}
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}
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if (m_RemoveListCount++ % 100 == 0)
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{
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CheckForNullObjects();
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}
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}
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private void CheckForNullObjects()
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{
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foreach (var networkInstanceId in objects.Keys)
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{
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var networkIdentity = objects[networkInstanceId];
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if (networkIdentity == null || networkIdentity.gameObject == null)
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{
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m_RemoveList.Add(networkInstanceId);
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}
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}
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if (m_RemoveList.Count > 0)
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{
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foreach (var key in m_RemoveList)
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{
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objects.Remove(key);
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}
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m_RemoveList.Clear();
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}
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}
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internal void InternalUpdate()
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{
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m_SimpleServerSimple.Update();
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if (dontListen)
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{
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m_SimpleServerSimple.UpdateConnections();
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}
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UpdateServerObjects();
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}
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private void OnConnected(QNetworkConnection conn)
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{
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QLog.Log($"Server accepted client:{conn.connectionId}");
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conn.SetMaxDelay(m_MaxDelay);
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conn.InvokeHandlerNoData(32);
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SendCrc(conn);
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}
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private void OnDisconnected(QNetworkConnection conn)
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{
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conn.InvokeHandlerNoData(33);
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foreach (var controller in conn.PlayerControllers)
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{
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if (controller.Gameobject != null)
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{
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QLog.Warning("Player not destroyed when connection disconnected.");
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}
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}
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QLog.Log($"Server lost client:{conn.connectionId}");
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conn.RemoveObservers();
