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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using Mirror.RemoteCalls;
- using UnityEngine;
- namespace Mirror
- {
- /// <summary>NetworkServer handles remote connections and has a local connection for a local client.</summary>
- public static partial class NetworkServer
- {
- static bool initialized;
- public static int maxConnections;
- /// <summary>Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.</summary>
- // overwritten by NetworkManager (if any)
- public static int tickRate = 30;
- // tick rate is in Hz.
- // convert to interval in seconds for convenience where needed.
- //
- // send interval is 1 / sendRate.
- // but for tests we need a way to set it to exactly 0.
- // 1 / int.max would not be exactly 0, so handel that manually.
- public static float tickInterval => tickRate < int.MaxValue ? 1f / tickRate : 0; // for 30 Hz, that's 33ms
- // time & value snapshot interpolation are separate.
- // -> time is interpolated globally on NetworkClient / NetworkConnection
- // -> value is interpolated per-component, i.e. NetworkTransform.
- // however, both need to be on the same send interval.
- public static int sendRate => tickRate;
- public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms
- static double lastSendTime;
- /// <summary>Connection to host mode client (if any)</summary>
- public static NetworkConnectionToClient localConnection { get; private set; }
- /// <summary>True is a local client is currently active on the server</summary>
- public static bool localClientActive => localConnection != null;
- /// <summary>Dictionary of all server connections, with connectionId as key</summary>
- public static Dictionary<int, NetworkConnectionToClient> connections =
- new Dictionary<int, NetworkConnectionToClient>();
- /// <summary>Message Handlers dictionary, with messageId as key</summary>
- internal static Dictionary<ushort, NetworkMessageDelegate> handlers =
- new Dictionary<ushort, NetworkMessageDelegate>();
- /// <summary>All spawned NetworkIdentities by netId.</summary>
- // server sees ALL spawned ones.
- public static readonly Dictionary<uint, NetworkIdentity> spawned =
- new Dictionary<uint, NetworkIdentity>();
- /// <summary>Single player mode can use dontListen to not accept incoming connections</summary>
- // see also: https://github.com/vis2k/Mirror/pull/2595
- public static bool dontListen;
- /// <summary>active checks if the server has been started</summary>
- public static bool active { get; internal set; }
- // scene loading
- public static bool isLoadingScene;
- // interest management component (optional)
- // by default, everyone observes everyone
- public static InterestManagement aoi;
- // OnConnected / OnDisconnected used to be NetworkMessages that were
- // invoked. this introduced a bug where external clients could send
- // Connected/Disconnected messages over the network causing undefined
- // behaviour.
- // => public so that custom NetworkManagers can hook into it
- public static Action<NetworkConnectionToClient> OnConnectedEvent;
- public static Action<NetworkConnectionToClient> OnDisconnectedEvent;
- public static Action<NetworkConnectionToClient, TransportError, string> OnErrorEvent;
- // keep track of actual achieved tick rate.
- // might become lower under heavy load.
- // very useful for profiling etc.
- // measured over 1s each, same as frame rate. no EMA here.
- public static int actualTickRate;
- static double actualTickRateStart; // start time when counting
- static int actualTickRateCounter; // current counter since start
- // profiling
- // includes transport update time, because transport calls handlers etc.
- // averaged over 1s by passing 'tickRate' to constructor.
- public static TimeSample earlyUpdateDuration;
- public static TimeSample lateUpdateDuration;
- // capture full Unity update time from before Early- to after LateUpdate
- public static TimeSample fullUpdateDuration;
- // initialization / shutdown ///////////////////////////////////////////
- static void Initialize()
- {
- if (initialized)
- return;
- // Debug.Log($"NetworkServer Created version {Version.Current}");
- //Make sure connections are cleared in case any old connections references exist from previous sessions
- connections.Clear();
- // reset Interest Management so that rebuild intervals
- // start at 0 when starting again.
- if (aoi != null) aoi.Reset();
- // reset NetworkTime
- NetworkTime.ResetStatics();
- Debug.Assert(Transport.active != null, "There was no active transport when calling NetworkServer.Listen, If you are calling Listen manually then make sure to set 'Transport.active' first");
- AddTransportHandlers();
- initialized = true;
- // profiling
- earlyUpdateDuration = new TimeSample(sendRate);
- lateUpdateDuration = new TimeSample(sendRate);
- fullUpdateDuration = new TimeSample(sendRate);
- }
- static void AddTransportHandlers()
- {
- // += so that other systems can also hook into it (i.e. statistics)
- Transport.active.OnServerConnected += OnTransportConnected;
- Transport.active.OnServerDataReceived += OnTransportData;
- Transport.active.OnServerDisconnected += OnTransportDisconnected;
- Transport.active.OnServerError += OnTransportError;
- }
- static void RemoveTransportHandlers()
- {
- // -= so that other systems can also hook into it (i.e. statistics)
- Transport.active.OnServerConnected -= OnTransportConnected;
- Transport.active.OnServerDataReceived -= OnTransportData;
- Transport.active.OnServerDisconnected -= OnTransportDisconnected;
- Transport.active.OnServerError -= OnTransportError;
- }
- // calls OnStartClient for all SERVER objects in host mode once.
