using System; using System.Net; using System.Net.Sockets; using System.Threading.Tasks; using UnityEngine; // Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery // forked from https://github.com/in0finite/MirrorNetworkDiscovery // Both are MIT Licensed namespace Mirror.Discovery { /// <summary> /// Base implementation for Network Discovery. Extend this component /// to provide custom discovery with game specific data /// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation /// </summary> [DisallowMultipleComponent] [HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")] public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour where Request : NetworkMessage where Response : NetworkMessage { public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } } // each game should have a random unique handshake, this way you can tell if this is the same game or not [HideInInspector] public long secretHandshake; [SerializeField] [Tooltip("The UDP port the server will listen for multi-cast messages")] protected int serverBroadcastListenPort = 47777; [SerializeField] [Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")] public bool enableActiveDiscovery = true; [SerializeField] [Tooltip("Time in seconds between multi-cast messages")] [Range(1, 60)] float ActiveDiscoveryInterval = 3; protected UdpClient serverUdpClient; protected UdpClient clientUdpClient; #if UNITY_EDITOR void OnValidate() { if (secretHandshake == 0) { secretHandshake = RandomLong(); UnityEditor.Undo.RecordObject(this, "Set secret handshake"); } } #endif public static long RandomLong() { int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue); return value1 + ((long)value2 << 32); } /// <summary> /// virtual so that inheriting classes' Start() can call base.Start() too /// </summary> public virtual void Start() { // Server mode? then start advertising #if UNITY_SERVER AdvertiseServer(); #endif } // Ensure the ports are cleared no matter when Game/Unity UI exits void OnApplicationQuit() { //Debug.Log("NetworkDiscoveryBase OnApplicationQuit"); Shutdown(); } void OnDisable() { //Debug.Log("NetworkDiscoveryBase OnDisable"); Shutdown(); } void OnDestroy() { //Debug.Log("NetworkDiscoveryBase OnDestroy"); Shutdown(); } void Shutdown() { if (serverUdpClient != null) { try { serverUdpClient.Close(); } catch (Exception) { // it is just close, swallow the error } serverUdpClient = null; } if (clientUdpClient != null) { try { clientUdpClient.Close(); } catch (Exception) { // it is just close, swallow the error } clientUdpClient = null; } CancelInvoke(); } #region Server /// <summary> /// Advertise this server in the local network /// </summary> public void AdvertiseServer() { if (!SupportedOnThisPlatform) throw new PlatformNotSupportedException("Network discovery not supported in this platform"); StopDiscovery(); // Setup port -- may throw exception serverUdpClient = new UdpClient(serverBroadcastListenPort) { EnableBroadcast = true, MulticastLoopback = false }; // listen for client pings _ = ServerListenAsync(); } public async Task ServerListenAsync() { while (true) { try { await ReceiveRequestAsync(serverUdpClient); } catch (ObjectDisposedException) { // socket has been closed break; } catch (Exception) { } } } async Task ReceiveRequestAsync(UdpClient udpClient) { // only proceed if there is available data in network buffer, or otherwise Receive() will block // average time for UdpClient.Available : 10 us UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync(); using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer)) { long handshake = networkReader.ReadLong(); if (handshake != secretHandshake) { // message is not for us throw new ProtocolViolationException("Invalid handshake"); } Request request = networkReader.Read<Request>(); ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint); } } /// <summary> /// Reply to the client to inform it of this server /// </summary> /// <remarks> /// Override if you wish to ignore server requests based on /// custom criteria such as language, full server game mode or difficulty /// </remarks> /// <param name="request">Request coming from client</param> /// <param name="endpoint">Address of the client that sent the request</param> protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint) { Response info = ProcessRequest(request, endpoint); if (info == null) return; using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter()) { try { writer.WriteLong(secretHandshake); writer.Write(info); ArraySegment<byte> data = writer.ToArraySegment(); // signature matches // send response serverUdpClient.Send(data.Array, data.Count, endpoint); } catch (Exception ex) { Debug.LogException(ex, this); } } } /// <summary> /// Process the request from a client /// </summary> /// <remarks> /// Override if you wish to provide more information to the clients /// such as the name of the host player /// </remarks> /// <param name="request">Request coming from client</param> /// <param name="endpoint">Address of the client that sent the request</param> /// <returns>The message to be sent back to the client or null</returns> protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint); #endregion #region Client /// <summary> /// Start Active Discovery /// </summary> public void StartDiscovery() { if (!SupportedOnThisPlatform) throw new PlatformNotSupportedException("Network discovery not supported in this platform"); StopDiscovery(); try { // Setup port clientUdpClient = new UdpClient(0) { EnableBroadcast = true, MulticastLoopback = false }; } catch (Exception) { // Free the port if we took it //Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception"); Shutdown(); throw; } _ = ClientListenAsync(); if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval); } /// <summary> /// Stop Active Discovery /// </summary> public void StopDiscovery() { //Debug.Log("NetworkDiscoveryBase StopDiscovery"); Shutdown(); } /// <summary> /// Awaits for server response /// </summary> /// <returns>ClientListenAsync Task</returns> public async Task ClientListenAsync() { while (true) { try { await ReceiveGameBroadcastAsync(clientUdpClient); } catch (ObjectDisposedException) { // socket was closed, no problem return; } catch (Exception ex) { Debug.LogException(ex); } } } /// <summary> /// Sends discovery request from client /// </summary> public void BroadcastDiscoveryRequest() { if (clientUdpClient == null) return; if (NetworkClient.isConnected) { StopDiscovery(); return; } IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort); using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter()) { writer.WriteLong(secretHandshake); try { Request request = GetRequest(); writer.Write(request); ArraySegment<byte> data = writer.ToArraySegment(); clientUdpClient.SendAsync(data.Array, data.Count, endPoint); } catch (Exception) { // It is ok if we can't broadcast to one of the addresses } } } /// <summary> /// Create a message that will be broadcasted on the network to discover servers /// </summary> /// <remarks> /// Override if you wish to include additional data in the discovery message /// such as desired game mode, language, difficulty, etc... </remarks> /// <returns>An instance of ServerRequest with data to be broadcasted</returns> protected virtual Request GetRequest() => default; async Task ReceiveGameBroadcastAsync(UdpClient udpClient) { // only proceed if there is available data in network buffer, or otherwise Receive() will block // average time for UdpClient.Available : 10 us UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync(); using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer)) { if (networkReader.ReadLong() != secretHandshake) return; Response response = networkReader.Read<Response>(); ProcessResponse(response, udpReceiveResult.RemoteEndPoint); } } /// <summary> /// Process the answer from a server /// </summary> /// <remarks> /// A client receives a reply from a server, this method processes the /// reply and raises an event /// </remarks> /// <param name="response">Response that came from the server</param> /// <param name="endpoint">Address of the server that replied</param> protected abstract void ProcessResponse(Response response, IPEndPoint endpoint); #endregion } }