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conn.Dispose();
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}
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private void OnData(QNetworkConnection conn, int receivedSize, int channelId) => conn.TransportReceive(m_SimpleServerSimple.messageBuffer, receivedSize, channelId);
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private void GenerateConnectError(int error)
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{
|
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QLog.Error($"UNet Server Connect Error: {error}");
|
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GenerateError(null, error);
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}
|
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|
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private void GenerateDataError(QNetworkConnection conn, int error)
|
|
{
|
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QLog.Error($"UNet Server Data Error: {(NetworkError)error}");
|
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GenerateError(conn, error);
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}
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|
|
private void GenerateDisconnectError(QNetworkConnection conn, int error)
|
|
{
|
|
QLog.Error($"UNet Server Disconnect Error: {(NetworkError)error} conn:[{conn}]:{conn.connectionId}");
|
|
GenerateError(conn, error);
|
|
}
|
|
|
|
private void GenerateError(QNetworkConnection conn, int error)
|
|
{
|
|
if (handlers.ContainsKey(34))
|
|
{
|
|
var errorMessage = new QErrorMessage
|
|
{
|
|
errorCode = error
|
|
};
|
|
var writer = new QNetworkWriter();
|
|
errorMessage.Serialize(writer);
|
|
var reader = new QNetworkReader(writer);
|
|
conn.InvokeHandler(34, reader, 0);
|
|
}
|
|
}
|
|
|
|
public static void RegisterHandler(short msgType, QNetworkMessageDelegate handler) => instance.m_SimpleServerSimple.RegisterHandler(msgType, handler);
|
|
|
|
public static void UnregisterHandler(short msgType) => instance.m_SimpleServerSimple.UnregisterHandler(msgType);
|
|
|
|
public static void ClearHandlers() => instance.m_SimpleServerSimple.ClearHandlers();
|
|
|
|
public static void ClearSpawners() => QNetworkScene.ClearSpawners();
|
|
|
|
public static void SendToClientOfPlayer(GameObject player, short msgType, QMessageBase msg)
|
|
{
|
|
foreach (var networkConnection in connections)
|
|
{
|
|
if (networkConnection != null)
|
|
{
|
|
foreach (var controller in networkConnection.PlayerControllers)
|
|
{
|
|
if (controller.IsValid && controller.Gameobject == player)
|
|
{
|
|
networkConnection.Send(msgType, msg);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
QLog.Error($"Failed to send message to player object '{player.name}, not found in connection list");
|
|
}
|
|
|
|
public static void SendToClient(int connectionId, short msgType, QMessageBase msg)
|
|
{
|
|
if (connectionId < connections.Count)
|
|
{
|
|
var networkConnection = connections[connectionId];
|
|
if (networkConnection != null)
|
|
{
|
|
networkConnection.Send(msgType, msg);
|
|
return;
|
|
}
|
|
}
|
|
|
|
QLog.Error($"Failed to send message to connection ID '{connectionId}, not found in connection list");
|
|
}
|
|
|
|
public static bool AddPlayerForConnection(QNetworkConnection conn, GameObject player, short playerControllerId) => instance.InternalAddPlayerForConnection(conn, player, playerControllerId);
|
|
|
|
internal bool InternalAddPlayerForConnection(QNetworkConnection conn, GameObject playerGameObject, short playerControllerId)
|
|
{
|
|
bool result;
|
|
if (!GetNetworkIdentity(playerGameObject, out var networkIdentity))
|
|
{
|
|
QLog.Log(
|
|
$"AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to {playerGameObject}");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
networkIdentity.Reset();
|
|
if (!CheckPlayerControllerIdForConnection(conn, playerControllerId))