- // client doesn't get spawn messages for those, so need to call manually.
- public static void ActivateHostScene()
- {
- foreach (NetworkIdentity identity in spawned.Values)
- {
- if (!identity.isClient)
- {
- // Debug.Log($"ActivateHostScene {identity.netId} {identity}");
- identity.OnStartClient();
- }
- }
- }
- internal static void RegisterMessageHandlers()
- {
- RegisterHandler<ReadyMessage>(OnClientReadyMessage);
- RegisterHandler<CommandMessage>(OnCommandMessage);
- RegisterHandler<NetworkPingMessage>(NetworkTime.OnServerPing, false);
- RegisterHandler<EntityStateMessage>(OnEntityStateMessage, true);
- RegisterHandler<TimeSnapshotMessage>(OnTimeSnapshotMessage, true);
- }
- /// <summary>Starts server and listens to incoming connections with max connections limit.</summary>
- public static void Listen(int maxConns)
- {
- Initialize();
- maxConnections = maxConns;
- // only start server if we want to listen
- if (!dontListen)
- {
- Transport.active.ServerStart();
- //Debug.Log("Server started listening");
- }
- active = true;
- RegisterMessageHandlers();
- }
- // Note: NetworkClient.DestroyAllClientObjects does the same on client.
- static void CleanupSpawned()
- {
- // iterate a COPY of spawned.
- // DestroyObject removes them from the original collection.
- // removing while iterating is not allowed.
- foreach (NetworkIdentity identity in spawned.Values.ToList())
- {
- if (identity != null)
- {
- // scene object
- if (identity.sceneId != 0)
- {
- // spawned scene objects are unspawned and reset.
- // afterwards we disable them again.
- // (they always stay in the scene, we don't destroy them)
- DestroyObject(identity, DestroyMode.Reset);
- identity.gameObject.SetActive(false);
- }
- // spawned prefabs
- else
- {
- // spawned prefabs are unspawned and destroyed.
- DestroyObject(identity, DestroyMode.Destroy);
- }
- }
- }
- spawned.Clear();
- }
- /// <summary>Shuts down the server and disconnects all clients</summary>
- // RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
- public static void Shutdown()
- {
- if (initialized)
- {
- DisconnectAll();
- // stop the server.
- // we do NOT call Transport.Shutdown, because someone only
- // called NetworkServer.Shutdown. we can't assume that the
- // client is supposed to be shut down too!
- //
- // NOTE: stop no matter what, even if 'dontListen':
- // someone might enabled dontListen at runtime.
- // but we still need to stop the server.
- // fixes https://github.com/vis2k/Mirror/issues/2536
- Transport.active.ServerStop();
- // transport handlers are hooked into when initializing.
- // so only remove them when shutting down.
- RemoveTransportHandlers();
- initialized = false;
- }
- // Reset all statics here....
- dontListen = false;
- active = false;
- isLoadingScene = false;
- lastSendTime = 0;
- localConnection = null;
- connections.Clear();
- connectionsCopy.Clear();
- handlers.Clear();
- newObservers.Clear();
- // this calls spawned.Clear()
- CleanupSpawned();
- // sets nextNetworkId to 1
- // sets clientAuthorityCallback to null
- // sets previousLocalPlayer to null
- NetworkIdentity.ResetStatics();
- // clear events. someone might have hooked into them before, but
- // we don't want to use those hooks after Shutdown anymore.
- OnConnectedEvent = null;
- OnDisconnectedEvent = null;
- OnErrorEvent = null;
- if (aoi != null) aoi.Reset();
- }
- // connections /////////////////////////////////////////////////////////
- /// <summary>Add a connection and setup callbacks. Returns true if not added yet.</summary>
- public static bool AddConnection(NetworkConnectionToClient conn)
- {
- if (!connections.ContainsKey(conn.connectionId))
- {
- // connection cannot be null here or conn.connectionId
- // would throw NRE
- connections[conn.connectionId] = conn;
- return true;
- }
- // already a connection with this id
- return false;
- }
- /// <summary>Removes a connection by connectionId. Returns true if removed.</summary>
- public static bool RemoveConnection(int connectionId) =>
- connections.Remove(connectionId);
- // called by LocalClient to add itself. don't call directly.
