quantum-space-buddies/Mirror/Runtime/NetworkManager.cs
2021-12-27 22:31:23 -08:00

1376 lines
58 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using kcp2k;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
namespace Mirror
{
public enum PlayerSpawnMethod { Random, RoundRobin }
public enum NetworkManagerMode { Offline, ServerOnly, ClientOnly, Host }
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkManager")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-manager")]
public class NetworkManager : MonoBehaviour
{
/// <summary>Enable to keep NetworkManager alive when changing scenes.</summary>
// This should be set if your game has a single NetworkManager that exists for the lifetime of the process. If there is a NetworkManager in each scene, then this should not be set.</para>
[Header("Configuration")]
[FormerlySerializedAs("m_DontDestroyOnLoad")]
[Tooltip("Should the Network Manager object be persisted through scene changes?")]
public bool dontDestroyOnLoad = true;
/// <summary>Multiplayer games should always run in the background so the network doesn't time out.</summary>
[FormerlySerializedAs("m_RunInBackground")]
[Tooltip("Multiplayer games should always run in the background so the network doesn't time out.")]
public bool runInBackground = true;
/// <summary>Should the server auto-start when 'Server Build' is checked in build settings</summary>
[Tooltip("Should the server auto-start when 'Server Build' is checked in build settings")]
[FormerlySerializedAs("startOnHeadless")]
public bool autoStartServerBuild = true;
/// <summary>Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.</summary>
[Tooltip("Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
public int serverTickRate = 30;
/// <summary>Automatically switch to this scene upon going offline (on start / on disconnect / on shutdown).</summary>
[Header("Scene Management")]
[Scene]
[FormerlySerializedAs("m_OfflineScene")]
[Tooltip("Scene that Mirror will switch to when the client or server is stopped")]
public string offlineScene = "";
/// <summary>Automatically switch to this scene upon going online (after connect/startserver).</summary>
[Scene]
[FormerlySerializedAs("m_OnlineScene")]
[Tooltip("Scene that Mirror will switch to when the server is started. Clients will recieve a Scene Message to load the server's current scene when they connect.")]
public string onlineScene = "";
// transport layer
[Header("Network Info")]
[Tooltip("Transport component attached to this object that server and client will use to connect")]
[SerializeField]
protected Transport transport;
/// <summary>Server's address for clients to connect to.</summary>
[FormerlySerializedAs("m_NetworkAddress")]
[Tooltip("Network Address where the client should connect to the server. Server does not use this for anything.")]
public string networkAddress = "localhost";
/// <summary>The maximum number of concurrent network connections to support.</summary>
[FormerlySerializedAs("m_MaxConnections")]
[Tooltip("Maximum number of concurrent connections.")]
public int maxConnections = 100;
[Header("Authentication")]
[Tooltip("Authentication component attached to this object")]
public NetworkAuthenticator authenticator;
/// <summary>The default prefab to be used to create player objects on the server.</summary>
// Player objects are created in the default handler for AddPlayer() on
// the server. Implementing OnServerAddPlayer overrides this behaviour.
[Header("Player Object")]
[FormerlySerializedAs("m_PlayerPrefab")]
[Tooltip("Prefab of the player object. Prefab must have a Network Identity component. May be an empty game object or a full avatar.")]
public GameObject playerPrefab;
/// <summary>Enable to automatically create player objects on connect and on scene change.</summary>
[FormerlySerializedAs("m_AutoCreatePlayer")]
[Tooltip("Should Mirror automatically spawn the player after scene change?")]
public bool autoCreatePlayer = true;
/// <summary>Where to spawn players.</summary>
[FormerlySerializedAs("m_PlayerSpawnMethod")]
[Tooltip("Round Robin or Random order of Start Position selection")]
public PlayerSpawnMethod playerSpawnMethod;
/// <summary>Prefabs that can be spawned over the network need to be registered here.</summary>
[FormerlySerializedAs("m_SpawnPrefabs"), HideInInspector]
public List<GameObject> spawnPrefabs = new List<GameObject>();
/// <summary>List of transforms populated by NetworkStartPositions</summary>
public static List<Transform> startPositions = new List<Transform>();
public static int startPositionIndex;
/// <summary>The one and only NetworkManager</summary>
public static NetworkManager singleton { get; private set; }
/// <summary>Number of active player objects across all connections on the server.</summary>
public int numPlayers => NetworkServer.connections.Count(kv => kv.Value.identity != null);
/// <summary>True if the server is running or client is connected/connecting.</summary>
public bool isNetworkActive => NetworkServer.active || NetworkClient.active;
// TODO remove this
// internal for tests
internal static NetworkConnection clientReadyConnection;
/// <summary>True if the client loaded a new scene when connecting to the server.</summary>
// This is set before OnClientConnect is called, so it can be checked
// there to perform different logic if a scene load occurred.
[NonSerialized]
public bool clientLoadedScene;
// helper enum to know if we started the networkmanager as server/client/host.
// -> this is necessary because when StartHost changes server scene to
// online scene, FinishLoadScene is called and the host client isn't
// connected yet (no need to connect it before server was fully set up).