|
|
{
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
GameObject x = null;
|
|
if (conn.GetPlayerController(playerControllerId, out var playerController))
|
|
{
|
|
x = playerController.Gameobject;
|
|
}
|
|
|
|
if (x != null)
|
|
{
|
|
QLog.Log(
|
|
$"AddPlayer: player object already exists for playerControllerId of {playerControllerId}");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
var playerController2 = new QPlayerController(playerGameObject, playerControllerId);
|
|
conn.SetPlayerController(playerController2);
|
|
networkIdentity.SetConnectionToClient(conn, playerController2.PlayerControllerId);
|
|
SetClientReady(conn);
|
|
if (SetupLocalPlayerForConnection(conn, networkIdentity, playerController2))
|
|
{
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
QLog.Log(
|
|
$"Adding new playerGameObject object netId: {playerGameObject.GetComponent<QNetworkIdentity>().NetId} asset ID {playerGameObject.GetComponent<QNetworkIdentity>().AssetId}");
|
|
FinishPlayerForConnection(conn, networkIdentity, playerGameObject);
|
|
if (networkIdentity.LocalPlayerAuthority)
|
|
{
|
|
networkIdentity.SetClientOwner(conn);
|
|
}
|
|
|
|
result = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private static bool CheckPlayerControllerIdForConnection(QNetworkConnection conn, short playerControllerId)
|
|
{
|
|
bool result;
|
|
if (playerControllerId < 0)
|
|
{
|
|
QLog.Error($"AddPlayer: playerControllerId of {playerControllerId} is negative");
|
|
result = false;
|
|
}
|
|
else if (playerControllerId > 32)
|
|
{
|
|
QLog.Log($"AddPlayer: playerControllerId of {playerControllerId} is too high. max is {32}");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
if (playerControllerId > 16)
|
|
{
|
|
QLog.Warning($"AddPlayer: playerControllerId of {playerControllerId} is unusually high");
|
|
}
|
|
|
|
result = true;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private bool SetupLocalPlayerForConnection(QNetworkConnection conn, QNetworkIdentity uv, QPlayerController newPlayerController)
|
|
{
|
|
QLog.Log($"NetworkServer SetupLocalPlayerForConnection netID:{uv.NetId}");
|
|
bool result;
|
|
if (conn is QULocalConnectionToClient ulocalConnectionToClient)
|
|
{
|
|
QLog.Log("NetworkServer AddPlayer handling ULocalConnectionToClient");
|
|
if (uv.NetId.IsEmpty())
|
|
{
|
|
uv.OnStartServer(true);
|
|
}
|
|
|
|
uv.RebuildObservers(true);
|
|
SendSpawnMessage(uv, null);
|
|
ulocalConnectionToClient.LocalClient.AddLocalPlayer(newPlayerController);
|
|
uv.SetClientOwner(conn);
|
|
uv.ForceAuthority(true);
|
|
uv.SetLocalPlayer(newPlayerController.PlayerControllerId);
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
result = false;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private static void FinishPlayerForConnection(QNetworkConnection conn, QNetworkIdentity uv, GameObject playerGameObject)
|
|
{
|
|
if (uv.NetId.IsEmpty())
|
|
{
|
|
Spawn(playerGameObject);
|
|
}
|
|
|
|
conn.Send(4, new QOwnerMessage
|
|
{
|
|
NetId = uv.NetId,
|
|
PlayerControllerId = uv.PlayerControllerId
|
|
});
|
|
}
|
|
|
|
private static bool GetNetworkIdentity(GameObject go, out QNetworkIdentity view)
|
|
{
|
|
view = go.GetComponent<QNetworkIdentity>();
|
|
bool result;
|
|
if (view == null)
|
|
{
|
|
QLog.Error("UNET failure. GameObject doesn't have NetworkIdentity.");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
result = true;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static void SetClientReady(QNetworkConnection conn) => instance.SetClientReadyInternal(conn);
|
|
|
|
internal void SetClientReadyInternal(QNetworkConnection conn)
|
|
{
|
|
QLog.Log($"SetClientReadyInternal for conn:{conn.connectionId}");
|
|
if (conn.isReady)
|
|
{
|
|
QLog.Log($"SetClientReady conn {conn.connectionId} already ready");
|
|
}
|
|
else
|
|
{
|
|
if (conn.PlayerControllers.Count == 0)
|
|
{
|
|
