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- // ----------------------------------------------------------------------------
- // <copyright file="ConnectionHandler.cs" company="Exit Games GmbH">
- // Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
- // </copyright>
- // <summary>
- // If the game logic does not call Service() for whatever reason, this keeps the connection.
- // </summary>
- // <author>developer@photonengine.com</author>
- // ----------------------------------------------------------------------------
- #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
- {
- /// <summary>
- /// Photon client to log information and statistics from.
- /// </summary>
- public LoadBalancingClient Client { get; set; }
- /// <summary>Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false.</summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- public bool DisconnectAfterKeepAlive = false;
- /// <summary>Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.</summary>
- /// <remarks>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.</remarks>
- public int KeepAliveInBackground = 60000;
- /// <summary>Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.</summary>
- public int CountSendAcksOnly { get; private set; }
- /// <summary>True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up.</summary>
- public bool FallbackThreadRunning
- {
- get { return this.fallbackThreadId < 255; }
- }
- /// <summary>Keeps the ConnectionHandler, even if a new scene gets loaded.</summary>
- public bool ApplyDontDestroyOnLoad = true;
- /// <summary>Indicates that the app is closing. Set in OnApplicationQuit().</summary>
- [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
- /// <summary>
- /// Resets statics for Domain Reload
- /// </summary>
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
- static void StaticReset()
- {
- AppQuits = false;
- AppPause = false;
- AppPauseRecent = false;
- AppOutOfFocus = false;
- AppOutOfFocusRecent = false;
- }
- #endif
- /// <summary>Called by Unity when the application gets closed. The UnityEngine will also call OnDisable, which disconnects.</summary>
- public void OnApplicationQuit()
- {
- AppQuits = true;
- }
- /// <summary>Called by Unity when the application gets paused or resumed.</summary>
- 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;
- }
- /// <summary>Called by Unity when the application changes focus.</summary>
- 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;
- }
- /// <summary></summary>
- protected virtual void Awake()
- {
- if (this.ApplyDontDestroyOnLoad)
- {
- DontDestroyOnLoad(this.gameObject);
- }
- }
- /// <summary>Called by Unity when the application gets closed. Disconnects if OnApplicationQuit() was called before.</summary>
- 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
- /// <summary>
- /// When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable.
- /// </summary>
- /// <returns>Application.internetReachability != NetworkReachability.NotReachable</returns>
- 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
- }
- /// <summary>A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See <see cref="KeepAliveInBackground"/>.</summary>
- 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;
- }
- }
- /// <summary>
- /// The SystemConnectionSummary (SBS) is useful to analyze low level connection issues in Unity. This requires a ConnectionHandler in the scene.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- 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
- {
- /// <summary>28 and up. 4 bits.</summary>
- public const int Version = 28;
- /// <summary>25 and up. 3 bits.</summary>
- 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;
- }
- /// <summary>
- /// Creates a SystemConnectionSummary for an incident of a local LoadBalancingClient. This gets used automatically by the LoadBalancingClient!
- /// </summary>
- /// <remarks>
- /// If the LoadBalancingClient.SystemConnectionSummary is non-null after a connection-loss, you can call .ToInt() and send this to analytics or log it.
- ///
- /// </remarks>
- /// <param name="client"></param>
- 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;
- }
- /// <summary>
- /// Creates a SystemConnectionSummary instance from an int (reversing ToInt()). This can then be turned into a string again.
- /// </summary>
- /// <param name="summary">An int, as provided by ToInt(). No error checks yet.</param>
- 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;
- }
- /// <summary>
- /// 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.
- /// </summary>
- /// <returns>Compact representation of the context for a disconnect issue.</returns>
- 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;
- }
- /// <summary>
- /// A readable debug log string of the context for network problems.
- /// </summary>
- /// <returns>SystemConnectionSummary as readable string.</returns>
- 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;
- }
- /// <summary>Applies bitval to bitpos (no matter value's initial bit value).</summary>
- public static void SetBit(ref int value, bool bitval, int bitpos)
- {
- if (bitval)
- {
- value |= 1 << bitpos;
- }
- else
- {
- value &= ~(1 << bitpos);
- }
- }
- /// <summary>Applies bitvals via OR operation (expects bits in value to be 0 initially).</summary>
- public static void SetBits(ref int value, byte bitvals, int bitpos)
- {
- value |= bitvals << bitpos;
- }
- }
- }
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