- // TODO consider internal setter instead?
- internal static void SetLocalConnection(LocalConnectionToClient conn)
- {
- if (localConnection != null)
- {
- Debug.LogError("Local Connection already exists");
- return;
- }
- localConnection = conn;
- }
- // removes local connection to client
- internal static void RemoveLocalConnection()
- {
- if (localConnection != null)
- {
- localConnection.Disconnect();
- localConnection = null;
- }
- RemoveConnection(0);
- }
- /// <summary>True if we have external connections (that are not host)</summary>
- public static bool HasExternalConnections()
- {
- // any connections?
- if (connections.Count > 0)
- {
- // only host connection?
- if (connections.Count == 1 && localConnection != null)
- return false;
- // otherwise we have real external connections
- return true;
- }
- return false;
- }
- // send ////////////////////////////////////////////////////////////////
- /// <summary>Send a message to all clients, even those that haven't joined the world yet (non ready)</summary>
- public static void SendToAll<T>(T message, int channelId = Channels.Reliable, bool sendToReadyOnly = false)
- where T : struct, NetworkMessage
- {
- if (!active)
- {
- Debug.LogWarning("Can not send using NetworkServer.SendToAll<T>(T msg) because NetworkServer is not active");
- return;
- }
- // Debug.Log($"Server.SendToAll {typeof(T)}");
- using (NetworkWriterPooled writer = NetworkWriterPool.Get())
- {
- // pack message only once
- NetworkMessages.Pack(message, writer);
- ArraySegment<byte> segment = writer.ToArraySegment();
- // filter and then send to all internet connections at once
- // -> makes code more complicated, but is HIGHLY worth it to
- // avoid allocations, allow for multicast, etc.
- int count = 0;
- foreach (NetworkConnectionToClient conn in connections.Values)
- {
- if (sendToReadyOnly && !conn.isReady)
- continue;
- count++;
- conn.Send(segment, channelId);
- }
- NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
- }
- }
- /// <summary>Send a message to all clients which have joined the world (are ready).</summary>
- // TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
- public static void SendToReady<T>(T message, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- if (!active)
- {
- Debug.LogWarning("Can not send using NetworkServer.SendToReady<T>(T msg) because NetworkServer is not active");
- return;
- }
- SendToAll(message, channelId, true);
- }
- // this is like SendToReadyObservers - but it doesn't check the ready flag on the connection.
- // this is used for ObjectDestroy messages.
- static void SendToObservers<T>(NetworkIdentity identity, T message, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- // Debug.Log($"Server.SendToObservers {typeof(T)}");
- if (identity == null || identity.observers == null || identity.observers.Count == 0)
- return;
- using (NetworkWriterPooled writer = NetworkWriterPool.Get())
- {
- // pack message into byte[] once
- NetworkMessages.Pack(message, writer);
- ArraySegment<byte> segment = writer.ToArraySegment();
- foreach (NetworkConnectionToClient conn in identity.observers.Values)
- {
- conn.Send(segment, channelId);
- }
- NetworkDiagnostics.OnSend(message, channelId, segment.Count, identity.observers.Count);
- }
- }
- /// <summary>Send a message to only clients which are ready with option to include the owner of the object identity</summary>
- // TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
- public static void SendToReadyObservers<T>(NetworkIdentity identity, T message, bool includeOwner = true, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- // Debug.Log($"Server.SendToReady {typeof(T)}");
- if (identity == null || identity.observers == null || identity.observers.Count == 0)
- return;
- using (NetworkWriterPooled writer = NetworkWriterPool.Get())
- {
- // pack message only once
- NetworkMessages.Pack(message, writer);
- ArraySegment<byte> segment = writer.ToArraySegment();
- int count = 0;
- foreach (NetworkConnection conn in identity.observers.Values)
- {
- bool isOwner = conn == identity.connectionToClient;
- if ((!isOwner || includeOwner) && conn.isReady)
- {
- count++;
- conn.Send(segment, channelId);
- }
- }
- NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
- }
- }
- /// <summary>Send a message to only clients which are ready including the owner of the NetworkIdentity</summary>
- // TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
- public static void SendToReadyObservers<T>(NetworkIdentity identity, T message, int channelId)
- where T : struct, NetworkMessage
- {
- SendToReadyObservers(identity, message, true, channelId);
- }
- // transport events ////////////////////////////////////////////////////
- // called by transport
- static void OnTransportConnected(int connectionId)
- {
- // Debug.Log($"Server accepted client:{connectionId}");
- // connectionId needs to be != 0 because 0 is reserved for local player
- // note that some transports like kcp generate connectionId by
- // hashing which can be < 0 as well, so we need to allow < 0!