// in other words, we need this to know which mode we are running in
// during FinishLoadScene.
public NetworkManagerMode mode { get; private set; }
// virtual so that inheriting classes' OnValidate() can call base.OnValidate() too
public virtual void OnValidate()
{
// always >= 0
maxConnections = Mathf.Max(maxConnections, 0);
if (playerPrefab != null && playerPrefab.GetComponent<NetworkIdentity>() == null)
{
Debug.LogError("NetworkManager - Player Prefab must have a NetworkIdentity.");
playerPrefab = null;
}
// This avoids the mysterious "Replacing existing prefab with assetId ... Old prefab 'Player', New prefab 'Player'" warning.
if (playerPrefab != null && spawnPrefabs.Contains(playerPrefab))
{
Debug.LogWarning("NetworkManager - Player Prefab should not be added to Registered Spawnable Prefabs list...removed it.");
spawnPrefabs.Remove(playerPrefab);
}
}
// virtual so that inheriting classes' Reset() can call base.Reset() too
// Reset only gets called when the component is added or the user resets the component
// Thats why we validate these things that only need to be validated on adding the NetworkManager here
// If we would do it in OnValidate() then it would run this everytime a value changes
public virtual void Reset()
{
// make sure someone doesn't accidentally add another NetworkManager
// need transform.root because when adding to a child, the parent's
// Reset isn't called.
foreach (NetworkManager manager in transform.root.GetComponentsInChildren<NetworkManager>())
{
if (manager != this)
{
Debug.LogError($"{name} detected another component of type {typeof(NetworkManager)} in its hierarchy on {manager.name}. There can only be one, please remove one of them.");
// return early so that transport component isn't auto-added
// to the duplicate NetworkManager.
return;
}
}
// add transport if there is none yet. makes upgrading easier.
if (transport == null)
{
#if UNITY_EDITOR
// RecordObject needs to be called before we make the change
UnityEditor.Undo.RecordObject(gameObject, "Added default Transport");
#endif
transport = GetComponent<Transport>();
// was a transport added yet? if not, add one
if (transport == null)
{
transport = gameObject.AddComponent<KcpTransport>();
Debug.Log("NetworkManager: added default Transport because there was none yet.");
}
}
}
// virtual so that inheriting classes' Awake() can call base.Awake() too
public virtual void Awake()
{
// Don't allow collision-destroyed second instance to continue.
if (!InitializeSingleton()) return;
Debug.Log("Mirror | mirror-networking.com | discord.gg/N9QVxbM");
// Set the networkSceneName to prevent a scene reload
// if client connection to server fails.
networkSceneName = offlineScene;
// setup OnSceneLoaded callback
SceneManager.sceneLoaded += OnSceneLoaded;
}
// virtual so that inheriting classes' Start() can call base.Start() too
public virtual void Start()
{
// headless mode? then start the server
// can't do this in Awake because Awake is for initialization.
// some transports might not be ready until Start.
//
// (tick rate is applied in StartServer!)
#if UNITY_SERVER
if (autoStartServerBuild)
{
StartServer();
}
#endif
}
// virtual so that inheriting classes' LateUpdate() can call base.LateUpdate() too
public virtual void LateUpdate()
{
UpdateScene();
}
// keep the online scene change check in a separate function
bool IsServerOnlineSceneChangeNeeded()
{
// Only change scene if the requested online scene is not blank, and is not already loaded
return !string.IsNullOrWhiteSpace(onlineScene) && !IsSceneActive(onlineScene) && onlineScene != offlineScene;
}
public static bool IsSceneActive(string scene)
{
Scene activeScene = SceneManager.GetActiveScene();
return activeScene.path == scene || activeScene.name == scene;
}
// full server setup code, without spawning objects yet
void SetupServer()
{
// Debug.Log("NetworkManager SetupServer");
InitializeSingleton();
if (runInBackground)
Application.runInBackground = true;
if (authenticator != null)
{
authenticator.OnStartServer();
authenticator.OnServerAuthenticated.AddListener(OnServerAuthenticated);
}
ConfigureHeadlessFrameRate();
// start listening to network connections
NetworkServer.Listen(maxConnections);
// call OnStartServer AFTER Listen, so that NetworkServer.active is
// true and we can call NetworkServer.Spawn in OnStartServer
// overrides.
// (useful for loading & spawning stuff from database etc.)
//
// note: there is no risk of someone connecting after Listen() and
// before OnStartServer() because this all runs in one thread
// and we don't start processing connects until Update.
OnStartServer();
// this must be after Listen(), since that registers the default message handlers
RegisterServerMessages();
}
/// <summary>Starts the server, listening for incoming connections.</summary>
public void StartServer()
{
if (NetworkServer.active)
{
Debug.LogWarning("Server already started.");
return;
}
mode = NetworkManagerMode.ServerOnly;
// StartServer is inherently ASYNCHRONOUS (=doesn't finish immediately)
//
// Here is what it does:
// Listen
// if onlineScene:
// LoadSceneAsync
// ...
// FinishLoadSceneServerOnly
// SpawnObjects
// else:
// SpawnObjects
//
// there is NO WAY to make it synchronous because both LoadSceneAsync
// and LoadScene do not finish loading immediately. as long as we
// have the onlineScene feature, it will be asynchronous!
SetupServer();
// scene change needed? then change scene and spawn afterwards.
if (IsServerOnlineSceneChangeNeeded())
{
ServerChangeScene(onlineScene);
}
// otherwise spawn directly
else
{
NetworkServer.SpawnObjects();
}
}
/// <summary>Starts the client, connects it to the server with networkAddress.</summary>
public void StartClient()
{
if (NetworkClient.active)
{
Debug.LogWarning("Client already started.");
return;
}
mode = NetworkManagerMode.ClientOnly;
InitializeSingleton();
if (runInBackground)
Application.runInBackground = true;
if (authenticator != null)
{
authenticator.OnStartClient();
authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
}
// In case this is a headless client...
