mirror of
https://github.com/misternebula/quantum-space-buddies.git
synced 2025-01-01 03:32:38 +00:00
1738 lines
77 KiB
C#
1738 lines
77 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Mirror.RemoteCalls;
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using UnityEngine;
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namespace Mirror
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{
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/// <summary>NetworkServer handles remote connections and has a local connection for a local client.</summary>
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public static class NetworkServer
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{
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static bool initialized;
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public static int maxConnections;
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/// <summary>Connection to host mode client (if any)</summary>
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public static NetworkConnectionToClient localConnection { get; private set; }
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/// <summary>True is a local client is currently active on the server</summary>
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public static bool localClientActive => localConnection != null;
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/// <summary>Dictionary of all server connections, with connectionId as key</summary>
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public static Dictionary<int, NetworkConnectionToClient> connections =
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new Dictionary<int, NetworkConnectionToClient>();
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/// <summary>Message Handlers dictionary, with mesageId as key</summary>
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internal static Dictionary<ushort, NetworkMessageDelegate> handlers =
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new Dictionary<ushort, NetworkMessageDelegate>();
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/// <summary>All spawned NetworkIdentities by netId.</summary>
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// server sees ALL spawned ones.
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public static readonly Dictionary<uint, NetworkIdentity> spawned =
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new Dictionary<uint, NetworkIdentity>();
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/// <summary>Single player mode can use dontListen to not accept incoming connections</summary>
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// see also: https://github.com/vis2k/Mirror/pull/2595
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public static bool dontListen;
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/// <summary>active checks if the server has been started</summary>
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public static bool active { get; internal set; }
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// scene loading
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public static bool isLoadingScene;
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// interest management component (optional)
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// by default, everyone observes everyone
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public static InterestManagement aoi;
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// OnConnected / OnDisconnected used to be NetworkMessages that were
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// invoked. this introduced a bug where external clients could send
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// Connected/Disconnected messages over the network causing undefined
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// behaviour.
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// => public so that custom NetworkManagers can hook into it
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public static Action<NetworkConnection> OnConnectedEvent;
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public static Action<NetworkConnection> OnDisconnectedEvent;
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public static Action<NetworkConnection, Exception> OnErrorEvent;
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// initialization / shutdown ///////////////////////////////////////////
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static void Initialize()
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{
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if (initialized)
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return;
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// Debug.Log($"NetworkServer Created version {Version.Current}");
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//Make sure connections are cleared in case any old connections references exist from previous sessions
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connections.Clear();
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// reset Interest Management so that rebuild intervals
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// start at 0 when starting again.
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if (aoi != null) aoi.Reset();
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// reset NetworkTime
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NetworkTime.ResetStatics();
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Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkServer.Listen, If you are calling Listen manually then make sure to set 'Transport.activeTransport' first");
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AddTransportHandlers();
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initialized = true;
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}
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static void AddTransportHandlers()
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{
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Transport.activeTransport.OnServerConnected = OnTransportConnected;
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Transport.activeTransport.OnServerDataReceived = OnTransportData;
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Transport.activeTransport.OnServerDisconnected = OnTransportDisconnected;
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Transport.activeTransport.OnServerError = OnError;
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}
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// calls OnStartClient for all SERVER objects in host mode once.
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// client doesn't get spawn messages for those, so need to call manually.
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public static void ActivateHostScene()
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{
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foreach (NetworkIdentity identity in spawned.Values)
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{
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if (!identity.isClient)
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{
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// Debug.Log($"ActivateHostScene {identity.netId} {identity}");
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identity.OnStartClient();
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}
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}
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}
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internal static void RegisterMessageHandlers()
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{
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RegisterHandler<ReadyMessage>(OnClientReadyMessage);
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RegisterHandler<CommandMessage>(OnCommandMessage);
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RegisterHandler<NetworkPingMessage>(NetworkTime.OnServerPing, false);
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}
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/// <summary>Starts server and listens to incoming connections with max connections limit.</summary>
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public static void Listen(int maxConns)
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{
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Initialize();
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maxConnections = maxConns;
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// only start server if we want to listen
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if (!dontListen)
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{
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Transport.activeTransport.ServerStart();
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//Debug.Log("Server started listening");
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}
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active = true;
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RegisterMessageHandlers();
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}
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// Note: NetworkClient.DestroyAllClientObjects does the same on client.
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static void CleanupSpawned()
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{
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// iterate a COPY of spawned.
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// DestroyObject removes them from the original collection.
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// removing while iterating is not allowed.
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foreach (NetworkIdentity identity in spawned.Values.ToList())
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{
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if (identity != null)
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{
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// scene object
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if (identity.sceneId != 0)
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{
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// spawned scene objects are unspawned and reset.
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// afterwards we disable them again.
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// (they always stay in the scene, we don't destroy them)
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DestroyObject(identity, DestroyMode.Reset);
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identity.gameObject.SetActive(false);
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}
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// spawned prefabs
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else
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{
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// spawned prefabs are unspawned and destroyed.
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DestroyObject(identity, DestroyMode.Destroy);
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}
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}
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}
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spawned.Clear();
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}
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/// <summary>Shuts down the server and disconnects all clients</summary>
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// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
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[RuntimeInitializeOnLoadMethod]
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public static void Shutdown()
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{
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if (initialized)
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{
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DisconnectAll();
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// stop the server.
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// we do NOT call Transport.Shutdown, because someone only
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// called NetworkServer.Shutdown. we can't assume that the
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// client is supposed to be shut down too!
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//
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// NOTE: stop no matter what, even if 'dontListen':
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// someone might enabled dontListen at runtime.
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// but we still need to stop the server.
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// fixes https://github.com/vis2k/Mirror/issues/2536
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Transport.activeTransport.ServerStop();
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initialized = false;
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}
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// Reset all statics here....
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dontListen = false;
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active = false;
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isLoadingScene = false;
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localConnection = null;
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connections.Clear();
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connectionsCopy.Clear();
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handlers.Clear();
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newObservers.Clear();
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// this calls spawned.Clear()
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CleanupSpawned();
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// sets nextNetworkId to 1
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// sets clientAuthorityCallback to null
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// sets previousLocalPlayer to null
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NetworkIdentity.ResetStatics();
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// clear events. someone might have hooked into them before, but
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// we don't want to use those hooks after Shutdown anymore.
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OnConnectedEvent = null;
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OnDisconnectedEvent = null;
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OnErrorEvent = null;
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if (aoi != null) aoi.Reset();
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}
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// connections /////////////////////////////////////////////////////////
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/// <summary>Add a connection and setup callbacks. Returns true if not added yet.</summary>
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public static bool AddConnection(NetworkConnectionToClient conn)
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{
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if (!connections.ContainsKey(conn.connectionId))
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{
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// connection cannot be null here or conn.connectionId
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// would throw NRE
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connections[conn.connectionId] = conn;
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return true;
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}
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// already a connection with this id
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return false;
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}
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/// <summary>Removes a connection by connectionId. Returns true if removed.</summary>
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public static bool RemoveConnection(int connectionId)
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{
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return connections.Remove(connectionId);
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}
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// called by LocalClient to add itself. don't call directly.
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// TODO consider internal setter instead?
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internal static void SetLocalConnection(LocalConnectionToClient conn)
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{
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if (localConnection != null)
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{
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Debug.LogError("Local Connection already exists");
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return;
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}
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localConnection = conn;
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}
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// removes local connection to client
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internal static void RemoveLocalConnection()
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{
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if (localConnection != null)
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{
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localConnection.Disconnect();
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localConnection = null;
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}
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RemoveConnection(0);
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}
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/// <summary>True if we have no external connections (host is allowed)</summary>
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public static bool NoExternalConnections()
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{
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return connections.Count == 0 ||
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(connections.Count == 1 && localConnection != null);
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}
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// send ////////////////////////////////////////////////////////////////
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/// <summary>Send a message to all clients, even those that haven't joined the world yet (non ready)</summary>
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public static void SendToAll<T>(T message, int channelId = Channels.Reliable, bool sendToReadyOnly = false)
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where T : struct, NetworkMessage
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{
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if (!active)
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{
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Debug.LogWarning("Can not send using NetworkServer.SendToAll<T>(T msg) because NetworkServer is not active");
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return;
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}
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// Debug.Log($"Server.SendToAll {typeof(T)}");
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using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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{
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// pack message only once
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MessagePacking.Pack(message, writer);
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ArraySegment<byte> segment = writer.ToArraySegment();
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// filter and then send to all internet connections at once
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// -> makes code more complicated, but is HIGHLY worth it to
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// avoid allocations, allow for multicast, etc.