- if (connectionId == 0)
- {
- Debug.LogError($"Server.HandleConnect: invalid connectionId: {connectionId} . Needs to be != 0, because 0 is reserved for local player.");
- Transport.active.ServerDisconnect(connectionId);
- return;
- }
- // connectionId not in use yet?
- if (connections.ContainsKey(connectionId))
- {
- Transport.active.ServerDisconnect(connectionId);
- // Debug.Log($"Server connectionId {connectionId} already in use...kicked client");
- return;
- }
- // are more connections allowed? if not, kick
- // (it's easier to handle this in Mirror, so Transports can have
- // less code and third party transport might not do that anyway)
- // (this way we could also send a custom 'tooFull' message later,
- // Transport can't do that)
- if (connections.Count < maxConnections)
- {
- // add connection
- NetworkConnectionToClient conn = new NetworkConnectionToClient(connectionId);
- OnConnected(conn);
- }
- else
- {
- // kick
- Transport.active.ServerDisconnect(connectionId);
- // Debug.Log($"Server full, kicked client {connectionId}");
- }
- }
- internal static void OnConnected(NetworkConnectionToClient conn)
- {
- // Debug.Log($"Server accepted client:{conn}");
- // add connection and invoke connected event
- AddConnection(conn);
- OnConnectedEvent?.Invoke(conn);
- }
- static bool UnpackAndInvoke(NetworkConnectionToClient connection, NetworkReader reader, int channelId)
- {
- if (NetworkMessages.UnpackId(reader, out ushort msgType))
- {
- // try to invoke the handler for that message
- if (handlers.TryGetValue(msgType, out NetworkMessageDelegate handler))
- {
- handler.Invoke(connection, reader, channelId);
- connection.lastMessageTime = Time.time;
- return true;
- }
- else
- {
- // message in a batch are NOT length prefixed to save bandwidth.
- // every message needs to be handled and read until the end.
- // otherwise it would overlap into the next message.
- // => need to warn and disconnect to avoid undefined behaviour.
- // => WARNING, not error. can happen if attacker sends random data.
- Debug.LogWarning($"Unknown message id: {msgType} for connection: {connection}. This can happen if no handler was registered for this message.");
- // simply return false. caller is responsible for disconnecting.
- //connection.Disconnect();
- return false;
- }
- }
- else
- {
- // => WARNING, not error. can happen if attacker sends random data.
- Debug.LogWarning($"Invalid message header for connection: {connection}.");
- // simply return false. caller is responsible for disconnecting.
- //connection.Disconnect();
- return false;
- }
- }
- // called by transport
- internal static void OnTransportData(int connectionId, ArraySegment<byte> data, int channelId)
- {
- if (connections.TryGetValue(connectionId, out NetworkConnectionToClient connection))
- {
- // client might batch multiple messages into one packet.
- // feed it to the Unbatcher.
- // NOTE: we don't need to associate a channelId because we
- // always process all messages in the batch.
- if (!connection.unbatcher.AddBatch(data))
- {
- Debug.LogWarning($"NetworkServer: received Message was too short (messages should start with message id)");
- connection.Disconnect();
- return;
- }
- // process all messages in the batch.
- // only while NOT loading a scene.
- // if we get a scene change message, then we need to stop
- // processing. otherwise we might apply them to the old scene.
- // => fixes https://github.com/vis2k/Mirror/issues/2651
- //
- // NOTE: if scene starts loading, then the rest of the batch
- // would only be processed when OnTransportData is called
- // the next time.
- // => consider moving processing to NetworkEarlyUpdate.
- while (!isLoadingScene &&
- connection.unbatcher.GetNextMessage(out NetworkReader reader, out double remoteTimestamp))
- {
- // enough to read at least header size?
- if (reader.Remaining >= NetworkMessages.IdSize)
- {
- // make remoteTimeStamp available to the user
- connection.remoteTimeStamp = remoteTimestamp;
- // handle message
- if (!UnpackAndInvoke(connection, reader, channelId))
- {
- // warn, disconnect and return if failed
- // -> warning because attackers might send random data
- // -> messages in a batch aren't length prefixed.
- // failing to read one would cause undefined
- // behaviour for every message afterwards.