ConfigureHeadlessFrameRate();
RegisterClientMessages();
if (string.IsNullOrWhiteSpace(networkAddress))
{
Debug.LogError("Must set the Network Address field in the manager");
return;
}
// Debug.Log($"NetworkManager StartClient address:{networkAddress}");
NetworkClient.Connect(networkAddress);
OnStartClient();
}
/// <summary>Starts the client, connects it to the server via Uri</summary>
public void StartClient(Uri uri)
{
if (NetworkClient.active)
{
Debug.LogWarning("Client already started.");
return;
}
mode = NetworkManagerMode.ClientOnly;
InitializeSingleton();
if (runInBackground)
Application.runInBackground = true;
if (authenticator != null)
{
authenticator.OnStartClient();
authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
}
RegisterClientMessages();
// Debug.Log($"NetworkManager StartClient address:{uri}");
networkAddress = uri.Host;
NetworkClient.Connect(uri);
OnStartClient();
}
/// <summary>Starts a network "host" - a server and client in the same application.</summary>
public void StartHost()
{
if (NetworkServer.active || NetworkClient.active)
{
Debug.LogWarning("Server or Client already started.");
return;
}
mode = NetworkManagerMode.Host;
// StartHost is inherently ASYNCHRONOUS (=doesn't finish immediately)
//
// Here is what it does:
// Listen
// ConnectHost
// if onlineScene:
// LoadSceneAsync
// ...
// FinishLoadSceneHost
// FinishStartHost
// SpawnObjects
// StartHostClient <= not guaranteed to happen after SpawnObjects if onlineScene is set!
// ClientAuth
// success: server sends changescene msg to client
// else:
// FinishStartHost
//
// there is NO WAY to make it synchronous because both LoadSceneAsync
// and LoadScene do not finish loading immediately. as long as we
// have the onlineScene feature, it will be asynchronous!
// setup server first
SetupServer();
// call OnStartHost AFTER SetupServer. this way we can use
// NetworkServer.Spawn etc. in there too. just like OnStartServer
// is called after the server is actually properly started.
OnStartHost();
// scene change needed? then change scene and spawn afterwards.
// => BEFORE host client connects. if client auth succeeds then the
// server tells it to load 'onlineScene'. we can't do that if
// server is still in 'offlineScene'. so load on server first.
if (IsServerOnlineSceneChangeNeeded())
{
// call FinishStartHost after changing scene.
finishStartHostPending = true;
ServerChangeScene(onlineScene);
}
// otherwise call FinishStartHost directly
else
{
FinishStartHost();
}
}
// This may be set true in StartHost and is evaluated in FinishStartHost
bool finishStartHostPending;
// FinishStartHost is guaranteed to be called after the host server was
// fully started and all the asynchronous StartHost magic is finished
// (= scene loading), or immediately if there was no asynchronous magic.
//
// note: we don't really need FinishStartClient/FinishStartServer. the
// host version is enough.
void FinishStartHost()
{
// ConnectHost needs to be called BEFORE SpawnObjects:
// https://github.com/vis2k/Mirror/pull/1249/
// -> this sets NetworkServer.localConnection.
// -> localConnection needs to be set before SpawnObjects because:
// -> SpawnObjects calls OnStartServer in all NetworkBehaviours
// -> OnStartServer might spawn an object and set [SyncVar(hook="OnColorChanged")] object.color = green;
// -> this calls SyncVar.set (generated by Weaver), which has
// a custom case for host mode (because host mode doesn't
// get OnDeserialize calls, where SyncVar hooks are usually
// called):
//
// if (!SyncVarEqual(value, ref color))
// {
// if (NetworkServer.localClientActive && !getSyncVarHookGuard(1uL))
// {
// setSyncVarHookGuard(1uL, value: true);
// OnColorChangedHook(value);
// setSyncVarHookGuard(1uL, value: false);
// }
// SetSyncVar(value, ref color, 1uL);
// }
//
// -> localClientActive needs to be true, otherwise the hook
// isn't called in host mode!
//
// TODO call this after spawnobjects and worry about the syncvar hook fix later?
NetworkClient.ConnectHost();
// server scene was loaded. now spawn all the objects
NetworkServer.SpawnObjects();
// connect client and call OnStartClient AFTER server scene was
// loaded and all objects were spawned.
// DO NOT do this earlier. it would cause race conditions where a
// client will do things before the server is even fully started.
//Debug.Log("StartHostClient called");
StartHostClient();
}
void StartHostClient()
{
//Debug.Log("NetworkManager ConnectLocalClient");
if (authenticator != null)
{
authenticator.OnStartClient();
authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated);
}
networkAddress = "localhost";
NetworkServer.ActivateHostScene();
RegisterClientMessages();
// ConnectLocalServer needs to be called AFTER RegisterClientMessages
// (https://github.com/vis2k/Mirror/pull/1249/)
NetworkClient.ConnectLocalServer();
OnStartClient();
}
/// <summary>This stops both the client and the server that the manager is using.</summary>
public void StopHost()
{
OnStopHost();
// calling OnTransportDisconnected was needed to fix
// https://github.com/vis2k/Mirror/issues/1515
// so that the host client receives a DisconnectMessage
// TODO reevaluate if this is still needed after all the disconnect
// fixes, and try to put this into LocalConnection.Disconnect!