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int count = 0;
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foreach (NetworkConnectionToClient conn in connections.Values)
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{
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if (sendToReadyOnly && !conn.isReady)
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continue;
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count++;
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conn.Send(segment, channelId);
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}
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NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
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}
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}
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/// <summary>Send a message to all clients which have joined the world (are ready).</summary>
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// TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
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public static void SendToReady<T>(T message, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage
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{
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if (!active)
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{
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Debug.LogWarning("Can not send using NetworkServer.SendToReady<T>(T msg) because NetworkServer is not active");
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return;
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}
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SendToAll(message, channelId, true);
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}
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// this is like SendToReadyObservers - but it doesn't check the ready flag on the connection.
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// this is used for ObjectDestroy messages.
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static void SendToObservers<T>(NetworkIdentity identity, T message, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage
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{
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// Debug.Log($"Server.SendToObservers {typeof(T)}");
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if (identity == null || identity.observers == null || identity.observers.Count == 0)
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return;
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using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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{
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// pack message into byte[] once
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MessagePacking.Pack(message, writer);
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ArraySegment<byte> segment = writer.ToArraySegment();
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foreach (NetworkConnection conn in identity.observers.Values)
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{
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conn.Send(segment, channelId);
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}
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NetworkDiagnostics.OnSend(message, channelId, segment.Count, identity.observers.Count);
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}
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}
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/// <summary>Send a message to only clients which are ready with option to include the owner of the object identity</summary>
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// TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
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public static void SendToReadyObservers<T>(NetworkIdentity identity, T message, bool includeOwner = true, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage
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{
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// Debug.Log($"Server.SendToReady {typeof(T)}");
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if (identity == null || identity.observers == null || identity.observers.Count == 0)
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return;
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using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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{
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// pack message only once
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MessagePacking.Pack(message, writer);
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ArraySegment<byte> segment = writer.ToArraySegment();
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int count = 0;
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foreach (NetworkConnection conn in identity.observers.Values)
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{
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bool isOwner = conn == identity.connectionToClient;
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if ((!isOwner || includeOwner) && conn.isReady)
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{
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count++;
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conn.Send(segment, channelId);
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}
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}
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NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
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}
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}
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// Deprecated 2021-09-19
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[Obsolete("SendToReady(identity, message, ...) was renamed to SendToReadyObservers because that's what it does.")]
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public static void SendToReady<T>(NetworkIdentity identity, T message, bool includeOwner = true, int channelId = Channels.Reliable)
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where T : struct, NetworkMessage =>
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SendToReadyObservers(identity, message, includeOwner, channelId);
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/// <summary>Send a message to only clients which are ready including the owner of the NetworkIdentity</summary>
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// TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
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public static void SendToReadyObservers<T>(NetworkIdentity identity, T message, int channelId)
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where T : struct, NetworkMessage
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{
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SendToReadyObservers(identity, message, true, channelId);
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}
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// Deprecated 2021-09-19
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[Obsolete("SendToReady(identity, message, ...) was renamed to SendToReadyObservers because that's what it does.")]
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public static void SendToReady<T>(NetworkIdentity identity, T message, int channelId)
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where T : struct, NetworkMessage =>
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SendToReadyObservers(identity, message, channelId);
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// transport events ////////////////////////////////////////////////////
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// called by transport
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static void OnTransportConnected(int connectionId)
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{
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// Debug.Log($"Server accepted client:{connectionId}");
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// connectionId needs to be != 0 because 0 is reserved for local player
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// note that some transports like kcp generate connectionId by
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// hashing which can be < 0 as well, so we need to allow < 0!
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if (connectionId == 0)
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{
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Debug.LogError($"Server.HandleConnect: invalid connectionId: {connectionId} . Needs to be != 0, because 0 is reserved for local player.");
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Transport.activeTransport.ServerDisconnect(connectionId);
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return;
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}
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// connectionId not in use yet?
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if (connections.ContainsKey(connectionId))
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{
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Transport.activeTransport.ServerDisconnect(connectionId);
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// Debug.Log($"Server connectionId {connectionId} already in use...kicked client");
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return;
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}
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// are more connections allowed? if not, kick
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// (it's easier to handle this in Mirror, so Transports can have
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// less code and third party transport might not do that anyway)
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// (this way we could also send a custom 'tooFull' message later,
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// Transport can't do that)
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if (connections.Count < maxConnections)
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{
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// add connection
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NetworkConnectionToClient conn = new NetworkConnectionToClient(connectionId);
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OnConnected(conn);
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}
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else
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{
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// kick
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Transport.activeTransport.ServerDisconnect(connectionId);
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// Debug.Log($"Server full, kicked client {connectionId}");
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}
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}
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internal static void OnConnected(NetworkConnectionToClient conn)
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{
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// Debug.Log($"Server accepted client:{conn}");
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// add connection and invoke connected event
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AddConnection(conn);
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OnConnectedEvent?.Invoke(conn);
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}
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static bool UnpackAndInvoke(NetworkConnectionToClient connection, NetworkReader reader, int channelId)
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{
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if (MessagePacking.Unpack(reader, out ushort msgType))
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{
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// try to invoke the handler for that message
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if (handlers.TryGetValue(msgType, out NetworkMessageDelegate handler))
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{
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handler.Invoke(connection, reader, channelId);
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connection.lastMessageTime = Time.time;
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return true;
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}
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else
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{
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// message in a batch are NOT length prefixed to save bandwidth.
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// every message needs to be handled and read until the end.
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// otherwise it would overlap into the next message.
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// => need to warn and disconnect to avoid undefined behaviour.
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// => WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning($"Unknown message id: {msgType} for connection: {connection}. This can happen if no handler was registered for this message.");
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// simply return false. caller is responsible for disconnecting.
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//connection.Disconnect();
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return false;
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}
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}
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else
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{
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// => WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning($"Invalid message header for connection: {connection}.");
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// simply return false. caller is responsible for disconnecting.
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//connection.Disconnect();
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return false;
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}
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}
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// called by transport
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internal static void OnTransportData(int connectionId, ArraySegment<byte> data, int channelId)
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{
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if (connections.TryGetValue(connectionId, out NetworkConnectionToClient connection))
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{
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// client might batch multiple messages into one packet.
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// feed it to the Unbatcher.
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// NOTE: we don't need to associate a channelId because we
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// always process all messages in the batch.
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if (!connection.unbatcher.AddBatch(data))
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{
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Debug.LogWarning($"NetworkServer: received Message was too short (messages should start with message id)");
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connection.Disconnect();
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return;
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}
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// process all messages in the batch.
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// only while NOT loading a scene.
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// if we get a scene change message, then we need to stop
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// processing. otherwise we might apply them to the old scene.
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// => fixes https://github.com/vis2k/Mirror/issues/2651
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//
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// NOTE: if scene starts loading, then the rest of the batch
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// would only be processed when OnTransportData is called
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// the next time.
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// => consider moving processing to NetworkEarlyUpdate.
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while (!isLoadingScene &&
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connection.unbatcher.GetNextMessage(out NetworkReader reader, out double remoteTimestamp))
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{
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// enough to read at least header size?
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if (reader.Remaining >= MessagePacking.HeaderSize)
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{
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// make remoteTimeStamp available to the user
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connection.remoteTimeStamp = remoteTimestamp;
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// handle message
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if (!UnpackAndInvoke(connection, reader, channelId))
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{
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// warn, disconnect and return if failed
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// -> warning because attackers might send random data
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// -> messages in a batch aren't length prefixed.
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// failing to read one would cause undefined
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// behaviour for every message afterwards.
