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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Mirror
- {
- /// <summary>Base NetworkConnection class for server-to-client and client-to-server connection.</summary>
- public abstract class NetworkConnection
- {
- public const int LocalConnectionId = 0;
- // NetworkIdentities that this connection can see
- // TODO move to server's NetworkConnectionToClient?
- internal readonly HashSet<NetworkIdentity> observing = new HashSet<NetworkIdentity>();
- /// <summary>Unique identifier for this connection that is assigned by the transport layer.</summary>
- // assigned by transport, this id is unique for every connection on server.
- // clients don't know their own id and they don't know other client's ids.
- public readonly int connectionId;
- /// <summary>Flag that indicates the client has been authenticated.</summary>
- public bool isAuthenticated;
- /// <summary>General purpose object to hold authentication data, character selection, tokens, etc.</summary>
- public object authenticationData;
- /// <summary>A server connection is ready after joining the game world.</summary>
- // TODO move this to ConnectionToClient so the flag only lives on server
- // connections? clients could use NetworkClient.ready to avoid redundant
- // state.
- public bool isReady;
- /// <summary>IP address of the connection. Can be useful for game master IP bans etc.</summary>
- public abstract string address { get; }
- /// <summary>Last time a message was received for this connection. Includes system and user messages.</summary>
- public float lastMessageTime;
- /// <summary>This connection's main object (usually the player object).</summary>
- public NetworkIdentity identity { get; internal set; }
- /// <summary>All NetworkIdentities owned by this connection. Can be main player, pets, etc.</summary>
- // IMPORTANT: this needs to be <NetworkIdentity>, not <uint netId>.
- // fixes a bug where DestroyOwnedObjects wouldn't find the
- // netId anymore: https://github.com/vis2k/Mirror/issues/1380
- // Works fine with NetworkIdentity pointers though.
- public readonly HashSet<NetworkIdentity> clientOwnedObjects = new HashSet<NetworkIdentity>();
- // batching from server to client & client to server.
- // fewer transport calls give us significantly better performance/scale.
- //
- // for a 64KB max message transport and 64 bytes/message on average, we
- // reduce transport calls by a factor of 1000.
- //
- // depending on the transport, this can give 10x performance.
- //
- // Dictionary<channelId, batch> because we have multiple channels.
- protected Dictionary<int, Batcher> batches = new Dictionary<int, Batcher>();
- /// <summary>last batch's remote timestamp. not interpolated. useful for NetworkTransform etc.</summary>
- // for any given NetworkMessage/Rpc/Cmd/OnSerialize, this was the time
- // on the REMOTE END when it was sent.
- //
- // NOTE: this is NOT in NetworkTime, it needs to be per-connection
- // because the server receives different batch timestamps from
- // different connections.
- public double remoteTimeStamp { get; internal set; }
- internal NetworkConnection()
- {
- // set lastTime to current time when creating connection to make
- // sure it isn't instantly kicked for inactivity
- lastMessageTime = Time.time;
- }
- internal NetworkConnection(int networkConnectionId) : this()
- {
- connectionId = networkConnectionId;
- // TODO why isn't lastMessageTime set in here like in the other ctor?
- }
- // TODO if we only have Reliable/Unreliable, then we could initialize
- // two batches and avoid this code
- protected Batcher GetBatchForChannelId(int channelId)
- {
- // get existing or create new writer for the channelId
- Batcher batch;
- if (!batches.TryGetValue(channelId, out batch))
- {
- // get max batch size for this channel
- int threshold = Transport.activeTransport.GetBatchThreshold(channelId);
- // create batcher
- batch = new Batcher(threshold);
- batches[channelId] = batch;
- }
- return batch;
- }
- // validate packet size before sending. show errors if too big/small.
- // => it's best to check this here, we can't assume that all transports
- // would check max size and show errors internally. best to do it
- // in one place in Mirror.
- // => it's important to log errors, so the user knows what went wrong.
- protected static bool ValidatePacketSize(ArraySegment<byte> segment, int channelId)
- {
- int max = Transport.activeTransport.GetMaxPacketSize(channelId);
- if (segment.Count > max)
- {
- Debug.LogError($"NetworkConnection.ValidatePacketSize: cannot send packet larger than {max} bytes, was {segment.Count} bytes");
- return false;
- }
- if (segment.Count == 0)
- {
- // zero length packets getting into the packet queues are bad.
- Debug.LogError("NetworkConnection.ValidatePacketSize: cannot send zero bytes");
- return false;
- }
- // good size
- return true;
- }
- // Send stage one: NetworkMessage<T>
- /// <summary>Send a NetworkMessage to this connection over the given channel.</summary>
- public void Send<T>(T message, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
- {
- // pack message and send allocation free
- MessagePacking.Pack(message, writer);
- NetworkDiagnostics.OnSend(message, channelId, writer.Position, 1);
- Send(writer.ToArraySegment(), channelId);
- }
- }
- // Send stage two: serialized NetworkMessage as ArraySegment<byte>
- // internal because no one except Mirror should send bytes directly to
- // the client. they would be detected as a message. send messages instead.