NetworkServer.OnTransportDisconnected(NetworkConnection.LocalConnectionId);
StopClient();
StopServer();
}
/// <summary>Stops the server from listening and simulating the game.</summary>
public void StopServer()
{
// return if already stopped to avoid recursion deadlock
if (!NetworkServer.active)
return;
if (authenticator != null)
{
authenticator.OnServerAuthenticated.RemoveListener(OnServerAuthenticated);
authenticator.OnStopServer();
}
// Get Network Manager out of DDOL before going to offline scene
// to avoid collision and let a fresh Network Manager be created.
// IMPORTANT: .gameObject can be null if StopClient is called from
// OnApplicationQuit or from tests!
if (gameObject != null
&& gameObject.scene.name == "DontDestroyOnLoad"
&& !string.IsNullOrWhiteSpace(offlineScene)
&& SceneManager.GetActiveScene().path != offlineScene)
SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
OnStopServer();
//Debug.Log("NetworkManager StopServer");
NetworkServer.Shutdown();
// set offline mode BEFORE changing scene so that FinishStartScene
// doesn't think we need initialize anything.
mode = NetworkManagerMode.Offline;
if (!string.IsNullOrWhiteSpace(offlineScene))
{
ServerChangeScene(offlineScene);
}
startPositionIndex = 0;
networkSceneName = "";
}
/// <summary>Stops and disconnects the client.</summary>
public void StopClient()
{
if (mode == NetworkManagerMode.Offline)
return;
if (authenticator != null)
{
authenticator.OnClientAuthenticated.RemoveListener(OnClientAuthenticated);
authenticator.OnStopClient();
}
// Get Network Manager out of DDOL before going to offline scene
// to avoid collision and let a fresh Network Manager be created.
// IMPORTANT: .gameObject can be null if StopClient is called from
// OnApplicationQuit or from tests!
if (gameObject != null
&& gameObject.scene.name == "DontDestroyOnLoad"
&& !string.IsNullOrWhiteSpace(offlineScene)
&& SceneManager.GetActiveScene().path != offlineScene)
SceneManager.MoveGameObjectToScene(gameObject, SceneManager.GetActiveScene());
OnStopClient();
//Debug.Log("NetworkManager StopClient");
// set offline mode BEFORE changing scene so that FinishStartScene
// doesn't think we need initialize anything.
// set offline mode BEFORE NetworkClient.Disconnect so StopClient
// only runs once.
mode = NetworkManagerMode.Offline;
// shutdown client
NetworkClient.Disconnect();
NetworkClient.Shutdown();
// If this is the host player, StopServer will already be changing scenes.
// Check loadingSceneAsync to ensure we don't double-invoke the scene change.
// Check if NetworkServer.active because we can get here via Disconnect before server has started to change scenes.
if (!string.IsNullOrWhiteSpace(offlineScene) && !IsSceneActive(offlineScene) && loadingSceneAsync == null && !NetworkServer.active)
{
ClientChangeScene(offlineScene, SceneOperation.Normal);
}
networkSceneName = "";
}
// called when quitting the application by closing the window / pressing
// stop in the editor. virtual so that inheriting classes'
// OnApplicationQuit() can call base.OnApplicationQuit() too
public virtual void OnApplicationQuit()
{
// stop client first
// (we want to send the quit packet to the server instead of waiting
// for a timeout)
if (NetworkClient.isConnected)
{
StopClient();
//Debug.Log("OnApplicationQuit: stopped client");
}
// stop server after stopping client (for proper host mode stopping)
if (NetworkServer.active)
{
StopServer();
//Debug.Log("OnApplicationQuit: stopped server");
}
// Call ResetStatics to reset statics and singleton
ResetStatics();
}
/// <summary>Set the frame rate for a headless builds. Override to disable or modify.</summary>
// useful for dedicated servers.
// useful for headless benchmark clients.
public virtual void ConfigureHeadlessFrameRate()
{
#if UNITY_SERVER
Application.targetFrameRate = serverTickRate;
// Debug.Log($"Server Tick Rate set to {Application.targetFrameRate} Hz.");
#endif
}
bool InitializeSingleton()
{
if (singleton != null && singleton == this)
return true;
if (dontDestroyOnLoad)
{
if (singleton != null)
{
Debug.LogWarning("Multiple NetworkManagers detected in the scene. Only one NetworkManager can exist at a time. The duplicate NetworkManager will be destroyed.");
Destroy(gameObject);
// Return false to not allow collision-destroyed second instance to continue.
return false;
}
//Debug.Log("NetworkManager created singleton (DontDestroyOnLoad)");
singleton = this;
if (Application.isPlaying)
{
// Force the object to scene root, in case user made it a child of something
// in the scene since DDOL is only allowed for scene root objects
transform.SetParent(null);
DontDestroyOnLoad(gameObject);
}
}
else
{
//Debug.Log("NetworkManager created singleton (ForScene)");
singleton = this;
}
// set active transport AFTER setting singleton.
// so only if we didn't destroy ourselves.
Transport.activeTransport = transport;
return true;
}
void RegisterServerMessages()
{
NetworkServer.OnConnectedEvent = OnServerConnectInternal;
NetworkServer.OnDisconnectedEvent = OnServerDisconnect;
NetworkServer.OnErrorEvent = OnServerError;
NetworkServer.RegisterHandler<AddPlayerMessage>(OnServerAddPlayerInternal);
// Network Server initially registers its own handler for this, so we replace it here.