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// so we need to disconnect.
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// -> return to avoid the below unbatches.count error.
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// we already disconnected and handled it.
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Debug.LogWarning($"NetworkServer: failed to unpack and invoke message. Disconnecting {connectionId}.");
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connection.Disconnect();
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return;
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}
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}
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// otherwise disconnect
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else
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{
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// WARNING, not error. can happen if attacker sends random data.
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Debug.LogWarning($"NetworkServer: received Message was too short (messages should start with message id). Disconnecting {connectionId}");
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connection.Disconnect();
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return;
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}
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}
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// if we weren't interrupted by a scene change,
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// then all batched messages should have been processed now.
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// otherwise batches would silently grow.
|
|
// we need to log an error to avoid debugging hell.
|
|
//
|
|
// EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
|
|
// -> UnpackAndInvoke silently returned because no handler for id
|
|
// -> Reader would never be read past the end
|
|
// -> Batch would never be retired because end is never reached
|
|
//
|
|
// NOTE: prefixing every message in a batch with a length would
|
|
// avoid ever not reading to the end. for extra bandwidth.
|
|
//
|
|
// IMPORTANT: always keep this check to detect memory leaks.
|
|
// this took half a day to debug last time.
|
|
if (!isLoadingScene && connection.unbatcher.BatchesCount > 0)
|
|
{
|
|
Debug.LogError($"Still had {connection.unbatcher.BatchesCount} batches remaining after processing, even though processing was not interrupted by a scene change. This should never happen, as it would cause ever growing batches.\nPossible reasons:\n* A message didn't deserialize as much as it serialized\n*There was no message handler for a message id, so the reader wasn't read until the end.");
|
|
}
|
|
}
|
|
else Debug.LogError($"HandleData Unknown connectionId:{connectionId}");
|
|
}
|
|
|
|
// called by transport
|
|
// IMPORTANT: often times when disconnecting, we call this from Mirror
|
|
// too because we want to remove the connection and handle
|
|
// the disconnect immediately.
|
|
// => which is fine as long as we guarantee it only runs once
|
|
// => which we do by removing the connection!
|
|
internal static void OnTransportDisconnected(int connectionId)
|
|
{
|
|
// Debug.Log($"Server disconnect client:{connectionId}");
|
|
if (connections.TryGetValue(connectionId, out NetworkConnectionToClient conn))
|
|
{
|
|
RemoveConnection(connectionId);
|
|
// Debug.Log($"Server lost client:{connectionId}");
|
|
|
|
// NetworkManager hooks into OnDisconnectedEvent to make
|
|
// DestroyPlayerForConnection(conn) optional, e.g. for PvP MMOs
|
|
// where players shouldn't be able to escape combat instantly.
|
|
if (OnDisconnectedEvent != null)
|
|
{
|
|
OnDisconnectedEvent.Invoke(conn);
|
|
}
|
|
// if nobody hooked into it, then simply call DestroyPlayerForConnection
|
|
else
|
|
{
|
|
DestroyPlayerForConnection(conn);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void OnError(int connectionId, Exception exception)
|
|
{
|
|
Debug.LogException(exception);
|
|
// try get connection. passes null otherwise.
|
|
connections.TryGetValue(connectionId, out NetworkConnectionToClient conn);
|
|
OnErrorEvent?.Invoke(conn, exception);
|
|
}
|
|
|
|
// message handlers ////////////////////////////////////////////////////
|
|
/// <summary>Register a handler for message type T. Most should require authentication.</summary>
|
|
// TODO obsolete this some day to always use the channelId version.
|
|
// all handlers in this version are wrapped with 1 extra action.
|
|
public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
|
|
where T : struct, NetworkMessage
|
|
{
|
|
ushort msgType = MessagePacking.GetId<T>();
|
|
if (handlers.ContainsKey(msgType))
|
|
{
|
|
Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
|
|
}
|
|
handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
|
|
}
|
|
|
|
/// <summary>Register a handler for message type T. Most should require authentication.</summary>
|
|
// This version passes channelId to the handler.
|
|
public static void RegisterHandler<T>(Action<NetworkConnection, T, int> handler, bool requireAuthentication = true)
|
|
where T : struct, NetworkMessage
|
|
{
|
|
ushort msgType = MessagePacking.GetId<T>();
|
|
if (handlers.ContainsKey(msgType))
|
|
{
|
|
Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
|
|
}
|
|
handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
|
|
}
|
|
|
|
/// <summary>Replace a handler for message type T. Most should require authentication.</summary>
|
|
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
|
|
where T : struct, NetworkMessage
|
|
{
|
|
ushort msgType = MessagePacking.GetId<T>();
|
|
handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
|
|
}
|
|
|
|
/// <summary>Replace a handler for message type T. Most should require authentication.</summary>
|
|
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true)
|
|
where T : struct, NetworkMessage
|
|
{
|
|
ReplaceHandler<T>((_, value) => { handler(value); }, requireAuthentication);
|
|
}
|
|
|
|
/// <summary>Unregister a handler for a message type T.</summary>
|
|
public static void UnregisterHandler<T>()
|
|
where T : struct, NetworkMessage
|
|
{
|
|
ushort msgType = MessagePacking.GetId<T>();
|
|
handlers.Remove(msgType);
|
|
}
|
|
|
|
/// <summary>Clears all registered message handlers.</summary>
|
|
public static void ClearHandlers() => handlers.Clear();
|
|
|
|
internal static bool GetNetworkIdentity(GameObject go, out NetworkIdentity identity)
|
|
{
|
|
identity = go.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"GameObject {go.name} doesn't have NetworkIdentity.");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// disconnect //////////////////////////////////////////////////////////
|
|
/// <summary>Disconnect all connections, including the local connection.</summary>
|
|
// synchronous: handles disconnect events and cleans up fully before returning!
|
|
public static void DisconnectAll()
|
|
{
|
|
// disconnect and remove all connections.
|
|
// we can not use foreach here because if
|
|
// conn.Disconnect -> Transport.ServerDisconnect calls
|
|
// OnDisconnect -> NetworkServer.OnDisconnect(connectionId)
|
|
// immediately then OnDisconnect would remove the connection while
|
|
// we are iterating here.
|
|
// see also: https://github.com/vis2k/Mirror/issues/2357
|
|
// this whole process should be simplified some day.
|
|
// until then, let's copy .Values to avoid InvalidOperatinException.
|
|
// note that this is only called when stopping the server, so the
|
|
// copy is no performance problem.
|
|
foreach (NetworkConnectionToClient conn in connections.Values.ToList())
|
|
{
|
|
// disconnect via connection->transport
|
|
conn.Disconnect();
|
|
|
|
// we want this function to be synchronous: handle disconnect
|
|
// events and clean up fully before returning.
|
|
// -> OnTransportDisconnected can safely be called without
|
|
// waiting for the Transport's callback.
|
|
// -> it has checks to only run once.
|
|
|
|
// call OnDisconnected unless local player in host mod
|
|
// TODO unnecessary check?
|
|
if (conn.connectionId != NetworkConnection.LocalConnectionId)
|
|
OnTransportDisconnected(conn.connectionId);
|
|
}
|
|
|
|
// cleanup
|
|
connections.Clear();
|
|
localConnection = null;
|
|
active = false;
|
|
}
|
|
|
|
// add/remove/replace player ///////////////////////////////////////////
|
|
/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
|
|
// When a player is added for a connection, the client for that
|
|
// connection is made ready automatically. The player object is
|
|
// automatically spawned, so you do not need to call NetworkServer.Spawn
|
|
// for that object. This function is used for "adding" a player, not for
|
|
// "replacing" the player on a connection. If there is already a player
|
|
// on this playerControllerId for this connection, this will fail.