- // so we need to disconnect.
- // -> return to avoid the below unbatches.count error.
- // we already disconnected and handled it.
- Debug.LogWarning($"NetworkServer: failed to unpack and invoke message. Disconnecting {connectionId}.");
- connection.Disconnect();
- return;
- }
- }
- // otherwise disconnect
- else
- {
- // WARNING, not error. can happen if attacker sends random data.
- Debug.LogWarning($"NetworkServer: received Message was too short (messages should start with message id). Disconnecting {connectionId}");
- connection.Disconnect();
- return;
- }
- }
- // if we weren't interrupted by a scene change,
- // then all batched messages should have been processed now.
- // otherwise batches would silently grow.
- // we need to log an error to avoid debugging hell.
- //
- // EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
- // -> UnpackAndInvoke silently returned because no handler for id
- // -> Reader would never be read past the end
- // -> Batch would never be retired because end is never reached
- //
- // NOTE: prefixing every message in a batch with a length would
- // avoid ever not reading to the end. for extra bandwidth.
- //
- // IMPORTANT: always keep this check to detect memory leaks.
- // this took half a day to debug last time.
- if (!isLoadingScene && connection.unbatcher.BatchesCount > 0)
- {
- Debug.LogError($"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($"Server lost client:{connectionId}");
- // NetworkManager hooks into OnDisconnectedEvent to make
- // DestroyPlayerForConnection(conn) optional, e.g. for PvP MMOs
- // where players shouldn't be able to escape combat instantly.
- if (OnDisconnectedEvent != null)
- {
- OnDisconnectedEvent.Invoke(conn);
- }
- // if nobody hooked into it, then simply call DestroyPlayerForConnection
- else
- {
- DestroyPlayerForConnection(conn);
- }
- }
- }
- // transport errors are forwarded to high level
- static void OnTransportError(int connectionId, TransportError error, string reason)
- {
- // transport errors will happen. logging a warning is enough.
- // make sure the user does not panic.
- Debug.LogWarning($"Server Transport Error for connId={connectionId}: {error}: {reason}. This is fine.");
- // try get connection. passes null otherwise.
- connections.TryGetValue(connectionId, out NetworkConnectionToClient conn);
- OnErrorEvent?.Invoke(conn, error, reason);
- }
- // 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<NetworkConnectionToClient, T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = NetworkMessages.GetId<T>();
- if (handlers.ContainsKey(msgType))
- {
- Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
- }
- handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication);
- }
- /// <summary>Register a handler for message type T. Most should require authentication.</summary>
- // This version passes channelId to the handler.
- public static void RegisterHandler<T>(Action<NetworkConnectionToClient, T, int> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = NetworkMessages.GetId<T>();
- if (handlers.ContainsKey(msgType))
- {
- Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
- }
- handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication);
- }
- /// <summary>Replace a handler for message type T. Most should require authentication.</summary>
- public static void ReplaceHandler<T>(Action<NetworkConnectionToClient, T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = NetworkMessages.GetId<T>();
- handlers[msgType] = NetworkMessages.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 = NetworkMessages.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 InvalidOperationException.
- // 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(NetworkConnectionToClient 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.isOwned = true;
- NetworkClient.InternalAddPlayer(identity);
- }
- // set ready if not set yet
- SetClientReady(conn);
- // Debug.Log($"Adding new playerGameObject object netId: {identity.netId} asset ID: {identity.assetId}");
- Respawn(identity);
- return true;
- }
- /// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
- // When a player is added for a connection, the client for that
- // connection is made ready automatically. The player object is
- // automatically spawned, so you do not need to call NetworkServer.Spawn
- // for that object. This function is used for "adding" a player, not for
- // "replacing" the player on a connection. If there is already a player
- // on this playerControllerId for this connection, this will fail.
- public static bool AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player, uint assetId)
- {
- if (GetNetworkIdentity(player, out NetworkIdentity identity))
- {
- identity.assetId = assetId;
- }
- return AddPlayerForConnection(conn, player);
- }
- /// <summary>Replaces connection's player object. The old object is not destroyed.</summary>
- // This does NOT change the ready state of the connection, so it can
- // safely be used while changing scenes.