NetworkServer.ReplaceHandler<ReadyMessage>(OnServerReadyMessageInternal);
}
void RegisterClientMessages()
{
NetworkClient.OnConnectedEvent = OnClientConnectInternal;
NetworkClient.OnDisconnectedEvent = OnClientDisconnectInternal;
NetworkClient.OnErrorEvent = OnClientError;
NetworkClient.RegisterHandler<NotReadyMessage>(OnClientNotReadyMessageInternal);
NetworkClient.RegisterHandler<SceneMessage>(OnClientSceneInternal, false);
if (playerPrefab != null)
NetworkClient.RegisterPrefab(playerPrefab);
foreach (GameObject prefab in spawnPrefabs.Where(t => t != null))
NetworkClient.RegisterPrefab(prefab);
}
// This is the only way to clear the singleton, so another instance can be created.
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
[RuntimeInitializeOnLoadMethod]
public static void ResetStatics()
{
// call StopHost if we have a singleton
if (singleton)
singleton.StopHost();
// reset all statics
startPositions.Clear();
startPositionIndex = 0;
clientReadyConnection = null;
loadingSceneAsync = null;
networkSceneName = string.Empty;
// and finally (in case it isn't null already)...
singleton = null;
}
// virtual so that inheriting classes' OnDestroy() can call base.OnDestroy() too
public virtual void OnDestroy()
{
//Debug.Log("NetworkManager destroyed");
}
/// <summary>The name of the current network scene.</summary>
// set by NetworkManager when changing the scene.
// new clients will automatically load this scene.
// Loading a scene manually won't set it.
public static string networkSceneName { get; protected set; } = "";
public static AsyncOperation loadingSceneAsync;
/// <summary>Change the server scene and all client's scenes across the network.</summary>
// Called automatically if onlineScene or offlineScene are set, but it
// can be called from user code to switch scenes again while the game is
// in progress. This automatically sets clients to be not-ready during
// the change and ready again to participate in the new scene.
public virtual void ServerChangeScene(string newSceneName)
{
if (string.IsNullOrWhiteSpace(newSceneName))
{
Debug.LogError("ServerChangeScene empty scene name");
return;
}
if (NetworkServer.isLoadingScene && newSceneName == networkSceneName)
{
Debug.LogError($"Scene change is already in progress for {newSceneName}");
return;
}
// Debug.Log($"ServerChangeScene {newSceneName}");
NetworkServer.SetAllClientsNotReady();
networkSceneName = newSceneName;
// Let server prepare for scene change
OnServerChangeScene(newSceneName);
// set server flag to stop processing messages while changing scenes
// it will be re-enabled in FinishLoadScene.
NetworkServer.isLoadingScene = true;
loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
// ServerChangeScene can be called when stopping the server
// when this happens the server is not active so does not need to tell clients about the change
if (NetworkServer.active)
{
// notify all clients about the new scene
NetworkServer.SendToAll(new SceneMessage { sceneName = newSceneName });
}
startPositionIndex = 0;
startPositions.Clear();
}
// This is only set in ClientChangeScene below...never on server.
// We need to check this in OnClientSceneChanged called from FinishLoadSceneClientOnly
// to prevent AddPlayer message after loading/unloading additive scenes
SceneOperation clientSceneOperation = SceneOperation.Normal;
internal void ClientChangeScene(string newSceneName, SceneOperation sceneOperation = SceneOperation.Normal, bool customHandling = false)
{
if (string.IsNullOrWhiteSpace(newSceneName))
{
Debug.LogError("ClientChangeScene empty scene name");
return;
}
//Debug.Log($"ClientChangeScene newSceneName: {newSceneName} networkSceneName{networkSceneName}");
// Let client prepare for scene change
OnClientChangeScene(newSceneName, sceneOperation, customHandling);
// After calling OnClientChangeScene, exit if server since server is already doing
// the actual scene change, and we don't need to do it for the host client
if (NetworkServer.active)
return;
// set client flag to stop processing messages while loading scenes.
// otherwise we would process messages and then lose all the state
// as soon as the load is finishing, causing all kinds of bugs
// because of missing state.
// (client may be null after StopClient etc.)
// Debug.Log("ClientChangeScene: pausing handlers while scene is loading to avoid data loss after scene was loaded.");
NetworkClient.isLoadingScene = true;
// Cache sceneOperation so we know what was requested by the
// Scene message in OnClientChangeScene and OnClientSceneChanged
clientSceneOperation = sceneOperation;
// scene handling will happen in overrides of OnClientChangeScene and/or OnClientSceneChanged
// Do not call FinishLoadScene here. Custom handler will assign loadingSceneAsync and we need
// to wait for that to finish. UpdateScene already checks for that to be not null and isDone.