- internal virtual void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
- {
- //Debug.Log("ConnectionSend " + this + " bytes:" + BitConverter.ToString(segment.Array, segment.Offset, segment.Count));
- // add to batch no matter what.
- // batching will try to fit as many as possible into MTU.
- // but we still allow > MTU, e.g. kcp max packet size 144kb.
- // those are simply sent as single batches.
- //
- // IMPORTANT: do NOT send > batch sized messages directly:
- // - data race: large messages would be sent directly. small
- // messages would be sent in the batch at the end of frame
- // - timestamps: if batching assumes a timestamp, then large
- // messages need that too.
- //
- // NOTE: we ALWAYS batch. it's not optional, because the
- // receiver needs timestamps for NT etc.
- //
- // NOTE: we do NOT ValidatePacketSize here yet. the final packet
- // will be the full batch, including timestamp.
- GetBatchForChannelId(channelId).AddMessage(segment);
- }
- // Send stage three: hand off to transport
- protected abstract void SendToTransport(ArraySegment<byte> segment, int channelId = Channels.Reliable);
- // flush batched messages at the end of every Update.
- internal virtual void Update()
- {
- // go through batches for all channels
- foreach (KeyValuePair<int, Batcher> kvp in batches)
- {
- // make and send as many batches as necessary from the stored
- // messages.
- Batcher batcher = kvp.Value;
- using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
- {
- // make a batch with our local time (double precision)
- while (batcher.MakeNextBatch(writer, NetworkTime.localTime))
- {
- // validate packet before handing the batch to the
- // transport. this guarantees that we always stay
- // within transport's max message size limit.
- // => just in case transport forgets to check it
- // => just in case mirror miscalulated it etc.
- ArraySegment<byte> segment = writer.ToArraySegment();
- if (ValidatePacketSize(segment, kvp.Key))
- {
- // send to transport
- SendToTransport(segment, kvp.Key);
- //UnityEngine.Debug.Log($"sending batch of {writer.Position} bytes for channel={kvp.Key} connId={connectionId}");
- // reset writer for each new batch
- writer.Position = 0;
- }
- }
- }
- }
- }
- /// <summary>Disconnects this connection.</summary>
- // for future reference, here is how Disconnects work in Mirror.
- //
- // first, there are two types of disconnects:
- // * voluntary: the other end simply disconnected
- // * involuntary: server disconnects a client by itself
- //
- // UNET had special (complex) code to handle both cases differently.
- //
- // Mirror handles both cases the same way:
- // * Disconnect is called from TOP to BOTTOM
- // NetworkServer/Client -> NetworkConnection -> Transport.Disconnect()
- // * Disconnect is handled from BOTTOM to TOP
- // Transport.OnDisconnected -> ...
- //
- // in other words, calling Disconnect() does no cleanup whatsoever.
- // it simply asks the transport to disconnect.
- // then later the transport events will do the clean up.
- public abstract void Disconnect();
- public override string ToString() => $"connection({connectionId})";
- // TODO move to server's NetworkConnectionToClient?
- internal void AddToObserving(NetworkIdentity netIdentity)
- {
- observing.Add(netIdentity);
- // spawn identity for this conn
- NetworkServer.ShowForConnection(netIdentity, this);
- }
- // TODO move to server's NetworkConnectionToClient?
- internal void RemoveFromObserving(NetworkIdentity netIdentity, bool isDestroyed)
- {
- observing.Remove(netIdentity);
- if (!isDestroyed)
- {
- // hide identity for this conn
- NetworkServer.HideForConnection(netIdentity, this);
- }
- }
- // TODO move to server's NetworkConnectionToClient?
- internal void RemoveFromObservingsObservers()
- {
- foreach (NetworkIdentity netIdentity in observing)
- {
- netIdentity.RemoveObserverInternal(this);
- }
- observing.Clear();
- }
- /// <summary>Check if we received a message within the last 'timeout' seconds.</summary>
- internal virtual bool IsAlive(float timeout) => Time.time - lastMessageTime < timeout;
- internal void AddOwnedObject(NetworkIdentity obj)
- {
- clientOwnedObjects.Add(obj);
- }
- internal void RemoveOwnedObject(NetworkIdentity obj)
- {
- clientOwnedObjects.Remove(obj);
- }
- internal void DestroyOwnedObjects()
- {
- // create a copy because the list might be modified when destroying
- HashSet<NetworkIdentity> tmp = new HashSet<NetworkIdentity>(clientOwnedObjects);
- foreach (NetworkIdentity netIdentity in tmp)
- {
- if (netIdentity != null)
- {
- NetworkServer.Destroy(netIdentity.gameObject);
- }
- }
- // clear the hashset because we destroyed them all
- clientOwnedObjects.Clear();
- }
- }
- }
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