// ---------------------------------------------------------------------------- // // Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH // // // If the game logic does not call Service() for whatever reason, this keeps the connection. // // developer@photonengine.com // ---------------------------------------------------------------------------- #if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER #define SUPPORTED_UNITY #endif namespace Photon.Realtime { using System; using System.Diagnostics; using System.Text; using SupportClass = ExitGames.Client.Photon.SupportClass; #if SUPPORTED_UNITY using UnityEngine; #endif #if SUPPORTED_UNITY public class ConnectionHandler : MonoBehaviour #else public class ConnectionHandler #endif { /// /// Photon client to log information and statistics from. /// public LoadBalancingClient Client { get; set; } /// Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false. /// /// If set to true, the thread will disconnect the client regularly, should the client not call SendOutgoingCommands / Service. /// This may happen due to an app being in background (and not getting a lot of CPU time) or when loading assets. /// /// If false, a regular timeout time will have to pass (on top) to time out the client. /// public bool DisconnectAfterKeepAlive = false; /// Defines for how long the Fallback Thread should keep the connection, before it may time out as usual. /// We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up. public int KeepAliveInBackground = 60000; /// Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended. public int CountSendAcksOnly { get; private set; } /// True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up. public bool FallbackThreadRunning { get { return this.fallbackThreadId < 255; } } /// Keeps the ConnectionHandler, even if a new scene gets loaded. public bool ApplyDontDestroyOnLoad = true; /// Indicates that the app is closing. Set in OnApplicationQuit(). [NonSerialized] public static bool AppQuits; [NonSerialized] public static bool AppPause; [NonSerialized] public static bool AppPauseRecent; [NonSerialized] public static bool AppOutOfFocus; [NonSerialized] public static bool AppOutOfFocusRecent; private byte fallbackThreadId = 255; private bool didSendAcks; private readonly Stopwatch backgroundStopwatch = new Stopwatch(); #if SUPPORTED_UNITY #if UNITY_2019_4_OR_NEWER /// /// Resets statics for Domain Reload /// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void StaticReset() { AppQuits = false; AppPause = false; AppPauseRecent = false; AppOutOfFocus = false; AppOutOfFocusRecent = false; } #endif /// Called by Unity when the application gets closed. The UnityEngine will also call OnDisable, which disconnects. public void OnApplicationQuit() { AppQuits = true; } /// Called by Unity when the application gets paused or resumed. public void OnApplicationPause(bool pause) { AppPause = pause; if (pause) { AppPauseRecent = true; this.CancelInvoke(nameof(this.ResetAppPauseRecent)); } else { Invoke(nameof(this.ResetAppPauseRecent), 5f); } } private void ResetAppPauseRecent() { AppPauseRecent = false; } /// Called by Unity when the application changes focus. public void OnApplicationFocus(bool focus) { AppOutOfFocus = !focus; if (!focus) { AppOutOfFocusRecent = true; this.CancelInvoke(nameof(this.ResetAppOutOfFocusRecent)); } else { this.Invoke(nameof(this.ResetAppOutOfFocusRecent), 5f); } } private void ResetAppOutOfFocusRecent() { AppOutOfFocusRecent = false; } /// protected virtual void Awake() { if (this.ApplyDontDestroyOnLoad) { DontDestroyOnLoad(this.gameObject); } } /// Called by Unity when the application gets closed. Disconnects if OnApplicationQuit() was called before. protected virtual void OnDisable() { this.StopFallbackSendAckThread(); if (AppQuits) { if (this.Client != null && this.Client.IsConnected) { this.Client.Disconnect(DisconnectCause.ApplicationQuit); this.Client.LoadBalancingPeer.StopThread(); } SupportClass.StopAllBackgroundCalls(); } } #endif /// /// When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable. /// /// Application.internetReachability != NetworkReachability.NotReachable public static bool IsNetworkReachableUnity() { #if SUPPORTED_UNITY return