if (customHandling)
return;
switch (sceneOperation)
{
case SceneOperation.Normal:
loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName);
break;
case SceneOperation.LoadAdditive:
// Ensure additive scene is not already loaded on client by name or path
// since we don't know which was passed in the Scene message
if (!SceneManager.GetSceneByName(newSceneName).IsValid() && !SceneManager.GetSceneByPath(newSceneName).IsValid())
loadingSceneAsync = SceneManager.LoadSceneAsync(newSceneName, LoadSceneMode.Additive);
else
{
Debug.LogWarning($"Scene {newSceneName} is already loaded");
// Reset the flag that we disabled before entering this switch
NetworkClient.isLoadingScene = false;
}
break;
case SceneOperation.UnloadAdditive:
// Ensure additive scene is actually loaded on client by name or path
// since we don't know which was passed in the Scene message
if (SceneManager.GetSceneByName(newSceneName).IsValid() || SceneManager.GetSceneByPath(newSceneName).IsValid())
loadingSceneAsync = SceneManager.UnloadSceneAsync(newSceneName, UnloadSceneOptions.UnloadAllEmbeddedSceneObjects);
else
{
Debug.LogWarning($"Cannot unload {newSceneName} with UnloadAdditive operation");
// Reset the flag that we disabled before entering this switch
NetworkClient.isLoadingScene = false;
}
break;
}
// don't change the client's current networkSceneName when loading additive scene content
if (sceneOperation == SceneOperation.Normal)
networkSceneName = newSceneName;
}
// support additive scene loads:
// NetworkScenePostProcess disables all scene objects on load, and
// * NetworkServer.SpawnObjects enables them again on the server when
// calling OnStartServer
// * NetworkClient.PrepareToSpawnSceneObjects enables them again on the
// client after the server sends ObjectSpawnStartedMessage to client
// in SpawnObserversForConnection. this is only called when the
// client joins, so we need to rebuild scene objects manually again
// TODO merge this with FinishLoadScene()?
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (mode == LoadSceneMode.Additive)
{
if (NetworkServer.active)
{
// TODO only respawn the server objects from that scene later!
NetworkServer.SpawnObjects();
// Debug.Log($"Respawned Server objects after additive scene load: {scene.name}");
}
if (NetworkClient.active)
{
NetworkClient.PrepareToSpawnSceneObjects();
// Debug.Log($"Rebuild Client spawnableObjects after additive scene load: {scene.name}");
}
}
}
void UpdateScene()
{
if (loadingSceneAsync != null && loadingSceneAsync.isDone)
{
//Debug.Log($"ClientChangeScene done readyConn {clientReadyConnection}");
// try-finally to guarantee loadingSceneAsync being cleared.
// fixes https://github.com/vis2k/Mirror/issues/2517 where if
// FinishLoadScene throws an exception, loadingSceneAsync would
// never be cleared and this code would run every Update.
try
{
FinishLoadScene();
}
finally
{
loadingSceneAsync.allowSceneActivation = true;
loadingSceneAsync = null;
}
}
}
protected void FinishLoadScene()
{
// NOTE: this cannot use NetworkClient.allClients[0] - that client may be for a completely different purpose.
// process queued messages that we received while loading the scene
//Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
NetworkServer.isLoadingScene = false;
NetworkClient.isLoadingScene = false;
// host mode?
if (mode == NetworkManagerMode.Host)
{
FinishLoadSceneHost();
}
// server-only mode?
else if (mode == NetworkManagerMode.ServerOnly)
{
FinishLoadSceneServerOnly();
}
// client-only mode?
else if (mode == NetworkManagerMode.ClientOnly)
{
FinishLoadSceneClientOnly();
}
// otherwise we called it after stopping when loading offline scene.
// do nothing then.
}
// finish load scene part for host mode. makes code easier and is
// necessary for FinishStartHost later.
// (the 3 things have to happen in that exact order)
void FinishLoadSceneHost()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
//Debug.Log("Finished loading scene in host mode.");
if (clientReadyConnection != null)
{
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(clientReadyConnection);
#pragma warning restore 618
clientLoadedScene = true;
clientReadyConnection = null;
}
// do we need to finish a StartHost() call?
// then call FinishStartHost and let it take care of spawning etc.
if (finishStartHostPending)
{
finishStartHostPending = false;
FinishStartHost();
// call OnServerSceneChanged
OnServerSceneChanged(networkSceneName);
// DO NOT call OnClientSceneChanged here.
// the scene change happened because StartHost loaded the
// server's online scene. it has nothing to do with the client.
// this was not meant as a client scene load, so don't call it.
//
// otherwise AddPlayer would be called twice:
// -> once for client OnConnected
// -> once in OnClientSceneChanged
}
// otherwise we just changed a scene in host mode
else
{
// spawn server objects
NetworkServer.SpawnObjects();
// call OnServerSceneChanged
OnServerSceneChanged(networkSceneName);
if (NetworkClient.isConnected)
{
// let client know that we changed scene
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientSceneChanged(NetworkClient.connection);
#pragma warning restore 618
}
}
}
// finish load scene part for server-only. . makes code easier and is
// necessary for FinishStartServer later.
void FinishLoadSceneServerOnly()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
//Debug.Log("Finished loading scene in server-only mode.");
NetworkServer.SpawnObjects();
OnServerSceneChanged(networkSceneName);
}
// finish load scene part for client-only. makes code easier and is
// necessary for FinishStartClient later.
void FinishLoadSceneClientOnly()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
//Debug.Log("Finished loading scene in client-only mode.");
if (clientReadyConnection != null)
{
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(clientReadyConnection);
#pragma warning restore 618
clientLoadedScene = true;
clientReadyConnection = null;
}
if (NetworkClient.isConnected)
{
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientSceneChanged(NetworkClient.connection);
#pragma warning restore 618
}
}
/// <summary>
/// Registers the transform of a game object as a player spawn location.