QLog.Warning("Ready with no player object");
|
|
}
|
|
|
|
conn.isReady = true;
|
|
if (conn is QULocalConnectionToClient)
|
|
{
|
|
QLog.Log("NetworkServer Ready handling ULocalConnectionToClient");
|
|
foreach (var networkIdentity in objects.Values)
|
|
{
|
|
if (networkIdentity != null && networkIdentity.gameObject != null)
|
|
{
|
|
var flag = networkIdentity.OnCheckObserver(conn);
|
|
if (flag)
|
|
{
|
|
networkIdentity.AddObserver(conn);
|
|
}
|
|
|
|
if (!networkIdentity.IsClient)
|
|
{
|
|
QLog.Log("LocalClient.SetSpawnObject calling OnStartClient");
|
|
networkIdentity.OnStartClient();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
QLog.Log($"Spawning {objects.Count} objects for conn {conn.connectionId}");
|
|
var objectSpawnFinishedMessage = new QObjectSpawnFinishedMessage
|
|
{
|
|
State = 0U
|
|
};
|
|
conn.Send(12, objectSpawnFinishedMessage);
|
|
foreach (var networkIdentity2 in objects.Values)
|
|
{
|
|
if (networkIdentity2 == null)
|
|
{
|
|
QLog.Warning("Invalid object found in server local object list (null NetworkIdentity).");
|
|
}
|
|
else if (networkIdentity2.gameObject.activeSelf)
|
|
{
|
|
QLog.Debug(
|
|
$"Sending spawn message for current server objects name='{networkIdentity2.gameObject.name}' netId={networkIdentity2.NetId}");
|
|
var flag2 = networkIdentity2.OnCheckObserver(conn);
|
|
if (flag2)
|
|
{
|
|
networkIdentity2.AddObserver(conn);
|
|
}
|
|
}
|
|
}
|
|
|
|
objectSpawnFinishedMessage.State = 1U;
|
|
conn.Send(12, objectSpawnFinishedMessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal static void ShowForConnection(QNetworkIdentity uv, QNetworkConnection conn)
|
|
{
|
|
if (conn.isReady)
|
|
{
|
|
instance.SendSpawnMessage(uv, conn);
|
|
}
|
|
}
|
|
|
|
internal static void HideForConnection(QNetworkIdentity uv, QNetworkConnection conn) => conn.Send(13, new QObjectDestroyMessage
|
|
{
|
|
NetId = uv.NetId
|
|
});
|
|
|
|
public static void SetAllClientsNotReady()
|
|
{
|
|
foreach (var networkConnection in connections)
|
|
{
|
|
if (networkConnection != null)
|
|
{
|
|
SetClientNotReady(networkConnection);
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void SetClientNotReady(QNetworkConnection conn) => instance.InternalSetClientNotReady(conn);
|
|
|
|
internal void InternalSetClientNotReady(QNetworkConnection conn)
|
|
{
|
|
if (conn.isReady)
|
|
{
|
|
QLog.Log($"PlayerNotReady {conn}");
|
|
conn.isReady = false;
|
|
conn.RemoveObservers();
|
|
var msg = new QNotReadyMessage();
|
|
conn.Send(36, msg);
|
|
}
|
|
}
|
|
|
|
private static void OnClientReadyMessage(QNetworkMessage netMsg)
|
|
{
|
|
QLog.Log($"Default handler for ready message from {netMsg.Connection}");
|
|
SetClientReady(netMsg.Connection);
|
|
}
|
|
|
|
private static void OnRemovePlayerMessage(QNetworkMessage netMsg)
|
|
{
|
|
netMsg.ReadMessage(s_RemovePlayerMessage);
|
|
netMsg.Connection.GetPlayerController(s_RemovePlayerMessage.PlayerControllerId, out var playerController);
|
|
if (playerController != null)
|
|
{
|
|
netMsg.Connection.RemovePlayerController(s_RemovePlayerMessage.PlayerControllerId);
|
|
Destroy(playerController.Gameobject);
|
|
}
|
|
else
|
|
{
|
|
QLog.Error(
|
|
$"Received remove player message but could not find the player ID: {s_RemovePlayerMessage.PlayerControllerId}");
|
|
}
|
|
}
|
|
|
|
private static void OnCommandMessage(QNetworkMessage netMsg)
|
|
{
|
|
var cmdHash = (int)netMsg.Reader.ReadPackedUInt32();
|
|
var networkInstanceId = netMsg.Reader.ReadNetworkId();
|
|
var gameObject = FindLocalObject(networkInstanceId);
|
|
if (gameObject == null)
|
|
{
|
|
QLog.Warning($"Instance not found when handling Command message [netId={networkInstanceId}]");
|
|
}
|
|
else
|
|
{
|
|
var component = gameObject.GetComponent<QNetworkIdentity>();
|
|
if (component == null)
|
|
{
|
|
QLog.Warning(
|
|
$"NetworkIdentity deleted when handling Command message [netId={networkInstanceId}]");
|
|
}
|
|
else
|
|
{
|
