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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 class NetworkServer
- {
- static bool initialized;
- public static int maxConnections;
- /// <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 mesageId as key</summary>
- internal static Dictionary<ushort, NetworkMessageDelegate> handlers =
- new Dictionary<ushort, NetworkMessageDelegate>();
- /// <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;
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts.")]
- public static bool disconnectInactiveConnections;
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts. Configure the Transport's timeout setting instead.")]
- public static float disconnectInactiveTimeout = 60f;
- // 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<NetworkConnection> OnConnectedEvent;
- public static Action<NetworkConnection> OnDisconnectedEvent;
- public static Action<NetworkConnection, Exception> OnErrorEvent;
- // initialization / shutdown ///////////////////////////////////////////
- static void Initialize()
- {
- if (initialized)
- return;
- initialized = true;
- // 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 NetworkTime
- NetworkTime.Reset();
- Debug.Assert(Transport.activeTransport != null, "There was no active transport when calling NetworkServer.Listen, If you are calling Listen manually then make sure to set 'Transport.activeTransport' first");
- AddTransportHandlers();
- }
- static void AddTransportHandlers()
- {
- Transport.activeTransport.OnServerConnected = OnTransportConnected;
- Transport.activeTransport.OnServerDataReceived = OnTransportData;
- Transport.activeTransport.OnServerDisconnected = OnTransportDisconnected;
- Transport.activeTransport.OnServerError = OnError;
- }
- // 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 NetworkIdentity.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);
- }
- /// <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.activeTransport.ServerStart();
- Debug.Log("Server started listening");
- }
- active = true;
- RegisterMessageHandlers();
- }
- // Note: NetworkClient.DestroyAllClientObjects does the same on client.
- static void CleanupNetworkIdentities()
- {
- // iterate a COPY of NetworkIdentity.spawned.
- // DestroyObject removes them from the original collection.
- // removing while iterating is not allowed.
- foreach (NetworkIdentity identity in NetworkIdentity.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);
- }
- }
- }
- NetworkIdentity.spawned.Clear();
- }
- /// <summary>Shuts down the server and disconnects all clients</summary>
- 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.activeTransport.ServerStop();
- initialized = false;
- }
- dontListen = false;
- active = false;
- handlers.Clear();
- CleanupNetworkIdentities();
- NetworkIdentity.ResetNextNetworkId();
- // 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;
- }
- // 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)
- {
- return 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 no external connections (host is allowed)</summary>
- public static bool NoExternalConnections()
- {
- return connections.Count == 0 ||
- (connections.Count == 1 && localConnection != null);
- }
- // Deprecated 2021-03-07
- [Obsolete("NoConnections was renamed to NoExternalConnections because that's what it checks for.")]
- public static bool NoConnections() => NoExternalConnections();
- // 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 id:" + typeof(T));
- using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
- {
- // pack message only once
- MessagePacking.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);
- }
- /// <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 SendToReady<T>(NetworkIdentity identity, T message, bool includeOwner = true, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- // Debug.Log("Server.SendToReady msgType:" + typeof(T));
- if (identity == null || identity.observers == null || identity.observers.Count == 0)
- return;
- using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
- {
- // pack message only once
- MessagePacking.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 SendToReady<T>(NetworkIdentity identity, T message, int channelId)
- where T : struct, NetworkMessage
- {
- SendToReady(identity, message, true, channelId);
- }
- // this is like SendToReady - 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 id:" + typeof(T));
- if (identity == null || identity.observers == null || identity.observers.Count == 0)
- return;
- using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
- {
- // pack message into byte[] once
- MessagePacking.Pack(message, writer);
- ArraySegment<byte> segment = writer.ToArraySegment();
- foreach (NetworkConnection conn in identity.observers.Values)
- {
- conn.Send(segment, channelId);
- }
- NetworkDiagnostics.OnSend(message, channelId, segment.Count, identity.observers.Count);
- }
- }
- /// <summary>Send this message to the player only</summary>
- // Deprecated 2021-03-04
- [Obsolete("Use identity.connectionToClient.Send() instead! Previously Mirror needed this function internally, but not anymore.")]
- public static void SendToClientOfPlayer<T>(NetworkIdentity identity, T msg, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- if (identity != null)
- {
- identity.connectionToClient.Send(msg, channelId);
- }
- else
- {
- Debug.LogError("SendToClientOfPlayer: player has no NetworkIdentity: " + identity);
- }
- }
- // 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.activeTransport.ServerDisconnect(connectionId);
- return;
- }
- // connectionId not in use yet?
- if (connections.ContainsKey(connectionId))
- {
- Transport.activeTransport.ServerDisconnect(connectionId);
- // Debug.Log("Server connectionId " + connectionId + " already in use. kicked client:" + connectionId);
- 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.activeTransport.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 (MessagePacking.Unpack(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
- {
- // Debug.Log("Unknown message ID " + msgType + " " + this + ". May be due to no existing RegisterHandler for this message.");
- return false;
- }
- }
- else
- {
- Debug.LogError("Closed connection: " + connection + ". Invalid message header.");
- 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($"NetworkServer: received Message was too short (messages should start with message id)");
- connection.Disconnect();
- return;
- }
- // process all messages in the batch.