|
|
public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player)
|
|
{
|
|
NetworkIdentity identity = player.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogWarning($"AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to {player}");
|
|
return false;
|
|
}
|
|
|
|
// cannot have a player object in "Add" version
|
|
if (conn.identity != null)
|
|
{
|
|
Debug.Log("AddPlayer: player object already exists");
|
|
return false;
|
|
}
|
|
|
|
// make sure we have a controller before we call SetClientReady
|
|
// because the observers will be rebuilt only if we have a controller
|
|
conn.identity = identity;
|
|
|
|
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
|
|
identity.SetClientOwner(conn);
|
|
|
|
// special case, we are in host mode, set hasAuthority to true so that all overrides see it
|
|
if (conn is LocalConnectionToClient)
|
|
{
|
|
identity.hasAuthority = true;
|
|
NetworkClient.InternalAddPlayer(identity);
|
|
}
|
|
|
|
// set ready if not set yet
|
|
SetClientReady(conn);
|
|
|
|
// Debug.Log($"Adding new playerGameObject object netId: {identity.netId} asset ID: {identity.assetId}");
|
|
|
|
Respawn(identity);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
|
|
// When a player is added for a connection, the client for that
|
|
// connection is made ready automatically. The player object is
|
|
// automatically spawned, so you do not need to call NetworkServer.Spawn
|
|
// for that object. This function is used for "adding" a player, not for
|
|
// "replacing" the player on a connection. If there is already a player
|
|
// on this playerControllerId for this connection, this will fail.
|
|
public static bool AddPlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId)
|
|
{
|
|
if (GetNetworkIdentity(player, out NetworkIdentity identity))
|
|
{
|
|
identity.assetId = assetId;
|
|
}
|
|
return AddPlayerForConnection(conn, player);
|
|
}
|
|
|
|
/// <summary>Replaces connection's player object. The old object is not destroyed.</summary>
|
|
// This does NOT change the ready state of the connection, so it can
|
|
// safely be used while changing scenes.
|
|
public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, bool keepAuthority = false)
|
|
{
|
|
NetworkIdentity identity = player.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to {player}");
|
|
return false;
|
|
}
|
|
|
|
if (identity.connectionToClient != null && identity.connectionToClient != conn)
|
|
{
|
|
Debug.LogError($"Cannot replace player for connection. New player is already owned by a different connection{player}");
|
|
return false;
|
|
}
|
|
|
|
//NOTE: there can be an existing player
|
|
//Debug.Log("NetworkServer ReplacePlayer");
|
|
|
|
NetworkIdentity previousPlayer = conn.identity;
|
|
|
|
conn.identity = identity;
|
|
|
|
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
|
|
identity.SetClientOwner(conn);
|
|
|
|
// special case, we are in host mode, set hasAuthority to true so that all overrides see it
|
|
if (conn is LocalConnectionToClient)
|
|
{
|
|
identity.hasAuthority = true;
|
|
NetworkClient.InternalAddPlayer(identity);
|
|
}
|
|
|
|
// add connection to observers AFTER the playerController was set.
|
|
// by definition, there is nothing to observe if there is no player
|
|
// controller.
|
|
//
|
|
// IMPORTANT: do this in AddPlayerForConnection & ReplacePlayerForConnection!
|
|
SpawnObserversForConnection(conn);
|
|
|
|
//Debug.Log($"Replacing playerGameObject object netId:{player.GetComponent<NetworkIdentity>().netId} asset ID {player.GetComponent<NetworkIdentity>().assetId}");
|
|
|
|
Respawn(identity);
|
|
|
|
if (keepAuthority)
|
|
// This needs to be sent to clear isLocalPlayer on
|
|
// client while keeping hasAuthority true
|
|
SendChangeOwnerMessage(previousPlayer, conn);
|
|
else
|
|
// This clears both isLocalPlayer and hasAuthority on client
|
|
previousPlayer.RemoveClientAuthority();
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>Replaces connection's player object. The old object is not destroyed.</summary>
|
|
// This does NOT change the ready state of the connection, so it can
|
|
// safely be used while changing scenes.
|
|
public static bool ReplacePlayerForConnection(NetworkConnection conn, GameObject player, Guid assetId, bool keepAuthority = false)
|
|
{
|
|
if (GetNetworkIdentity(player, out NetworkIdentity identity))
|
|
{
|
|
identity.assetId = assetId;
|
|
}
|
|
return ReplacePlayerForConnection(conn, player, keepAuthority);
|
|
}
|
|
|
|
// ready ///////////////////////////////////////////////////////////////
|
|
/// <summary>Flags client connection as ready (=joined world).</summary>
|
|
// When a client has signaled that it is ready, this method tells the
|
|
// server that the client is ready to receive spawned objects and state
|
|
// synchronization updates. This is usually called in a handler for the
|
|
// SYSTEM_READY message. If there is not specific action a game needs to
|
|
// take for this message, relying on the default ready handler function
|
|
// is probably fine, so this call wont be needed.
|
|
public static void SetClientReady(NetworkConnection conn)
|
|
{
|
|
// Debug.Log($"SetClientReadyInternal for conn:{conn}");
|
|
|
|
// set ready
|
|
conn.isReady = true;
|
|
|
|
// client is ready to start spawning objects
|
|
if (conn.identity != null)
|
|
SpawnObserversForConnection(conn);
|
|
}
|
|
|
|
/// <summary>Marks the client of the connection to be not-ready.</summary>
|
|
// Clients that are not ready do not receive spawned objects or state
|
|
// synchronization updates. They client can be made ready again by
|
|
// calling SetClientReady().
|
|
public static void SetClientNotReady(NetworkConnection conn)
|
|
{
|
|
conn.isReady = false;
|
|
conn.RemoveFromObservingsObservers();
|
|
conn.Send(new NotReadyMessage());
|
|
}
|
|
|
|
/// <summary>Marks all connected clients as no longer ready.</summary>
|
|
// All clients will no longer be sent state synchronization updates. The
|
|
// player's clients can call ClientManager.Ready() again to re-enter the
|
|
// ready state. This is useful when switching scenes.
|
|
public static void SetAllClientsNotReady()
|
|
{
|
|
foreach (NetworkConnectionToClient conn in connections.Values)
|
|
{
|
|
SetClientNotReady(conn);
|
|
}
|
|
}
|
|
|
|
// default ready handler.
|
|
static void OnClientReadyMessage(NetworkConnection conn, ReadyMessage msg)
|
|
{
|
|
// Debug.Log($"Default handler for ready message from {conn}");
|
|
SetClientReady(conn);
|
|
}
|
|
|
|
// show / hide for connection //////////////////////////////////////////
|
|
internal static void ShowForConnection(NetworkIdentity identity, NetworkConnection conn)
|
|
{
|
|
if (conn.isReady)
|
|
SendSpawnMessage(identity, conn);
|
|
}
|
|
|
|
internal static void HideForConnection(NetworkIdentity identity, NetworkConnection conn)
|
|
{
|
|
ObjectHideMessage msg = new ObjectHideMessage
|
|
{
|
|
netId = identity.netId
|
|
};
|
|
conn.Send(msg);
|
|
}
|
|
|
|
/// <summary>Removes the player object from the connection</summary>
|
|
// destroyServerObject: Indicates whether the server object should be destroyed
|
|
public static void RemovePlayerForConnection(NetworkConnection conn, bool destroyServerObject)
|
|
{
|
|
if (conn.identity != null)
|
|
{
|
|
if (destroyServerObject)
|
|
Destroy(conn.identity.gameObject);
|
|
else
|
|
UnSpawn(conn.identity.gameObject);
|
|
|
|
conn.identity = null;
|
|
}
|
|
//else Debug.Log($"Connection {conn} has no identity");
|
|
}
|
|
|
|
// remote calls ////////////////////////////////////////////////////////
|
|
// Handle command from specific player, this could be one of multiple
|
|
// players on a single client
|
|
static void OnCommandMessage(NetworkConnection conn, CommandMessage msg, int channelId)
|
|
{
|
|
if (!conn.isReady)
|
|
{
|
|
// Clients may be set NotReady due to scene change or other game logic by user, e.g. respawning.
|
|
// Ignore commands that may have been in flight before client received NotReadyMessage message.
|
|
// Unreliable messages may be out of order, so don't spam warnings for those.