- public static bool ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, bool keepAuthority = false)
- {
- NetworkIdentity identity = player.GetComponent<NetworkIdentity>();
- if (identity == null)
- {
- Debug.LogError($"ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to {player}");
- return false;
- }
- if (identity.connectionToClient != null && identity.connectionToClient != conn)
- {
- Debug.LogError($"Cannot replace player for connection. New player is already owned by a different connection{player}");
- return false;
- }
- //NOTE: there can be an existing player
- //Debug.Log("NetworkServer ReplacePlayer");
- NetworkIdentity previousPlayer = conn.identity;
- conn.identity = identity;
- // Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
- identity.SetClientOwner(conn);
- // special case, we are in host mode, set hasAuthority to true so that all overrides see it
- if (conn is LocalConnectionToClient)
- {
- identity.isOwned = true;
- NetworkClient.InternalAddPlayer(identity);
- }
- // add connection to observers AFTER the playerController was set.
- // by definition, there is nothing to observe if there is no player
- // controller.
- //
- // IMPORTANT: do this in AddPlayerForConnection & ReplacePlayerForConnection!
- SpawnObserversForConnection(conn);
- //Debug.Log($"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(NetworkConnectionToClient conn, GameObject player, uint 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(NetworkConnectionToClient conn)
- {
- // Debug.Log($"SetClientReadyInternal for conn:{conn}");
- // set ready
- conn.isReady = true;
- // client is ready to start spawning objects
- if (conn.identity != null)
- SpawnObserversForConnection(conn);
- }
- /// <summary>Marks the client of the connection to be not-ready.</summary>
- // Clients that are not ready do not receive spawned objects or state
- // synchronization updates. They client can be made ready again by
- // calling SetClientReady().
- public static void SetClientNotReady(NetworkConnectionToClient conn)
- {
- conn.isReady = false;
- conn.RemoveFromObservingsObservers();
- conn.Send(new NotReadyMessage());
- }
- /// <summary>Marks all connected clients as no longer ready.</summary>
- // All clients will no longer be sent state synchronization updates. The
- // player's clients can call ClientManager.Ready() again to re-enter the
- // ready state. This is useful when switching scenes.
- public static void SetAllClientsNotReady()
- {
- foreach (NetworkConnectionToClient conn in connections.Values)
- {
- SetClientNotReady(conn);
- }
- }
- // default ready handler.
- static void OnClientReadyMessage(NetworkConnectionToClient conn, ReadyMessage msg)
- {
- // Debug.Log($"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($"Connection {conn} has no identity");
- }
- // remote calls ////////////////////////////////////////////////////////
- // Handle command from specific player, this could be one of multiple
- // players on a single client
- static void OnCommandMessage(NetworkConnectionToClient conn, CommandMessage msg, int channelId)
- {
- if (!conn.isReady)
- {
- // Clients may be set NotReady due to scene change or other game logic by user, e.g. respawning.
- // Ignore commands that may have been in flight before client received NotReadyMessage message.
- // Unreliable messages may be out of order, so don't spam warnings for those.
- if (channelId == Channels.Reliable)
- Debug.LogWarning("Command received while client is not ready.\nThis may be ignored if client intentionally set NotReady.");
- return;
- }
- if (!spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
- {
- // over reliable channel, commands should always come after spawn.
- // over unreliable, they might come in before the object was spawned.
- // for example, NetworkTransform.
- // let's not spam the console for unreliable out of order messages.
- if (channelId == Channels.Reliable)
- Debug.LogWarning($"Spawned object not found when handling Command message [netId={msg.netId}]");
- return;
- }
- // 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 = RemoteProcedureCalls.CommandRequiresAuthority(msg.functionHash);
- 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 (NetworkReaderPooled networkReader = NetworkReaderPool.Get(msg.payload))
- identity.HandleRemoteCall(msg.componentIndex, msg.functionHash, RemoteCallType.Command, networkReader, conn);
- }
- // client to server broadcast //////////////////////////////////////////
- // for client's owned ClientToServer components.
- static void OnEntityStateMessage(NetworkConnectionToClient connection, EntityStateMessage message)
- {
- // need to validate permissions carefully.
- // an attacker may attempt to modify a not-owned or not-ClientToServer component.
- // valid netId?
- if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null)
- {
- // owned by the connection?
- if (identity.connectionToClient == connection)
- {
- using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload))
- {
- // DeserializeServer checks permissions internally.
- // failure to deserialize disconnects to prevent exploits.
- if (!identity.DeserializeServer(reader))
- {
- Debug.LogWarning($"Server failed to deserialize client state for {identity.name} with netId={identity.netId}, Disconnecting.");
- connection.Disconnect();
- }
- }
- }
- // an attacker may attempt to modify another connection's entity
- else
- {
- Debug.LogWarning($"Connection {connection.connectionId} attempted to modify {identity} which is not owned by the connection. Disconnecting the connection.");
- connection.Disconnect();
- }
- }
- // no warning. don't spam server logs.