- // only while NOT loading a scene.
- // if we get a scene change message, then we need to stop
- // processing. otherwise we might apply them to the old scene.
- // => fixes https://github.com/vis2k/Mirror/issues/2651
- //
- // NOTE: is scene starts loading, then the rest of the batch
- // would only be processed when OnTransportData is called
- // the next time.
- // => consider moving processing to NetworkEarlyUpdate.
- while (!isLoadingScene &&
- connection.unbatcher.GetNextMessage(out NetworkReader reader, out double remoteTimestamp))
- {
- // enough to read at least header size?
- if (reader.Remaining >= MessagePacking.HeaderSize)
- {
- // make remoteTimeStamp available to the user
- connection.remoteTimeStamp = remoteTimestamp;
- // handle message
- if (!UnpackAndInvoke(connection, reader, channelId))
- break;
- }
- // otherwise disconnect
- else
- {
- Debug.LogError($"NetworkServer: received Message was too short (messages should start with message id). Disconnecting {connectionId}");
- connection.Disconnect();
- return;
- }
- }
- }
- 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);
- }
- }
- }
- static void OnError(int connectionId, Exception exception)
- {
- Debug.LogException(exception);
- // try get connection. passes null otherwise.
- connections.TryGetValue(connectionId, out NetworkConnectionToClient conn);
- OnErrorEvent?.Invoke(conn, exception);
- }
- // message handlers ////////////////////////////////////////////////////
- /// <summary>Register a handler for message type T. Most should require authentication.</summary>
- public static void RegisterHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = MessagePacking.GetId<T>();
- if (handlers.ContainsKey(msgType))
- {
- Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
- }
- handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
- }
- /// <summary>Register a handler for message type T. Most should require authentication.</summary>
- // Deprecated 2021-02-24
- [Obsolete("Use RegisterHandler(Action<NetworkConnection, T), requireAuthentication instead.")]
- public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- RegisterHandler<T>((_, value) => { handler(value); }, requireAuthentication);
- }
- /// <summary>Replace a handler for message type T. Most should require authentication.</summary>
- public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = MessagePacking.GetId<T>();
- handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
- }
- /// <summary>Replace a handler for message type T. Most should require authentication.</summary>
- public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ReplaceHandler<T>((_, value) => { handler(value); }, requireAuthentication);
- }
- /// <summary>Unregister a handler for a message type T.</summary>
- public static void UnregisterHandler<T>()
- where T : struct, NetworkMessage
- {
- ushort msgType = MessagePacking.GetId<T>();
- handlers.Remove(msgType);
- }
- /// <summary>Clears all registered message handlers.</summary>
- public static void ClearHandlers() => handlers.Clear();
- internal static bool GetNetworkIdentity(GameObject go, out NetworkIdentity identity)
- {
- identity = go.GetComponent<NetworkIdentity>();
- if (identity == null)
- {
- Debug.LogError($"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 InvalidOperatinException.
- // 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;
- }
- // Deprecated 2021-05-11
- [Obsolete("Call NetworkClient.DisconnectAll() instead")]
- public static void DisconnectAllExternalConnections() => DisconnectAll();
- // Deprecated 2021-05-11
- [Obsolete("Call NetworkClient.DisconnectAll() instead")]
- public static void DisconnectAllConnections() => DisconnectAll();
- // 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(NetworkConnection 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.hasAuthority = 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(NetworkConnection conn, GameObject player, Guid 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(NetworkConnection 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.hasAuthority = 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)
- 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(NetworkConnection conn, GameObject player, Guid 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(NetworkConnection 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(NetworkConnection conn)
- {
- if (conn.isReady)
- {
- // Debug.Log("PlayerNotReady " + 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(NetworkConnection 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(NetworkConnection conn, CommandMessage msg)
- {
- if (!NetworkIdentity.spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
- {
- Debug.LogWarning("Spawned object not found when handling Command message [netId=" + msg.netId + "]");
- return;
- }
- CommandInfo commandInfo = identity.GetCommandInfo(msg.componentIndex, msg.functionHash);
- // 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 = commandInfo.requiresAuthority;
- 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 (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(msg.payload))
- identity.HandleRemoteCall(msg.componentIndex, msg.functionHash, MirrorInvokeType.Command, networkReader, conn as NetworkConnectionToClient);
- }
- // spawning ////////////////////////////////////////////////////////////
- static ArraySegment<byte> CreateSpawnMessagePayload(bool isOwner, NetworkIdentity identity, PooledNetworkWriter ownerWriter, PooledNetworkWriter observersWriter)
- {
- // Only call OnSerializeAllSafely if there are NetworkBehaviours
- if (identity.NetworkBehaviours.Length == 0)
- {
- return default;
- }
- // serialize all components with initialState = true
