| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470 | 
							- 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; } }
 
-         [SerializeField]
 
-         [Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
 
-         public bool enableActiveDiscovery = true;
 
-         // broadcast address needs to be configurable on iOS:
 
-         // https://github.com/vis2k/Mirror/pull/3255
 
-         [Tooltip("iOS may require LAN IP address here (e.g. 192.168.x.x), otherwise leave blank.")]
 
-         public string BroadcastAddress = "";
 
-         [SerializeField]
 
-         [Tooltip("The UDP port the server will listen for multi-cast messages")]
 
-         protected int serverBroadcastListenPort = 47777;
 
-         [SerializeField]
 
-         [Tooltip("Time in seconds between multi-cast messages")]
 
-         [Range(1, 60)]
 
-         float ActiveDiscoveryInterval = 3;
 
-         [Tooltip("Transport to be advertised during discovery")]
 
-         public Transport transport;
 
-         [Tooltip("Invoked when a server is found")]
 
-         public ServerFoundUnityEvent<Response> OnServerFound;
 
-         // 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;
 
-         public long ServerId { get; private set; }
 
-         protected UdpClient serverUdpClient;
 
-         protected UdpClient clientUdpClient;
 
- #if UNITY_EDITOR
 
-         public virtual void OnValidate()
 
-         {
 
-             if (transport == null)
 
-                 transport = GetComponent<Transport>();
 
-             if (secretHandshake == 0)
 
-             {
 
-                 secretHandshake = RandomLong();
 
-                 UnityEditor.Undo.RecordObject(this, "Set secret handshake");
 
-             }
 
-         }
 
- #endif
 
-         /// <summary>
 
-         /// virtual so that inheriting classes' Start() can call base.Start() too
 
-         /// </summary>
 
-         public virtual void Start()
 
-         {
 
-             ServerId = RandomLong();
 
-             // active transport gets initialized in Awake
 
-             // so make sure we set it here in Start() after Awake
 
-             // Or just let the user assign it in the inspector
 
-             if (transport == null)
 
-                 transport = Transport.active;
 
-             // Server mode? then start advertising
 
-             if (Utils.IsHeadless())
 
-             {
 
-                 AdvertiseServer();
 
-             }
 
-         }
 
-         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);
 
-         }
 
-         // 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()
 
-         {
 
-             EndpMulticastLock();
 
-             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()
 
-         {
 
-             BeginMulticastLock();
 
-             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 (NetworkReaderPooled networkReader = NetworkReaderPool.Get(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 (NetworkWriterPooled writer = NetworkWriterPool.Get())
 
-             {
 
-                 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);
 
-         // Android Multicast fix: https://github.com/vis2k/Mirror/pull/2887
 
- #if UNITY_ANDROID
 
-         AndroidJavaObject multicastLock;
 
-         bool hasMulticastLock;
 
- #endif
 
-         void BeginMulticastLock()
 
- 		{
 
- #if UNITY_ANDROID
 
-             if (hasMulticastLock) return;
 
-             if (Application.platform == RuntimePlatform.Android)
 
-             {
 
-                 using (AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity"))
 
-                 {
 
-                     using (var wifiManager = activity.Call<AndroidJavaObject>("getSystemService", "wifi"))
 
-                     {
 
-                         multicastLock = wifiManager.Call<AndroidJavaObject>("createMulticastLock", "lock");
 
-                         multicastLock.Call("acquire");
 
-                         hasMulticastLock = true;
 
-                     }
 
-                 }
 
- 			}
 
- #endif
 
-         }
 
-         void EndpMulticastLock()
 
-         {
 
- #if UNITY_ANDROID
 
-             if (!hasMulticastLock) return;
 
-             multicastLock?.Call("release");
 
-             hasMulticastLock = false;
 
- #endif
 
-         }
 
- #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 clientUpdClient to fix:
 
-             // https://github.com/vis2k/Mirror/pull/2908
 
-             //
 
-             // If, you cancel discovery the clientUdpClient is set to null.
 
-             // However, nothing cancels ClientListenAsync. If we change the if(true)
 
-             // to check if the client is null. You can properly cancel the discovery,
 
-             // and kill the listen thread.
 
-             //
 
-             // Prior to this fix, if you cancel the discovery search. It crashes the
 
-             // thread, and is super noisy in the output. As well as causes issues on
 
-             // the quest.
 
-             while (clientUdpClient != null)
 
-             {
 
-                 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);
 
-             if (!string.IsNullOrWhiteSpace(BroadcastAddress))
 
-             {
 
-                 try
 
-                 {
 
-                     endPoint = new IPEndPoint(IPAddress.Parse(BroadcastAddress), serverBroadcastListenPort);
 
-                 }
 
-                 catch (Exception ex)
 
-                 {
 
-                     Debug.LogException(ex);
 
-                 }
 
-             }
 
-             using (NetworkWriterPooled writer = NetworkWriterPool.Get())
 
-             {
 
-                 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 (NetworkReaderPooled networkReader = NetworkReaderPool.Get(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
 
-     }
 
- }
 
 
  |