|
|
if (channelId == Channels.Reliable)
|
|
Debug.LogWarning("Command received while client is not ready.\nThis may be ignored if client intentionally set NotReady.");
|
|
return;
|
|
}
|
|
|
|
if (!spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
|
|
{
|
|
// over reliable channel, commands should always come after spawn.
|
|
// over unreliable, they might come in before the object was spawned.
|
|
// for example, NetworkTransform.
|
|
// let's not spam the console for unreliable out of order messages.
|
|
if (channelId == Channels.Reliable)
|
|
Debug.LogWarning($"Spawned object not found when handling Command message [netId={msg.netId}]");
|
|
return;
|
|
}
|
|
|
|
CommandInfo commandInfo = identity.GetCommandInfo(msg.componentIndex, msg.functionHash);
|
|
|
|
// Commands can be for player objects, OR other objects with client-authority
|
|
// -> so if this connection's controller has a different netId then
|
|
// only allow the command if clientAuthorityOwner
|
|
bool requiresAuthority = commandInfo.requiresAuthority;
|
|
if (requiresAuthority && identity.connectionToClient != conn)
|
|
{
|
|
Debug.LogWarning($"Command for object without authority [netId={msg.netId}]");
|
|
return;
|
|
}
|
|
|
|
// Debug.Log($"OnCommandMessage for netId:{msg.netId} conn:{conn}");
|
|
|
|
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(msg.payload))
|
|
identity.HandleRemoteCall(msg.componentIndex, msg.functionHash, MirrorInvokeType.Command, networkReader, conn as NetworkConnectionToClient);
|
|
}
|
|
|
|
// spawning ////////////////////////////////////////////////////////////
|
|
static ArraySegment<byte> CreateSpawnMessagePayload(bool isOwner, NetworkIdentity identity, PooledNetworkWriter ownerWriter, PooledNetworkWriter observersWriter)
|
|
{
|
|
// Only call OnSerializeAllSafely if there are NetworkBehaviours
|
|
if (identity.NetworkBehaviours.Length == 0)
|
|
{
|
|
return default;
|
|
}
|
|
|
|
// serialize all components with initialState = true
|
|
// (can be null if has none)
|
|
identity.OnSerializeAllSafely(true, ownerWriter, observersWriter);
|
|
|
|
// convert to ArraySegment to avoid reader allocations
|
|
// if nothing was written, .ToArraySegment returns an empty segment.
|
|
ArraySegment<byte> ownerSegment = ownerWriter.ToArraySegment();
|
|
ArraySegment<byte> observersSegment = observersWriter.ToArraySegment();
|
|
|
|
// use owner segment if 'conn' owns this identity, otherwise
|
|
// use observers segment
|
|
ArraySegment<byte> payload = isOwner ? ownerSegment : observersSegment;
|
|
|
|
return payload;
|
|
}
|
|
|
|
internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnection conn)
|
|
{
|
|
if (identity.serverOnly) return;
|
|
|
|
//Debug.Log($"Server SendSpawnMessage: name:{identity.name} sceneId:{identity.sceneId:X} netid:{identity.netId}");
|
|
|
|
// one writer for owner, one for observers
|
|
using (PooledNetworkWriter ownerWriter = NetworkWriterPool.GetWriter(), observersWriter = NetworkWriterPool.GetWriter())
|
|
{
|
|
bool isOwner = identity.connectionToClient == conn;
|
|
ArraySegment<byte> payload = CreateSpawnMessagePayload(isOwner, identity, ownerWriter, observersWriter);
|
|
SpawnMessage message = new SpawnMessage
|
|
{
|
|
netId = identity.netId,
|
|
isLocalPlayer = conn.identity == identity,
|
|
isOwner = isOwner,
|
|
sceneId = identity.sceneId,
|
|
assetId = identity.assetId,
|
|
// use local values for VR support
|
|
position = identity.transform.localPosition,
|
|
rotation = identity.transform.localRotation,
|
|
scale = identity.transform.localScale,
|
|
payload = payload
|
|
};
|
|
conn.Send(message);
|
|
}
|
|
}
|
|
|
|
internal static void SendChangeOwnerMessage(NetworkIdentity identity, NetworkConnection conn)
|
|
{
|
|
// Don't send if identity isn't spawned or only exists on server
|
|
if (identity.netId == 0 || identity.serverOnly) return;
|
|
|
|
// Don't send if conn doesn't have the identity spawned yet
|
|
// May be excluded from the client by interest management
|
|
if (!conn.observing.Contains(identity)) return;
|
|
|
|
//Debug.Log($"Server SendChangeOwnerMessage: name={identity.name} netid={identity.netId}");
|
|
|
|
conn.Send(new ChangeOwnerMessage
|
|
{
|
|
netId = identity.netId,
|
|
isOwner = identity.connectionToClient == conn,
|
|
isLocalPlayer = conn.identity == identity
|
|
});
|
|
}
|
|
|
|
static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
|
|
{
|
|
// verify if we an spawn this
|
|
if (Utils.IsPrefab(obj))
|
|
{
|
|
Debug.LogError($"GameObject {obj.name} is a prefab, it can't be spawned. Instantiate it first.");
|
|
return;
|
|
}
|
|
|
|
if (!active)
|
|
{
|
|
Debug.LogError($"SpawnObject for {obj}, NetworkServer is not active. Cannot spawn objects without an active server.");
|
|
return;
|
|
}
|
|
|
|
NetworkIdentity identity = obj.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError($"SpawnObject {obj} has no NetworkIdentity. Please add a NetworkIdentity to {obj}");
|
|
return;
|
|
}
|
|
|
|
if (identity.SpawnedFromInstantiate)
|
|
{
|
|
// Using Instantiate on SceneObject is not allowed, so stop spawning here
|
|
// NetworkIdentity.Awake already logs error, no need to log a second error here
|
|
return;
|
|
}
|
|
|
|
identity.connectionToClient = (NetworkConnectionToClient)ownerConnection;
|
|
|
|
// special case to make sure hasAuthority is set
|
|
// on start server in host mode
|
|
if (ownerConnection is LocalConnectionToClient)
|
|
identity.hasAuthority = true;
|
|
|
|
identity.OnStartServer();
|
|
|
|
// Debug.Log($"SpawnObject instance ID {identity.netId} asset ID {identity.assetId}");
|
|
|
|
if (aoi)
|
|
{
|
|
// This calls user code which might throw exceptions
|
|
// We don't want this to leave us in bad state
|
|
try
|
|
{
|
|
aoi.OnSpawned(identity);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogException(e);
|
|
}
|
|
}
|
|
|
|
RebuildObservers(identity, true);
|
|
}
|
|
|
|
/// <summary>Spawn the given game object on all clients which are ready.</summary>
|
|
// This will cause a new object to be instantiated from the registered
|
|
// prefab, or from a custom spawn function.
|
|
public static void Spawn(GameObject obj, NetworkConnection ownerConnection = null)
|
|
{
|
|
SpawnObject(obj, ownerConnection);
|
|
}
|
|
|
|
/// <summary>Spawns an object and also assigns Client Authority to the specified client.</summary>
|
|
// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
|
|
public static void Spawn(GameObject obj, GameObject ownerPlayer)
|
|
{
|
|
NetworkIdentity identity = ownerPlayer.GetComponent<NetworkIdentity>();
|
|
if (identity == null)
|
|
{
|
|
Debug.LogError("Player object has no NetworkIdentity");
|
|
return;
|
|
}
|
|
|
|
if (identity.connectionToClient == null)
|
|
{
|
|
Debug.LogError("Player object is not a player.");
|
|
return;
|
|
}
|
|
|
|
Spawn(obj, identity.connectionToClient);
|
|
}
|
|
|
|
/// <summary>Spawns an object and also assigns Client Authority to the specified client.</summary>
|
|
// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
|
|
public static void Spawn(GameObject obj, Guid assetId, NetworkConnection ownerConnection = null)
|
|
{
|
|
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
|
|
{
|
|
identity.assetId = assetId;
|
|
}
|
|
SpawnObject(obj, ownerConnection);
|
|
}
|
|
|
|
internal static bool ValidateSceneObject(NetworkIdentity identity)
|
|
{
|
|
if (identity.gameObject.hideFlags == HideFlags.NotEditable ||
|
|
identity.gameObject.hideFlags == HideFlags.HideAndDontSave)
|
|
return false;
|
|
|
|
#if UNITY_EDITOR
|
|
if (UnityEditor.EditorUtility.IsPersistent(identity.gameObject))
|
|
return false;
|
|
#endif
|
|
|
|
// If not a scene object
|
|
return identity.sceneId != 0;
|
|
}
|
|
|
|
/// <summary>Spawns NetworkIdentities in the scene on the server.</summary>
|
|
// NetworkIdentity objects in a scene are disabled by default. Calling
|
|
// SpawnObjects() causes these scene objects to be enabled and spawned.