|
var flag = false;
|
|
foreach (var playerController in netMsg.Connection.PlayerControllers)
|
|
{
|
|
if (playerController.Gameobject != null && playerController.Gameobject.GetComponent<QNetworkIdentity>().NetId == component.NetId)
|
|
{
|
|
flag = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!flag)
|
|
{
|
|
if (component.ClientAuthorityOwner != netMsg.Connection)
|
|
{
|
|
QLog.Warning($"Command for object without authority [netId={networkInstanceId}]");
|
|
return;
|
|
}
|
|
}
|
|
|
|
QLog.Log($"OnCommandMessage for netId={networkInstanceId} conn={netMsg.Connection}");
|
|
component.HandleCommand(cmdHash, netMsg.Reader);
|
|
}
|
|
}
|
|
}
|
|
|
|
internal void SpawnObject(GameObject obj)
|
|
{
|
|
if (!active)
|
|
{
|
|
QLog.Error(
|
|
$"SpawnObject for {obj}, NetworkServer is not active. Cannot spawn objects without an active server.");
|
|
}
|
|
else if (!GetNetworkIdentity(obj, out var networkIdentity))
|
|
{
|
|
QLog.Error($"SpawnObject {obj} has no QSBNetworkIdentity. Please add a NetworkIdentity to {obj}");
|
|
}
|
|
else
|
|
{
|
|
networkIdentity.Reset();
|
|
networkIdentity.OnStartServer(false);
|
|
networkIdentity.RebuildObservers(true);
|
|
}
|
|
}
|
|
|
|
internal void SendSpawnMessage(QNetworkIdentity uv, QNetworkConnection conn)
|
|
{
|
|
if (!uv.ServerOnly)
|
|
{
|
|
if (uv.SceneId.IsEmpty())
|
|
{
|
|
var objectSpawnMessage = new QObjectSpawnMessage
|
|
{
|
|
NetId = uv.NetId,
|
|
assetId = uv.AssetId,
|
|
Position = uv.transform.position,
|
|
Rotation = uv.transform.rotation
|
|
};
|
|
var networkWriter = new QNetworkWriter();
|
|
uv.UNetSerializeAllVars(networkWriter);
|
|
if (networkWriter.Position > 0)
|
|
{
|
|
objectSpawnMessage.Payload = networkWriter.ToArray();
|
|
}
|
|
|
|
if (conn != null)
|
|
{
|
|
conn.Send(QMsgType.ObjectSpawn, objectSpawnMessage);
|
|
}
|
|
else
|
|
{
|
|
SendToReady(uv.gameObject, 3, objectSpawnMessage);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var objectSpawnSceneMessage = new QObjectSpawnSceneMessage
|
|
{
|
|
NetId = uv.NetId,
|
|
SceneId = uv.SceneId,
|
|
Position = uv.transform.position
|
|
};
|
|
var networkWriter2 = new QNetworkWriter();
|
|
uv.UNetSerializeAllVars(networkWriter2);
|
|
if (networkWriter2.Position > 0)
|
|
{
|
|
objectSpawnSceneMessage.Payload = networkWriter2.ToArray();
|
|
}
|
|
|
|
if (conn != null)
|
|
{
|
|
conn.Send(10, objectSpawnSceneMessage);
|
|
}
|
|
else
|
|
{
|
|
SendToReady(uv.gameObject, 3, objectSpawnSceneMessage);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public static void DestroyPlayersForConnection(QNetworkConnection conn)
|
|
{
|
|
if (conn.PlayerControllers.Count == 0)
|
|
{
|
|
QLog.Warning("Empty player list given to NetworkServer.Destroy(), nothing to do.");
|
|
}
|
|
else
|
|
{
|
|
if (conn.ClientOwnedObjects != null)
|
|
{
|
|
var hashSet = new HashSet<NetworkInstanceId>(conn.ClientOwnedObjects);
|
|
foreach (var gameObject in hashSet.Select(FindLocalObject).Where(gameObject => gameObject != null))
|
|
{
|
|
DestroyObject(gameObject);
|
|
}
|
|
}
|
|
|
|
foreach (var playerController in conn.PlayerControllers)
|
|
{
|
|
if (playerController.IsValid)
|
|
{
|
|
if (!(playerController.UnetView == null))
|
|
{
|
|
DestroyObject(playerController.UnetView, true);
|
|
}
|
|
|
|
playerController.Gameobject = null;
|
|
}
|
|
}
|
|
|
|
conn.PlayerControllers.Clear();
|
|
}
|
|
}
|
|
|
|
private static void UnSpawnObject(GameObject obj)
|
|
{
|
|
if (obj == null)
|
|
{
|
|
QLog.Log("NetworkServer UnspawnObject is null");
|
|
}
|
|
else if (GetNetworkIdentity(obj, out var uv))
|
|
{
|
|
UnSpawnObject(uv);
|
|
}
|
|
}
|
|
|
|
private static void UnSpawnObject(QNetworkIdentity uv) => DestroyObject(uv, false);
|
|
|
|
private static void DestroyObject(GameObject obj)
|
|
{
|
|
if (obj == null)
|
|
{
|
|
QLog.Log("NetworkServer DestroyObject is null");
|
|
}
|
|
else if (GetNetworkIdentity(obj, out var uv))
|
|
{
|