Application.internetReachability != NetworkReachability.NotReachable; #else return true; #endif } public void StartFallbackSendAckThread() { #if !UNITY_WEBGL if (this.FallbackThreadRunning) { return; } #if UNITY_SWITCH this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50); // as workaround, we don't name the Thread. #else this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50, "RealtimeFallbackThread"); #endif #endif } public void StopFallbackSendAckThread() { #if !UNITY_WEBGL if (!this.FallbackThreadRunning) { return; } SupportClass.StopBackgroundCalls(this.fallbackThreadId); this.fallbackThreadId = 255; #endif } /// A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See . public bool RealtimeFallbackThread() { if (this.Client != null) { if (!this.Client.IsConnected) { this.didSendAcks = false; return true; } if (this.Client.LoadBalancingPeer.ConnectionTime - this.Client.LoadBalancingPeer.LastSendOutgoingTime > 100) { if (!this.didSendAcks) { backgroundStopwatch.Reset(); backgroundStopwatch.Start(); } // check if the client should disconnect after some seconds in background if (backgroundStopwatch.ElapsedMilliseconds > this.KeepAliveInBackground) { if (this.DisconnectAfterKeepAlive) { this.Client.Disconnect(); } return true; } this.didSendAcks = true; this.CountSendAcksOnly++; this.Client.LoadBalancingPeer.SendAcksOnly(); } else { this.didSendAcks = false; } } return true; } } /// /// The SystemConnectionSummary (SBS) is useful to analyze low level connection issues in Unity. This requires a ConnectionHandler in the scene. /// /// /// A LoadBalancingClient automatically creates a SystemConnectionSummary on these disconnect causes: /// DisconnectCause.ExceptionOnConnect, DisconnectCause.Exception, DisconnectCause.ServerTimeout and DisconnectCause.ClientTimeout. /// /// The SBS can then be turned into an integer (ToInt()) or string to debug the situation or use in analytics. /// Both, ToString and ToInt summarize the network-relevant conditions of the client at and before the connection fail, including the PhotonPeer.SocketErrorCode. /// /// Important: To correctly create the SBS instance, a ConnectionHandler component must be present and enabled in the /// Unity scene hierarchy. In best case, keep the ConnectionHandler on a GameObject which is flagged as /// DontDestroyOnLoad. /// public class SystemConnectionSummary { // SystemConditionSummary v0 has 32 bits: // Version bits (4 bits) // UDP, TCP, WS, WSS (WebRTC potentially) (3 bits) // 1 bit empty // // AppQuits // AppPause // AppPauseRecent // AppOutOfFocus // // AppOutOfFocusRecent // NetworkReachability (Unity value) // ErrorCodeFits (ErrorCode > short.Max would be a problem) // WinSock (true) or BSD (false) Socket Error Codes // // Time since receive? // Times of send?! // // System/Platform -> should be in other analytic values (not this) public readonly byte Version = 0; public byte UsedProtocol; public bool AppQuits; public bool AppPause; public bool AppPauseRecent; public bool AppOutOfFocus; public bool AppOutOfFocusRecent; public bool NetworkReachable; public bool ErrorCodeFits; public bool ErrorCodeWinSock; public int SocketErrorCode; private static readonly string[] ProtocolIdToName = { "UDP", "TCP", "2(N/A)", "3(N/A)", "WS", "WSS", "6(N/A)", "7WebRTC" }; private class SCSBitPos { /// 28 and up. 4 bits. public const int Version = 28; /// 25 and up. 3 bits. public const int UsedProtocol = 25; public const int EmptyBit = 24; public const int AppQuits = 23; public const int AppPause = 22; public const int AppPauseRecent = 21; public const int AppOutOfFocus = 20; public const int AppOutOfFocusRecent = 19; public const int NetworkReachable = 18; public const int ErrorCodeFits = 17; public const int ErrorCodeWinSock = 16; } /// /// Creates a SystemConnectionSummary for an incident of a local LoadBalancingClient. This gets used automatically by the LoadBalancingClient! /// /// /// If the LoadBalancingClient.SystemConnectionSummary is non-null after a connection-loss, you can call .ToInt() and send this to analytics or log it. /// /// /// public SystemConnectionSummary(LoadBalancingClient client) { if (client != null) { // protocol = 3 bits! potentially adding WebRTC. this.UsedProtocol = (byte)((int)client.LoadBalancingPeer.UsedProtocol & 7); this.SocketErrorCode = (int)client.LoadBalancingPeer.SocketErrorCode; } this.AppQuits = ConnectionHandler.AppQuits; this.AppPause = ConnectionHandler.AppPause; this.AppPauseRecent = ConnectionHandler.AppPauseRecent; this.AppOutOfFocus = ConnectionHandler.AppOutOfFocus; this.AppOutOfFocusRecent = ConnectionHandler.AppOutOfFocusRecent; this.NetworkReachable = ConnectionHandler.IsNetworkReachableUnity(); this.ErrorCodeFits = this.SocketErrorCode <= short.MaxValue; // socket error code <= short.Max (everything else is a problem) this.ErrorCodeWinSock = true; } /// /// Creates a SystemConnectionSummary instance from an int (reversing ToInt()). This can then be turned into a string again. /// /// An int, as provided by ToInt(). No error checks yet. public SystemConnectionSummary(int summary) { this.Version = GetBits(ref summary, SCSBitPos.Version, 0xF); this.UsedProtocol = GetBits(ref summary, SCSBitPos.UsedProtocol, 0x7); // 1 empty bit this.AppQuits = GetBit(ref summary, SCSBitPos.AppQuits); this.AppPause = GetBit(ref summary, SCSBitPos.AppPause); this.AppPauseRecent = GetBit(ref summary, SCSBitPos.AppPauseRecent); this.AppOutOfFocus = GetBit(ref summary, SCSBitPos.AppOutOfFocus); this.AppOutOfFocusRecent = GetBit(ref summary, SCSBitPos.AppOutOfFocusRecent); this.NetworkReachable = GetBit(ref summary, SCSBitPos.NetworkReachable); this.ErrorCodeFits = GetBit(ref summary, SCSBitPos.ErrorCodeFits); this.ErrorCodeWinSock = GetBit(ref summary, SCSBitPos.ErrorCodeWinSock); this.SocketErrorCode = summary & 0xFFFF; } /// /// Turns the SystemConnectionSummary into an integer, which can be be used for analytics purposes. It contains a lot of info and can be used to instantiate a new SystemConnectionSummary. /// /// Compact representation of the context for a disconnect issue. public int ToInt() { int result = 0; SetBits(ref result, this.Version, SCSBitPos.Version); SetBits(ref result, this.UsedProtocol, SCSBitPos.UsedProtocol); // 1 empty bit SetBit(ref result, this.AppQuits, SCSBitPos.AppQuits); SetBit(ref result, this.AppPause, SCSBitPos.AppPause); SetBit(ref result, this.AppPauseRecent, SCSBitPos.AppPauseRecent); SetBit(ref result, this.AppOutOfFocus, SCSBitPos.AppOutOfFocus); SetBit(ref result, this.AppOutOfFocusRecent, SCSBitPos.AppOutOfFocusRecent); SetBit(ref result, this.NetworkReachable, SCSBitPos.NetworkReachable); SetBit(ref result, this.ErrorCodeFits, SCSBitPos.ErrorCodeFits); SetBit(ref result, this.ErrorCodeWinSock, SCSBitPos.ErrorCodeWinSock); // insert socket error code as lower 2 bytes int socketErrorCode = this.SocketErrorCode & 0xFFFF; result |= socketErrorCode; return result; } /// /// A readable debug log string of the context for network problems. /// /// SystemConnectionSummary as readable string. public override string ToString() { StringBuilder sb = new StringBuilder(); string transportProtocol = ProtocolIdToName[this.UsedProtocol]; sb.Append($"SCS v{this.Version} {transportProtocol} SocketErrorCode: {this.SocketErrorCode} "); if (this.AppQuits) sb.Append("AppQuits "); if (this.AppPause) sb.Append("AppPause "); if (!this.AppPause && this.AppPauseRecent) sb.Append("AppPauseRecent "); if (this.AppOutOfFocus) sb.Append("AppOutOfFocus "); if (!this.AppOutOfFocus && this.AppOutOfFocusRecent) sb.Append("AppOutOfFocusRecent "); if (!this.NetworkReachable) sb.Append("NetworkUnreachable "); if (!this.ErrorCodeFits) sb.Append("ErrorCodeRangeExceeded "); if (this.ErrorCodeWinSock) sb.Append("WinSock"); else sb.Append("BSDSock"); string result = sb.ToString(); return result; } public static bool GetBit(ref int value, int bitpos) { int result = (value >> bitpos) & 1; return result != 0; } public static byte GetBits(ref int value, int bitpos, byte mask) { int result = (value >> bitpos) & mask; return (byte)result; } /// Applies bitval to bitpos (no matter value's initial bit value). public static void SetBit(ref int value, bool bitval, int bitpos) { if (bitval) { value |= 1 << bitpos; } else { value &= ~(1 << bitpos); } } /// Applies bitvals via OR operation (expects bits in value to be 0 initially). public static void SetBits(ref int value, byte bitvals, int bitpos) { value |= bitvals << bitpos; } } }