|
|
// It is like calling NetworkServer.Spawn() for each of them.
|
|
public static bool SpawnObjects()
|
|
{
|
|
// only if server active
|
|
if (!active)
|
|
return false;
|
|
|
|
NetworkIdentity[] identities = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
|
|
|
|
// first pass: activate all scene objects
|
|
foreach (NetworkIdentity identity in identities)
|
|
{
|
|
if (ValidateSceneObject(identity))
|
|
{
|
|
// Debug.Log($"SpawnObjects sceneId:{identity.sceneId:X} name:{identity.gameObject.name}");
|
|
identity.gameObject.SetActive(true);
|
|
|
|
// fix https://github.com/vis2k/Mirror/issues/2778:
|
|
// -> SetActive(true) does NOT call Awake() if the parent
|
|
// is inactive
|
|
// -> we need Awake() to initialize NetworkBehaviours[] etc.
|
|
// because our second pass below spawns and works with it
|
|
// => detect this situation and manually call Awake for
|
|
// proper initialization
|
|
if (!identity.gameObject.activeInHierarchy)
|
|
identity.Awake();
|
|
}
|
|
}
|
|
|
|
// second pass: spawn all scene objects
|
|
foreach (NetworkIdentity identity in identities)
|
|
{
|
|
if (ValidateSceneObject(identity))
|
|
// pass connection so that authority is not lost when server loads a scene
|
|
// https://github.com/vis2k/Mirror/pull/2987
|
|
Spawn(identity.gameObject, identity.connectionToClient);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void Respawn(NetworkIdentity identity)
|
|
{
|
|
if (identity.netId == 0)
|
|
{
|
|
// If the object has not been spawned, then do a full spawn and update observers
|
|
Spawn(identity.gameObject, identity.connectionToClient);
|
|
}
|
|
else
|
|
{
|
|
// otherwise just replace his data
|
|
SendSpawnMessage(identity, identity.connectionToClient);
|
|
}
|
|
}
|
|
|
|
static void SpawnObserversForConnection(NetworkConnection conn)
|
|
{
|
|
//Debug.Log($"Spawning {spawned.Count} objects for conn {conn}");
|
|
|
|
if (!conn.isReady)
|
|
{
|
|
// client needs to finish initializing before we can spawn objects
|
|
// otherwise it would not find them.
|
|
return;
|
|
}
|
|
|
|
// let connection know that we are about to start spawning...
|
|
conn.Send(new ObjectSpawnStartedMessage());
|
|
|
|
// add connection to each nearby NetworkIdentity's observers, which
|
|
// internally sends a spawn message for each one to the connection.
|
|
foreach (NetworkIdentity identity in spawned.Values)
|
|
{
|
|
// try with far away ones in ummorpg!
|
|
if (identity.gameObject.activeSelf) //TODO this is different
|
|
{
|
|
//Debug.Log($"Sending spawn message for current server objects name:{identity.name} netId:{identity.netId} sceneId:{identity.sceneId:X}");
|
|
|
|
// we need to support three cases:
|
|
// - legacy system (identity has .visibility)
|
|
// - new system (networkserver has .aoi)
|
|
// - default case: no .visibility and no .aoi means add all
|
|
// connections by default)
|
|
//
|
|
// ForceHidden/ForceShown overwrite all systems so check it
|
|
// first!
|
|
|
|
// ForceShown: add no matter what
|
|
if (identity.visible == Visibility.ForceShown)
|
|
{
|
|
identity.AddObserver(conn);
|
|
}
|
|
// ForceHidden: don't show no matter what
|
|
else if (identity.visible == Visibility.ForceHidden)
|
|
{
|
|
// do nothing
|
|
}
|
|
// default: legacy system / new system / no system support
|
|
else if (identity.visible == Visibility.Default)
|
|
{
|
|
// legacy system
|
|
#pragma warning disable 618
|
|
if (identity.visibility != null)
|
|
{
|
|
// call OnCheckObserver
|
|
if (identity.visibility.OnCheckObserver(conn))
|
|
identity.AddObserver(conn);
|
|
}
|
|
#pragma warning restore 618
|
|
// new system
|
|
else if (aoi != null)
|
|
{
|
|
// call OnCheckObserver
|
|
if (aoi.OnCheckObserver(identity, conn))
|
|
identity.AddObserver(conn);
|
|
}
|
|
// no system: add all observers by default
|
|
else
|
|
{
|
|
identity.AddObserver(conn);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// let connection know that we finished spawning, so it can call
|
|
// OnStartClient on each one (only after all were spawned, which
|
|
// is how Unity's Start() function works too)
|
|
conn.Send(new ObjectSpawnFinishedMessage());
|
|
}
|
|
|
|
/// <summary>This takes an object that has been spawned and un-spawns it.</summary>
|
|
// The object will be removed from clients that it was spawned on, or
|
|
// the custom spawn handler function on the client will be called for
|
|
// the object.
|
|
// Unlike when calling NetworkServer.Destroy(), on the server the object
|
|
// will NOT be destroyed. This allows the server to re-use the object,
|
|
// even spawn it again later.
|
|
public static void UnSpawn(GameObject obj) => DestroyObject(obj, DestroyMode.Reset);
|
|
|
|
// destroy /////////////////////////////////////////////////////////////
|
|
/// <summary>Destroys all of the connection's owned objects on the server.</summary>
|
|
// This is used when a client disconnects, to remove the players for
|
|
// that client. This also destroys non-player objects that have client
|
|
// authority set for this connection.
|
|
public static void DestroyPlayerForConnection(NetworkConnection conn)
|
|
{
|
|
// destroy all objects owned by this connection, including the player object
|
|
conn.DestroyOwnedObjects();
|
|
// remove connection from all of its observing entities observers
|
|
// fixes https://github.com/vis2k/Mirror/issues/2737
|
|
// -> cleaning those up in NetworkConnection.Disconnect is NOT enough
|
|
// because voluntary disconnects from the other end don't call
|
|
// NetworkConnectionn.Disconnect()
|
|
conn.RemoveFromObservingsObservers();
|
|
conn.identity = null;
|
|
}
|
|
|
|
// sometimes we want to GameObject.Destroy it.
|
|
// sometimes we want to just unspawn on clients and .Reset() it on server.
|
|
// => 'bool destroy' isn't obvious enough. it's really destroy OR reset!
|
|
enum DestroyMode { Destroy, Reset }
|
|
|
|
static void DestroyObject(NetworkIdentity identity, DestroyMode mode)
|
|
{
|
|
// Debug.Log($"DestroyObject instance:{identity.netId}");
|
|
|
|
// only call OnRebuildObservers while active,
|
|
// not while shutting down
|
|
// (https://github.com/vis2k/Mirror/issues/2977)
|
|
if (active && aoi)
|
|
{
|
|
// This calls user code which might throw exceptions
|
|
// We don't want this to leave us in bad state
|
|
try
|
|
{
|
|
aoi.OnDestroyed(identity);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Debug.LogException(e);
|
|
}
|
|
}
|
|
|
|
// remove from NetworkServer (this) dictionary
|
|
spawned.Remove(identity.netId);
|
|
|
|
identity.connectionToClient?.RemoveOwnedObject(identity);
|
|
|
|
// send object destroy message to all observers, clear observers
|
|
SendToObservers(identity, new ObjectDestroyMessage{netId = identity.netId});
|
|
identity.ClearObservers();
|
|
|
|
// in host mode, call OnStopClient manually
|
|
if (NetworkClient.active && localClientActive)
|
|
{
|
|
identity.OnStopClient();
|
|
// The object may have been spawned with host client ownership,
|
|
// e.g. a pet so we need to clear hasAuthority and call
|
|
// NotifyAuthority which invokes OnStopAuthority if hasAuthority.