|
DestroyObject(uv, true);
|
|
}
|
|
}
|
|
|
|
private static void DestroyObject(QNetworkIdentity uv, bool destroyServerObject)
|
|
{
|
|
QLog.Log($"DestroyObject instance:{uv.NetId}");
|
|
if (objects.ContainsKey(uv.NetId))
|
|
{
|
|
objects.Remove(uv.NetId);
|
|
}
|
|
|
|
uv.ClientAuthorityOwner?.RemoveOwnedObject(uv);
|
|
var objectDestroyMessage = new QObjectDestroyMessage
|
|
{
|
|
NetId = uv.NetId
|
|
};
|
|
SendToObservers(uv.gameObject, 1, objectDestroyMessage);
|
|
uv.ClearObservers();
|
|
if (QNetworkClient.active && instance.m_LocalClientActive)
|
|
{
|
|
uv.OnNetworkDestroy();
|
|
QClientScene.SetLocalObject(objectDestroyMessage.NetId, null);
|
|
}
|
|
|
|
if (destroyServerObject)
|
|
{
|
|
UnityEngine.Object.Destroy(uv.gameObject);
|
|
}
|
|
|
|
uv.MarkForReset();
|
|
}
|
|
|
|
public static void ClearLocalObjects() => objects.Clear();
|
|
|
|
public static void Spawn(GameObject obj)
|
|
{
|
|
if (VerifyCanSpawn(obj))
|
|
{
|
|
instance.SpawnObject(obj);
|
|
}
|
|
}
|
|
|
|
private static bool CheckForPrefab(GameObject obj) => false;
|
|
|
|
private static bool VerifyCanSpawn(GameObject obj)
|
|
{
|
|
bool result;
|
|
if (CheckForPrefab(obj))
|
|
{
|
|
QLog.Error($"GameObject {obj.name} is a prefab, it can't be spawned. This will cause errors in builds.");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
result = true;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static bool SpawnWithClientAuthority(GameObject obj, GameObject player)
|
|
{
|
|
var component = player.GetComponent<QNetworkIdentity>();
|
|
bool result;
|
|
if (component == null)
|
|
{
|
|
QLog.Error("SpawnWithClientAuthority player object has no NetworkIdentity");
|
|
result = false;
|
|
}
|
|
else if (component.ConnectionToClient == null)
|
|
{
|
|
QLog.Error("SpawnWithClientAuthority player object is not a player.");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
result = SpawnWithClientAuthority(obj, component.ConnectionToClient);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static bool SpawnWithClientAuthority(GameObject obj, QNetworkConnection conn)
|
|
{
|
|
bool result;
|
|
if (!conn.isReady)
|
|
{
|
|
QLog.Error("SpawnWithClientAuthority NetworkConnection is not ready!");
|
|
result = false;
|
|
}
|
|
else
|
|
{
|
|
Spawn(obj);
|
|
var component = obj.GetComponent<QNetworkIdentity>();
|
|
result = !(component == null) && component.IsServer && component.AssignClientAuthority(conn);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static bool SpawnWithClientAuthority(GameObject obj, int assetId, QNetworkConnection conn)
|
|
{
|
|
Spawn(obj, assetId);
|
|
var component = obj.GetComponent<QNetworkIdentity>();
|
|
return !(component == null) && component.IsServer && component.AssignClientAuthority(conn);
|
|
}
|
|
|
|
public static void Spawn(GameObject obj, int assetId)
|
|
{
|
|
if (VerifyCanSpawn(obj))
|
|
{
|
|
if (GetNetworkIdentity(obj, out var networkIdentity))
|
|
{
|
|
networkIdentity.SetDynamicAssetId(assetId);
|
|
}
|
|
|
|
instance.SpawnObject(obj);
|
|
}
|
|
}
|
|
|
|
public static void Destroy(GameObject obj) => DestroyObject(obj);
|
|
|
|
public static void UnSpawn(GameObject obj) => UnSpawnObject(obj);
|
|
|
|
internal bool InvokeBytes(QULocalConnectionToServer conn, byte[] buffer, int numBytes, int channelId)
|
|
{
|
|
var networkReader = new QNetworkReader(buffer);
|
|
networkReader.ReadInt16();
|
|
var num = networkReader.ReadInt16();
|
|
bool result;
|
|
if (handlers.ContainsKey(num) && m_LocalConnection != null)
|
|
{
|
|
m_LocalConnection.InvokeHandler(num, networkReader, channelId);
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
result = false;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
internal bool InvokeHandlerOnServer(QULocalConnectionToServer conn, short msgType, QMessageBase msg, int channelId)
|
|
{
|
|
bool result;
|
|
if (handlers.ContainsKey(msgType) && m_LocalConnection != null)