/// <para>This is done automatically by NetworkStartPosition components, but can be done manually from user script code.</para>
/// </summary>
/// <param name="start">Transform to register.</param>
// Static because it's called from NetworkStartPosition::Awake
// and singleton may not exist yet
public static void RegisterStartPosition(Transform start)
{
// Debug.Log($"RegisterStartPosition: {start.gameObject.name} {start.position}");
startPositions.Add(start);
// reorder the list so that round-robin spawning uses the start positions
// in hierarchy order. This assumes all objects with NetworkStartPosition
// component are siblings, either in the scene root or together as children
// under a single parent in the scene.
startPositions = startPositions.OrderBy(transform => transform.GetSiblingIndex()).ToList();
}
/// <summary>Unregister a Transform from start positions.</summary>
// Static because it's called from NetworkStartPosition::OnDestroy
// and singleton may not exist yet
public static void UnRegisterStartPosition(Transform start)
{
//Debug.Log($"UnRegisterStartPosition: {start.name} {start.position}");
startPositions.Remove(start);
}
/// <summary>Get the next NetworkStartPosition based on the selected PlayerSpawnMethod.</summary>
public Transform GetStartPosition()
{
// first remove any dead transforms
startPositions.RemoveAll(t => t == null);
if (startPositions.Count == 0)
return null;
if (playerSpawnMethod == PlayerSpawnMethod.Random)
{
return startPositions[UnityEngine.Random.Range(0, startPositions.Count)];
}
else
{
Transform startPosition = startPositions[startPositionIndex];
startPositionIndex = (startPositionIndex + 1) % startPositions.Count;
return startPosition;
}
}
void OnServerConnectInternal(NetworkConnection conn)
{
//Debug.Log("NetworkManager.OnServerConnectInternal");
if (authenticator != null)
{
// we have an authenticator - let it handle authentication
authenticator.OnServerAuthenticate(conn);
}
else
{
// authenticate immediately
OnServerAuthenticated(conn);
}
}
// called after successful authentication
// TODO do the NetworkServer.OnAuthenticated thing from x branch
void OnServerAuthenticated(NetworkConnection conn)
{
//Debug.Log("NetworkManager.OnServerAuthenticated");
// set connection to authenticated
conn.isAuthenticated = true;
// proceed with the login handshake by calling OnServerConnect
if (networkSceneName != "" && networkSceneName != offlineScene)
{
SceneMessage msg = new SceneMessage() { sceneName = networkSceneName };
conn.Send(msg);
}
OnServerConnect(conn);
}
void OnServerReadyMessageInternal(NetworkConnection conn, ReadyMessage msg)
{
//Debug.Log("NetworkManager.OnServerReadyMessageInternal");
OnServerReady(conn);
}
void OnServerAddPlayerInternal(NetworkConnection conn, AddPlayerMessage msg)
{
//Debug.Log("NetworkManager.OnServerAddPlayer");
if (autoCreatePlayer && playerPrefab == null)
{
Debug.LogError("The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.");
return;
}
if (autoCreatePlayer && playerPrefab.GetComponent<NetworkIdentity>() == null)
{
Debug.LogError("The PlayerPrefab does not have a NetworkIdentity. Please add a NetworkIdentity to the player prefab.");
return;
}
if (conn.identity != null)
{
Debug.LogError("There is already a player for this connection.");
return;
}
OnServerAddPlayer(conn);
}
void OnClientConnectInternal()
{
//Debug.Log("NetworkManager.OnClientConnectInternal");
if (authenticator != null)
{
// we have an authenticator - let it handle authentication
authenticator.OnClientAuthenticate();
}
else
{
// authenticate immediately
OnClientAuthenticated();
}
}
// called after successful authentication
void OnClientAuthenticated()
{
//Debug.Log("NetworkManager.OnClientAuthenticated");
// set connection to authenticated
NetworkClient.connection.isAuthenticated = true;
// proceed with the login handshake by calling OnClientConnect
if (string.IsNullOrWhiteSpace(onlineScene) || onlineScene == offlineScene || IsSceneActive(onlineScene))
{
clientLoadedScene = false;
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientConnect(NetworkClient.connection);
#pragma warning restore 618
}
else
{
// will wait for scene id to come from the server.
clientLoadedScene = true;
clientReadyConnection = NetworkClient.connection;
}
}
void OnClientDisconnectInternal()
{
//Debug.Log("NetworkManager.OnClientDisconnectInternal");
#pragma warning disable 618
// obsolete method calls new method because it's not empty
OnClientDisconnect(NetworkClient.connection);
#pragma warning restore 618
}
void OnClientNotReadyMessageInternal(NotReadyMessage msg)
{
//Debug.Log("NetworkManager.OnClientNotReadyMessageInternal");
NetworkClient.ready = false;
#pragma warning disable 618
OnClientNotReady(NetworkClient.connection);
#pragma warning restore 618
OnClientNotReady();
// NOTE: clientReadyConnection is not set here! don't want OnClientConnect to be invoked again after scene changes.