|
|
identity.hasAuthority = false;
|
|
identity.NotifyAuthority();
|
|
|
|
// remove from NetworkClient dictionary
|
|
NetworkClient.spawned.Remove(identity.netId);
|
|
}
|
|
|
|
// we are on the server. call OnStopServer.
|
|
identity.OnStopServer();
|
|
|
|
// are we supposed to GameObject.Destroy() it completely?
|
|
if (mode == DestroyMode.Destroy)
|
|
{
|
|
identity.destroyCalled = true;
|
|
UnityEngine.Object.Destroy(identity.gameObject);
|
|
}
|
|
// otherwise simply .Reset() and set inactive again
|
|
else if (mode == DestroyMode.Reset)
|
|
{
|
|
identity.Reset();
|
|
}
|
|
}
|
|
|
|
static void DestroyObject(GameObject obj, DestroyMode mode)
|
|
{
|
|
if (obj == null)
|
|
{
|
|
Debug.Log("NetworkServer DestroyObject is null");
|
|
return;
|
|
}
|
|
|
|
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
|
|
{
|
|
DestroyObject(identity, mode);
|
|
}
|
|
}
|
|
|
|
/// <summary>Destroys this object and corresponding objects on all clients.</summary>
|
|
// In some cases it is useful to remove an object but not delete it on
|
|
// the server. For that, use NetworkServer.UnSpawn() instead of
|
|
// NetworkServer.Destroy().
|
|
public static void Destroy(GameObject obj) => DestroyObject(obj, DestroyMode.Destroy);
|
|
|
|
// interest management /////////////////////////////////////////////////
|
|
// Helper function to add all server connections as observers.
|
|
// This is used if none of the components provides their own
|
|
// OnRebuildObservers function.
|
|
internal static void AddAllReadyServerConnectionsToObservers(NetworkIdentity identity)
|
|
{
|
|
// add all server connections
|
|
foreach (NetworkConnectionToClient conn in connections.Values)
|
|
{
|
|
// only if authenticated (don't send to people during logins)
|
|
if (conn.isReady)
|
|
identity.AddObserver(conn);
|
|
}
|
|
|
|
// add local host connection (if any)
|
|
if (localConnection != null && localConnection.isReady)
|
|
{
|
|
identity.AddObserver(localConnection);
|
|
}
|
|
}
|
|
|
|
// allocate newObservers helper HashSet only once
|
|
// internal for tests
|
|
internal static readonly HashSet<NetworkConnection> newObservers = new HashSet<NetworkConnection>();
|
|
|
|
// rebuild observers default method (no AOI) - adds all connections
|
|
static void RebuildObserversDefault(NetworkIdentity identity, bool initialize)
|
|
{
|
|
// only add all connections when rebuilding the first time.
|
|
// second time we just keep them without rebuilding anything.
|
|
if (initialize)
|
|
{
|
|
// not force hidden?
|
|
if (identity.visible != Visibility.ForceHidden)
|
|
{
|
|
AddAllReadyServerConnectionsToObservers(identity);
|
|
}
|
|
}
|
|
}
|
|
|
|
// rebuild observers via interest management system
|
|
static void RebuildObserversCustom(NetworkIdentity identity, bool initialize)
|
|
{
|
|
// clear newObservers hashset before using it
|
|
newObservers.Clear();
|
|
|
|
// not force hidden?
|
|
if (identity.visible != Visibility.ForceHidden)
|
|
{
|
|
// obsolete legacy system support (for now)
|
|
#pragma warning disable 618
|
|
if (identity.visibility != null)
|
|
identity.visibility.OnRebuildObservers(newObservers, initialize);
|
|
#pragma warning restore 618
|
|
else
|
|
aoi.OnRebuildObservers(identity, newObservers, initialize);
|
|
}
|
|
|
|
// IMPORTANT: AFTER rebuilding add own player connection in any case
|
|
// to ensure player always sees himself no matter what.
|
|
// -> OnRebuildObservers might clear observers, so we need to add
|
|
// the player's own connection AFTER. 100% fail safe.
|
|
// -> fixes https://github.com/vis2k/Mirror/issues/692 where a
|
|
// player might teleport out of the ProximityChecker's cast,
|
|
// losing the own connection as observer.
|
|
if (identity.connectionToClient != null)
|
|
{
|
|
newObservers.Add(identity.connectionToClient);
|
|
}
|
|
|
|
bool changed = false;
|
|
|
|
// add all newObservers that aren't in .observers yet
|
|
foreach (NetworkConnection conn in newObservers)
|
|
{
|
|
// only add ready connections.
|
|
// otherwise the player might not be in the world yet or anymore
|
|
if (conn != null && conn.isReady)
|
|
{
|
|
if (initialize || !identity.observers.ContainsKey(conn.connectionId))
|
|
{
|
|
// new observer
|
|
conn.AddToObserving(identity);
|
|
// Debug.Log($"New Observer for {gameObject} {conn}");
|
|
changed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// remove all old .observers that aren't in newObservers anymore
|
|
foreach (NetworkConnection conn in identity.observers.Values)
|
|
{
|
|
if (!newObservers.Contains(conn))
|
|
{
|
|
// removed observer
|
|
conn.RemoveFromObserving(identity, false);
|
|
// Debug.Log($"Removed Observer for {gameObjec} {conn}");
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
// copy new observers to observers
|
|
if (changed)
|
|
{
|
|
identity.observers.Clear();
|
|
foreach (NetworkConnection conn in newObservers)
|
|
{
|
|
if (conn != null && conn.isReady)
|
|
identity.observers.Add(conn.connectionId, conn);
|
|
}
|
|
}
|
|
|
|
// special case for host mode: we use SetHostVisibility to hide
|
|
// NetworkIdentities that aren't in observer range from host.
|
|
// this is what games like Dota/Counter-Strike do too, where a host
|
|
// does NOT see all players by default. they are in memory, but
|
|
// hidden to the host player.
|
|
//
|
|
// this code is from UNET, it's a bit strange but it works:
|
|
// * it hides newly connected identities in host mode
|
|
// => that part was the intended behaviour
|
|
// * it hides ALL NetworkIdentities in host mode when the host
|
|
// connects but hasn't selected a character yet
|
|
// => this only works because we have no .localConnection != null
|
|
// check. at this stage, localConnection is null because
|
|
// StartHost starts the server first, then calls this code,
|
|
// then starts the client and sets .localConnection. so we can
|
|
// NOT add a null check without breaking host visibility here.
|
|
// * it hides ALL NetworkIdentities in server-only mode because
|
|
// observers never contain the 'null' .localConnection
|
|
// => that was not intended, but let's keep it as it is so we
|
|
// don't break anything in host mode. it's way easier than
|
|
// iterating all identities in a special function in StartHost.
|
|
if (initialize)
|
|
{
|
|
if (!newObservers.Contains(localConnection))
|
|
{
|
|
// obsolete legacy system support (for now)
|
|
#pragma warning disable 618
|
|
if (identity.visibility != null)
|
|
identity.visibility.OnSetHostVisibility(false);
|
|
#pragma warning restore 618
|
|
else if (aoi != null)
|
|
aoi.SetHostVisibility(identity, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// RebuildObservers does a local rebuild for the NetworkIdentity.
|
|
// This causes the set of players that can see this object to be rebuild.
|
|
//
|
|
// IMPORTANT:
|
|
// => global rebuild would be more simple, BUT
|
|
// => local rebuild is way faster for spawn/despawn because we can
|
|
// simply rebuild a select NetworkIdentity only
|
|
// => having both .observers and .observing is necessary for local
|
|
// rebuilds
|
|
//
|
|
// in other words, this is the perfect solution even though it's not
|
|
// completely simple (due to .observers & .observing)
|
|
//
|
|
// Mirror maintains .observing automatically in the background. best of
|
|
// both worlds without any worrying now!