- // else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
- }
- // client sends TimeSnapshotMessage every sendInterval.
- // batching already includes the remoteTimestamp.
- // we simply insert it on-message here.
- // => only for reliable channel. unreliable would always arrive earlier.
- static void OnTimeSnapshotMessage(NetworkConnectionToClient connection, TimeSnapshotMessage _)
- {
- // insert another snapshot for snapshot interpolation.
- // before calling OnDeserialize so components can use
- // NetworkTime.time and NetworkTime.timeStamp.
- // TODO validation?
- // maybe we shouldn't allow timeline to deviate more than a certain %.
- // for now, this is only used for client authority movement.
- #if !UNITY_2020_3_OR_NEWER
- // Unity 2019 doesn't have Time.timeAsDouble yet
- connection.OnTimeSnapshot(new TimeSnapshot(connection.remoteTimeStamp, NetworkTime.localTime));
- #else
- connection.OnTimeSnapshot(new TimeSnapshot(connection.remoteTimeStamp, Time.timeAsDouble));
- #endif
- }
- // spawning ////////////////////////////////////////////////////////////
- static ArraySegment<byte> CreateSpawnMessagePayload(bool isOwner, NetworkIdentity identity, NetworkWriterPooled ownerWriter, NetworkWriterPooled observersWriter)
- {
- // Only call SerializeAll if there are NetworkBehaviours
- if (identity.NetworkBehaviours.Length == 0)
- {
- return default;
- }
- // serialize all components with initialState = true
- // (can be null if has none)
- identity.SerializeServer(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 (NetworkWriterPooled ownerWriter = NetworkWriterPool.Get(), observersWriter = NetworkWriterPool.Get())
- {
- 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, NetworkConnectionToClient 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($"Server SendChangeOwnerMessage: name={identity.name} netid={identity.netId}");
- conn.Send(new ChangeOwnerMessage
- {
- netId = identity.netId,
- isOwner = identity.connectionToClient == conn,
- isLocalPlayer = conn.identity == identity
- });
- }
- static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
- {
- // verify if we can spawn this
- if (Utils.IsPrefab(obj))
- {
- Debug.LogError($"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;
- }
- // Spawn should only be called once per netId
- if (spawned.ContainsKey(identity.netId))
- {
- Debug.LogWarning($"{identity} with netId={identity.netId} was already spawned.");
- return;
- }
- identity.connectionToClient = (NetworkConnectionToClient)ownerConnection;
- // special case to make sure hasAuthority is set
- // on start server in host mode
- if (ownerConnection is LocalConnectionToClient)
- identity.isOwned = true;
- identity.OnStartServer();
- // Debug.Log($"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, uint assetId, NetworkConnection ownerConnection = null)
- {
- if (GetNetworkIdentity(obj, out NetworkIdentity identity))
- {
- identity.assetId = assetId;
- }
- SpawnObject(obj, ownerConnection);
- }
- /// <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 (Utils.IsSceneObject(identity))
- {
- // Debug.Log($"SpawnObjects sceneId:{identity.sceneId:X} name:{identity.gameObject.name}");
- identity.gameObject.SetActive(true);
- // fix https://github.com/vis2k/Mirror/issues/2778:
- // -> SetActive(true) does NOT call Awake() if the parent
- // is inactive
- // -> we need Awake() to initialize NetworkBehaviours[] etc.
- // because our second pass below spawns and works with it
- // => detect this situation and manually call Awake for
- // proper initialization
- if (!identity.gameObject.activeInHierarchy)
- identity.Awake();
- }
- }
- // second pass: spawn all scene objects
- foreach (NetworkIdentity identity in identities)
- {
- if (Utils.IsSceneObject(identity))
- // pass connection so that authority is not lost when server loads a scene
- // https://github.com/vis2k/Mirror/pull/2987
- Spawn(identity.gameObject, identity.connectionToClient);
- }
- return true;
- }
- static void Respawn(NetworkIdentity identity)
- {
- if (identity.netId == 0)
- {
- // If the object has not been spawned, then do a full spawn and update observers
- Spawn(identity.gameObject, identity.connectionToClient);
- }
- else
- {
- // otherwise just replace his data
- SendSpawnMessage(identity, identity.connectionToClient);
- }
- }
- static void SpawnObserversForConnection(NetworkConnectionToClient conn)
- {
- //Debug.Log($"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)
- {
- // aoi system
- 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(NetworkConnectionToClient 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
- // NetworkConnection.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/OnStopLocalPlayer manually
- if (NetworkClient.active && localClientActive)
- {
- if (identity.isLocalPlayer)
- identity.OnStopLocalPlayer();
- 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.isOwned = false;
- identity.NotifyAuthority();
- // remove from NetworkClient dictionary
- NetworkClient.connection.owned.Remove(identity);
- 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;
- // Destroy if application is running
- if (Application.isPlaying)
- {
- UnityEngine.Object.Destroy(identity.gameObject);
- }
- // Destroy can't be used in Editor during tests. use DestroyImmediate.