}
void OnClientSceneInternal(SceneMessage msg)
{
//Debug.Log("NetworkManager.OnClientSceneInternal");
// This needs to run for host client too. NetworkServer.active is checked there
if (NetworkClient.isConnected)
{
ClientChangeScene(msg.sceneName, msg.sceneOperation, msg.customHandling);
}
}
/// <summary>Called on the server when a new client connects.</summary>
public virtual void OnServerConnect(NetworkConnection conn) {}
/// <summary>Called on the server when a client disconnects.</summary>
// Called by NetworkServer.OnTransportDisconnect!
public virtual void OnServerDisconnect(NetworkConnection conn)
{
// by default, this function destroys the connection's player.
// can be overwritten for cases like delayed logouts in MMOs to
// avoid players escaping from PvP situations by logging out.
NetworkServer.DestroyPlayerForConnection(conn);
//Debug.Log("OnServerDisconnect: Client disconnected.");
}
/// <summary>Called on the server when a client is ready (= loaded the scene)</summary>
public virtual void OnServerReady(NetworkConnection conn)
{
if (conn.identity == null)
{
// this is now allowed (was not for a while)
//Debug.Log("Ready with no player object");
}
NetworkServer.SetClientReady(conn);
}
/// <summary>Called on server when a client requests to add the player. Adds playerPrefab by default. Can be overwritten.</summary>
// The default implementation for this function creates a new player object from the playerPrefab.
public virtual void OnServerAddPlayer(NetworkConnection conn)
{
Transform startPos = GetStartPosition();
GameObject player = startPos != null
? Instantiate(playerPrefab, startPos.position, startPos.rotation)
: Instantiate(playerPrefab);
// instantiating a "Player" prefab gives it the name "Player(clone)"
// => appending the connectionId is WAY more useful for debugging!
player.name = $"{playerPrefab.name} [connId={conn.connectionId}]";
NetworkServer.AddPlayerForConnection(conn, player);
}
/// <summary>Called on server when transport raises an exception. NetworkConnection may be null.</summary>
public virtual void OnServerError(NetworkConnection conn, Exception exception) {}
/// <summary>Called from ServerChangeScene immediately before SceneManager.LoadSceneAsync is executed</summary>
public virtual void OnServerChangeScene(string newSceneName) {}
/// <summary>Called on server after a scene load with ServerChangeScene() is completed.</summary>
public virtual void OnServerSceneChanged(string sceneName) {}
/// <summary>Called on the client when connected to a server. By default it sets client as ready and adds a player.</summary>
public virtual void OnClientConnect()
{
// OnClientConnect by default calls AddPlayer but it should not do
// that when we have online/offline scenes. so we need the
// clientLoadedScene flag to prevent it.
if (!clientLoadedScene)
{
// Ready/AddPlayer is usually triggered by a scene load completing.
// if no scene was loaded, then Ready/AddPlayer it here instead.
if (!NetworkClient.ready)
NetworkClient.Ready();
if (autoCreatePlayer)
NetworkClient.AddPlayer();
}
}
// Deprecated 2021-12-11
[Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
public virtual void OnClientConnect(NetworkConnection conn) => OnClientConnect();
/// <summary>Called on clients when disconnected from a server.</summary>
public virtual void OnClientDisconnect()
{
if (mode == NetworkManagerMode.Offline)
return;
StopClient();
}
// Deprecated 2021-12-11
[Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
public virtual void OnClientDisconnect(NetworkConnection conn) => OnClientDisconnect();
/// <summary>Called on client when transport raises an exception.</summary>
public virtual void OnClientError(Exception exception) {}
/// <summary>Called on clients when a servers tells the client it is no longer ready, e.g. when switching scenes.</summary>
public virtual void OnClientNotReady() {}
// Deprecated 2021-12-11
[Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
public virtual void OnClientNotReady(NetworkConnection conn) {}
/// <summary>Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed</summary>
// customHandling: indicates if scene loading will be handled through overrides
public virtual void OnClientChangeScene(string newSceneName, SceneOperation sceneOperation, bool customHandling) {}
/// <summary>Called on clients when a scene has completed loaded, when the scene load was initiated by the server.</summary>
// Scene changes can cause player objects to be destroyed. The default
// implementation of OnClientSceneChanged in the NetworkManager is to
// add a player object for the connection if no player object exists.
public virtual void OnClientSceneChanged()
{
// always become ready.
if (!NetworkClient.ready) NetworkClient.Ready();
// Only call AddPlayer for normal scene changes, not additive load/unload
if (clientSceneOperation == SceneOperation.Normal && autoCreatePlayer && NetworkClient.localPlayer == null)
{
// add player if existing one is null
NetworkClient.AddPlayer();
}
}
// Deprecated 2021-12-11
[Obsolete("Remove the NetworkConnection parameter in your override and use NetworkClient.connection instead.")]
public virtual void OnClientSceneChanged(NetworkConnection conn) => OnClientSceneChanged();
// Since there are multiple versions of StartServer, StartClient and
// StartHost, to reliably customize their functionality, users would
// need override all the versions. Instead these callbacks are invoked
// from all versions, so users only need to implement this one case.
/// <summary>This is invoked when a host is started.</summary>
public virtual void OnStartHost() {}
/// <summary>This is invoked when a server is started - including when a host is started.</summary>
public virtual void OnStartServer() {}
/// <summary>This is invoked when the client is started.</summary>
public virtual void OnStartClient() {}
/// <summary>This is called when a server is stopped - including when a host is stopped.</summary>
public virtual void OnStopServer() {}
/// <summary>This is called when a client is stopped.</summary>
public virtual void OnStopClient() {}
/// <summary>This is called when a host is stopped.</summary>
public virtual void OnStopHost() {}
}
}