|
|
{
|
|
var writer = new QNetworkWriter();
|
|
msg.Serialize(writer);
|
|
var reader = new QNetworkReader(writer);
|
|
m_LocalConnection.InvokeHandler(msgType, reader, channelId);
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
QLog.Error($"Local invoke: Failed to find local connection to invoke handler on [connectionId={conn.connectionId}] for MsgId:{msgType}");
|
|
result = false;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
public static GameObject FindLocalObject(NetworkInstanceId netId) => instance.m_NetworkScene.FindLocalObject(netId);
|
|
|
|
private static bool ValidateSceneObject(QNetworkIdentity netId) => netId.gameObject.hideFlags != HideFlags.NotEditable && netId.gameObject.hideFlags != HideFlags.HideAndDontSave && !netId.SceneId.IsEmpty();
|
|
|
|
public static bool SpawnObjects()
|
|
{
|
|
bool result;
|
|
if (!active)
|
|
{
|
|
result = true;
|
|
}
|
|
else
|
|
{
|
|
var objectsOfTypeAll = Resources.FindObjectsOfTypeAll<QNetworkIdentity>();
|
|
foreach (var networkIdentity in objectsOfTypeAll)
|
|
{
|
|
if (ValidateSceneObject(networkIdentity))
|
|
{
|
|
Debug.Log(
|
|
$"SpawnObjects sceneId:{networkIdentity.SceneId} name:{networkIdentity.gameObject.name}");
|
|
networkIdentity.Reset();
|
|
networkIdentity.gameObject.SetActive(true);
|
|
}
|
|
}
|
|
|
|
foreach (var networkIdentity2 in objectsOfTypeAll)
|
|
{
|
|
if (ValidateSceneObject(networkIdentity2))
|
|
{
|
|
Spawn(networkIdentity2.gameObject);
|
|
networkIdentity2.ForceAuthority(true);
|
|
}
|
|
}
|
|
|
|
result = true;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
private static void SendCrc(QNetworkConnection targetConnection)
|
|
{
|
|
if (QNetworkCRC.singleton != null)
|
|
{
|
|
if (QNetworkCRC.scriptCRCCheck)
|
|
{
|
|
var crcmessage = new QCRCMessage();
|
|
var list = new List<QCRCMessageEntry>();
|
|
foreach (var text in QNetworkCRC.singleton.scripts.Keys)
|
|
{
|
|
list.Add(new QCRCMessageEntry
|
|
{
|
|
name = text,
|
|
channel = (byte)QNetworkCRC.singleton.scripts[text]
|
|
});
|
|
}
|
|
|
|
crcmessage.scripts = list.ToArray();
|
|
targetConnection.Send(14, crcmessage);
|
|
}
|
|
}
|
|
}
|
|
|
|
private static volatile QNetworkServer s_Instance;
|
|
|
|
private static readonly object s_Sync = new UnityEngine.Object();
|
|
|
|
private bool m_LocalClientActive;
|
|
|
|
private readonly List<QNetworkConnection> m_LocalConnectionsFakeList = new();
|
|
|
|
private QULocalConnectionToClient m_LocalConnection;
|
|
|
|
private readonly QNetworkScene m_NetworkScene;
|
|
|
|
private readonly HashSet<int> m_ExternalConnections;
|
|
|
|
public readonly ServerSimpleWrapper m_SimpleServerSimple;
|
|
|
|
private float m_MaxDelay = 0.1f;
|
|
|
|
private readonly HashSet<NetworkInstanceId> m_RemoveList;
|
|
|
|
private int m_RemoveListCount;
|
|
|
|
private const int k_RemoveListInterval = 100;
|
|
|
|
internal static ushort maxPacketSize;
|
|
|
|
private static readonly QRemovePlayerMessage s_RemovePlayerMessage = new();
|
|
|
|
public class ServerSimpleWrapper : QNetworkServerSimple
|
|
{
|
|
public ServerSimpleWrapper(QNetworkServer server) => m_Server = server;
|
|
|
|
public override void OnConnectError(int connectionId, byte error) => m_Server.GenerateConnectError(error);
|
|
|
|
public override void OnDataError(QNetworkConnection conn, byte error) => m_Server.GenerateDataError(conn, error);
|
|
|
|
public override void OnDisconnectError(QNetworkConnection conn, byte error) => m_Server.GenerateDisconnectError(conn, error);
|
|
|
|
public override void OnConnected(QNetworkConnection conn) => m_Server.OnConnected(conn);
|
|
|
|
public override void OnDisconnected(QNetworkConnection conn) => m_Server.OnDisconnected(conn);
|
|
|
|
public override void OnData(QNetworkConnection conn, int receivedSize, int channelId) => m_Server.OnData(conn, receivedSize, channelId);
|
|
|
|
private readonly QNetworkServer m_Server;
|
|
}
|
|
}
|
|
} |