- else
- {
- GameObject.DestroyImmediate(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<NetworkConnectionToClient> newObservers =
- new HashSet<NetworkConnectionToClient>();
- // 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)
- {
- aoi.OnRebuildObservers(identity, newObservers);
- }
- // 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 (NetworkConnectionToClient 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($"New Observer for {gameObject} {conn}");
- changed = true;
- }
- }
- }
- // remove all old .observers that aren't in newObservers anymore
- foreach (NetworkConnectionToClient conn in identity.observers.Values)
- {
- if (!newObservers.Contains(conn))
- {
- // removed observer
- conn.RemoveFromObserving(identity, false);
- // Debug.Log($"Removed Observer for {gameObject} {conn}");
- changed = true;
- }
- }
- // copy new observers to observers
- if (changed)
- {
- identity.observers.Clear();
- foreach (NetworkConnectionToClient 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))
- {
- 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;
- // if there is no interest management system,
- // or if 'force shown' then add all connections
- if (aoi == null || identity.visible == Visibility.ForceShown)
- {
- 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.GetServerSerializationAtTick(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);
- }
- }
- // 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)
- {
- // send time for snapshot interpolation every sendInterval.
- // BroadcastToConnection() may not send if nothing is new.
- //
- // sent over unreliable.
- // NetworkTime / Transform both use unreliable.
- //
- // make sure Broadcast() is only called every sendInterval,
- // even if targetFrameRate isn't set in host mode (!)
- // (done via AccurateInterval)
- connection.Send(new TimeSnapshotMessage(), Channels.Unreliable);
- // 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()
- {
- // measure update time for profiling.
- if (active)
- {
- earlyUpdateDuration.Begin();
- fullUpdateDuration.Begin();
- }
- // process all incoming messages first before updating the world
- if (Transport.active != null)
- Transport.active.ServerEarlyUpdate();
- // step each connection's local time interpolation in early update.
- foreach (NetworkConnectionToClient connection in connections.Values)
- connection.UpdateTimeInterpolation();
- if (active) earlyUpdateDuration.End();
- }
- internal static void NetworkLateUpdate()
- {
- if (active)
- {
- // measure update time for profiling.
- lateUpdateDuration.Begin();
- // only broadcast world if active
- // broadcast every sendInterval.
- // AccurateInterval to avoid update frequency inaccuracy issues:
- // https://github.com/vis2k/Mirror/pull/3153
- //
- // for example, host mode server doesn't set .targetFrameRate.
- // Broadcast() would be called every tick.
- // snapshots might be sent way too often, etc.
- //
- // during tests, we always call Broadcast() though.
- //
- // also important for syncInterval=0 components like
- // NetworkTransform, so they can sync on same interval as time
- // snapshots _but_ not every single tick.
- if (!Application.isPlaying ||
- #if !UNITY_2020_3_OR_NEWER
- // Unity 2019 doesn't have Time.timeAsDouble yet
- AccurateInterval.Elapsed(NetworkTime.localTime, sendInterval, ref lastSendTime))
- #else
- AccurateInterval.Elapsed(Time.timeAsDouble, sendInterval, ref lastSendTime))
- #endif
- {
- Broadcast();
- }
- }
- // process all outgoing messages after updating the world
- // (even if not active. still want to process disconnects etc.)
- if (Transport.active != null)
- Transport.active.ServerLateUpdate();
- // measure actual tick rate every second.
- if (active)
- {
- ++actualTickRateCounter;
- if (Time.timeAsDouble >= actualTickRateStart + 1)
- {
- // calculate avg by exact elapsed time.
- // assuming 1s wouldn't be accurate, usually a few more ms passed.
- float elapsed = (float)(Time.timeAsDouble - actualTickRateStart);
- actualTickRate = Mathf.RoundToInt(actualTickRateCounter / elapsed);
- actualTickRateStart = Time.timeAsDouble;
- actualTickRateCounter = 0;
- }
- // measure total update time. including transport.
- // because in early update, transport update calls handlers.
- lateUpdateDuration.End();
- fullUpdateDuration.End();
- }
- }
- }
- }
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