|
|
public static void RebuildObservers(NetworkIdentity identity, bool initialize)
|
|
{
|
|
// observers are null until OnStartServer creates them
|
|
if (identity.observers == null)
|
|
return;
|
|
|
|
// legacy proximitychecker support:
|
|
// make sure user doesn't use both new and old system.
|
|
#pragma warning disable 618
|
|
if (aoi != null & identity.visibility != null)
|
|
{
|
|
Debug.LogError($"RebuildObservers: {identity.name} has {identity.visibility.GetType()} component but there is also a global {aoi.GetType()} component. Can't use both systems at the same time!");
|
|
return;
|
|
}
|
|
#pragma warning restore 618
|
|
|
|
// if there is no interest management system,
|
|
// or if 'force shown' then add all connections
|
|
#pragma warning disable 618
|
|
if ((aoi == null && identity.visibility == null) ||
|
|
identity.visible == Visibility.ForceShown)
|
|
#pragma warning restore 618
|
|
{
|
|
RebuildObserversDefault(identity, initialize);
|
|
}
|
|
// otherwise let interest management system rebuild
|
|
else
|
|
{
|
|
RebuildObserversCustom(identity, initialize);
|
|
}
|
|
}
|
|
|
|
// broadcasting ////////////////////////////////////////////////////////
|
|
// helper function to get the right serialization for a connection
|
|
static NetworkWriter GetEntitySerializationForConnection(NetworkIdentity identity, NetworkConnectionToClient connection)
|
|
{
|
|
// get serialization for this entity (cached)
|
|
// IMPORTANT: int tick avoids floating point inaccuracy over days/weeks
|
|
NetworkIdentitySerialization serialization = identity.GetSerializationAtTick(Time.frameCount);
|
|
|
|
// is this entity owned by this connection?
|
|
bool owned = identity.connectionToClient == connection;
|
|
|
|
// send serialized data
|
|
// owner writer if owned
|
|
if (owned)
|
|
{
|
|
// was it dirty / did we actually serialize anything?
|
|
if (serialization.ownerWriter.Position > 0)
|
|
return serialization.ownerWriter;
|
|
}
|
|
// observers writer if not owned
|
|
else
|
|
{
|
|
// was it dirty / did we actually serialize anything?
|
|
if (serialization.observersWriter.Position > 0)
|
|
return serialization.observersWriter;
|
|
}
|
|
|
|
// nothing was serialized
|
|
return null;
|
|
}
|
|
|
|
// helper function to broadcast the world to a connection
|
|
static void BroadcastToConnection(NetworkConnectionToClient connection)
|
|
{
|
|
// for each entity that this connection is seeing
|
|
foreach (NetworkIdentity identity in connection.observing)
|
|
{
|
|
// make sure it's not null or destroyed.
|
|
// (which can happen if someone uses
|
|
// GameObject.Destroy instead of
|
|
// NetworkServer.Destroy)
|
|
if (identity != null)
|
|
{
|
|
// get serialization for this entity viewed by this connection
|
|
// (if anything was serialized this time)
|
|
NetworkWriter serialization = GetEntitySerializationForConnection(identity, connection);
|
|
if (serialization != null)
|
|
{
|
|
EntityStateMessage message = new EntityStateMessage
|
|
{
|
|
netId = identity.netId,
|
|
payload = serialization.ToArraySegment()
|
|
};
|
|
connection.Send(message);
|
|
}
|
|
|
|
// clear dirty bits only for the components that we serialized
|
|
// DO NOT clean ALL component's dirty bits, because
|
|
// components can have different syncIntervals and we don't
|
|
// want to reset dirty bits for the ones that were not
|
|
// synced yet.
|
|
// (we serialized only the IsDirty() components, or all of
|
|
// them if initialState. clearing the dirty ones is enough.)
|
|
//
|
|
// NOTE: this is what we did before push->pull
|
|
// broadcasting. let's keep doing this for
|
|
// feature parity to not break anyone's project.
|
|
// TODO make this more simple / unnecessary later.
|
|
identity.ClearDirtyComponentsDirtyBits();
|
|
}
|
|
// spawned list should have no null entries because we
|
|
// always call Remove in OnObjectDestroy everywhere.
|
|
// if it does have null then someone used
|
|
// GameObject.Destroy instead of NetworkServer.Destroy.
|
|
else Debug.LogWarning($"Found 'null' entry in observing list for connectionId={connection.connectionId}. Please call NetworkServer.Destroy to destroy networked objects. Don't use GameObject.Destroy.");
|
|
}
|
|
}
|
|
|
|
// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
|
|
// (we add this to the UnityEngine in NetworkLoop)
|
|
// internal for tests
|
|
internal static readonly List<NetworkConnectionToClient> connectionsCopy =
|
|
new List<NetworkConnectionToClient>();
|
|
|
|
static void Broadcast()
|
|
{
|
|
// copy all connections into a helper collection so that
|
|
// OnTransportDisconnected can be called while iterating.
|
|
// -> OnTransportDisconnected removes from the collection
|
|
// -> which would throw 'can't modify while iterating' errors
|
|
// => see also: https://github.com/vis2k/Mirror/issues/2739
|
|
// (copy nonalloc)
|
|
// TODO remove this when we move to 'lite' transports with only
|
|
// socket send/recv later.
|
|
connectionsCopy.Clear();
|
|
connections.Values.CopyTo(connectionsCopy);
|
|
|
|
// go through all connections
|
|
foreach (NetworkConnectionToClient connection in connectionsCopy)
|
|
{
|
|
// has this connection joined the world yet?
|
|
// for each READY connection:
|
|
// pull in UpdateVarsMessage for each entity it observes
|
|
if (connection.isReady)
|
|
{
|
|
// broadcast world state to this connection
|
|
BroadcastToConnection(connection);
|
|
}
|
|
|
|
// update connection to flush out batched messages
|
|
connection.Update();
|
|
}
|
|
|
|
// TODO this is way too slow because we iterate ALL spawned :/
|
|
// TODO this is way too complicated :/
|
|
// to understand what this tries to prevent, consider this example:
|
|
// monster has health=100
|
|
// we change health=200, dirty bit is set
|
|
// player comes in range, gets full serialization spawn packet.
|
|
// next Broadcast(), player gets the health=200 change because dirty bit was set.
|
|
//
|
|
// this code clears all dirty bits if no players are around to prevent it.
|
|
// BUT there are two issues:
|
|
// 1. what if a playerB was around the whole time?
|
|
// 2. why don't we handle broadcast and spawn packets both HERE?
|
|
// handling spawn separately is why we need this complex magic
|
|
//
|
|
// see test: DirtyBitsAreClearedForSpawnedWithoutObservers()
|
|
// see test: SyncObjectChanges_DontGrowWithoutObservers()
|
|
//
|
|
// PAUL: we also do this to avoid ever growing SyncList .changes
|
|
//ClearSpawnedDirtyBits();
|
|
//
|
|
// this was moved to NetworkIdentity.AddObserver!
|
|
// same result, but no more O(N) loop in here!
|
|
// TODO remove this comment after moving spawning into Broadcast()!
|
|
}
|
|
|
|
// update //////////////////////////////////////////////////////////////
|
|
// NetworkEarlyUpdate called before any Update/FixedUpdate
|
|
// (we add this to the UnityEngine in NetworkLoop)
|
|
internal static void NetworkEarlyUpdate()
|
|
{
|
|
// process all incoming messages first before updating the world
|
|
if (Transport.activeTransport != null)
|
|
Transport.activeTransport.ServerEarlyUpdate();
|
|
}
|
|
|
|
internal static void NetworkLateUpdate()
|
|
{
|
|
// only broadcast world if active
|
|
if (active)
|
|
Broadcast();
|
|
|
|
// process all outgoing messages after updating the world
|
|
// (even if not active. still want to process disconnects etc.)
|
|
if (Transport.activeTransport != null)
|
|
Transport.activeTransport.ServerLateUpdate();
|
|
}
|
|
}
|
|
}
|