- // (can be null if has none)
- identity.OnSerializeAllSafely(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.ToString("X") + " netid=" + identity.netId);
- // one writer for owner, one for observers
- using (PooledNetworkWriter ownerWriter = NetworkWriterPool.GetWriter(), observersWriter = NetworkWriterPool.GetWriter())
- {
- 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);
- }
- }
- static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
- {
- // verify if we an 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;
- }
- identity.connectionToClient = (NetworkConnectionToClient)ownerConnection;
- // special case to make sure hasAuthority is set
- // on start server in host mode
- if (ownerConnection is LocalConnectionToClient)
- identity.hasAuthority = 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, Guid assetId, NetworkConnection ownerConnection = null)
- {
- if (GetNetworkIdentity(obj, out NetworkIdentity identity))
- {
- identity.assetId = assetId;
- }
- SpawnObject(obj, ownerConnection);
- }
- internal static bool ValidateSceneObject(NetworkIdentity identity)
- {
- if (identity.gameObject.hideFlags == HideFlags.NotEditable ||
- identity.gameObject.hideFlags == HideFlags.HideAndDontSave)
- return false;
- #if UNITY_EDITOR
- if (UnityEditor.EditorUtility.IsPersistent(identity.gameObject))
- return false;
- #endif
- // If not a scene object
- return identity.sceneId != 0;
- }
- /// <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 (ValidateSceneObject(identity))
- {
- // Debug.Log("SpawnObjects sceneId:" + identity.sceneId.ToString("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 (ValidateSceneObject(identity))
- Spawn(identity.gameObject);
- }
- 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(NetworkConnection conn)
- {
- // Debug.Log("Spawning " + NetworkIdentity.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 NetworkIdentity.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.ToString("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)
- {
- // legacy system
- #pragma warning disable 618
- if (identity.visibility != null)
- {
- // call OnCheckObserver
- if (identity.visibility.OnCheckObserver(conn))
- identity.AddObserver(conn);
- }
- #pragma warning restore 618
- // new system
- else 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(NetworkConnection 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
- // NetworkConnectionn.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)
- {
- if (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);
- }
- }
- // Debug.Log("DestroyObject instance:" + identity.netId);
- NetworkIdentity.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 manually
- if (NetworkClient.active && localClientActive)
- {
- 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.hasAuthority = false;
- identity.NotifyAuthority();
- }
- // we are on the server. call OnStopServer.
- identity.OnStopServer();
- // are we supposed to GameObject.Destroy() it completely?
- if (mode == DestroyMode.Destroy)
- {
- identity.destroyCalled = true;
- UnityEngine.Object.Destroy(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
- static readonly HashSet<NetworkConnection> newObservers = new HashSet<NetworkConnection>();
- // 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)
- {
- // obsolete legacy system support (for now)
- #pragma warning disable 618
- if (identity.visibility != null)
- identity.visibility.OnRebuildObservers(newObservers, initialize);
- #pragma warning restore 618
- else
- aoi.OnRebuildObservers(identity, newObservers, initialize);
- }
- // 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 (NetworkConnection 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 (NetworkConnection 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 (NetworkConnection 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))
- {
- // obsolete legacy system support (for now)
- #pragma warning disable 618
- if (identity.visibility != null)
- identity.visibility.OnSetHostVisibility(false);
- #pragma warning restore 618
- else 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;
- // legacy proximitychecker support:
- // make sure user doesn't use both new and old system.
- #pragma warning disable 618
- if (aoi != null & identity.visibility != null)
- {
- Debug.LogError($"RebuildObservers: {identity.name} has {identity.visibility.GetType()} component but there is also a global {aoi.GetType()} component. Can't use both systems at the same time!");
- return;
- }
- #pragma warning restore 618
- // if there is no interest management system,
- // or if 'force shown' then add all connections
- #pragma warning disable 618
- if ((aoi == null && identity.visibility == null) ||
- identity.visible == Visibility.ForceShown)
- #pragma warning restore 618
- {
- 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.GetSerializationAtTick(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 clear dirty bits of all spawned entities
- static void ClearSpawnedDirtyBits()
- {
- // TODO clear dirty bits when removing the last observer instead!
- // no need to do it for ALL entities ALL the time.
- //
- // for each spawned:
- // clear dirty bits if it has no observers.
- // we did this before push->pull broadcasting so let's keep
- // doing this for now.
- foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
- {
- if (identity.observers == null || identity.observers.Count == 0)
- {
- // clear all component's dirty bits.
- // it would be spawned on new observers anyway.
- identity.ClearAllComponentsDirtyBits();
- }
- }
- }
- // 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);
- }
- // clear dirty bits only for the components that we serialized
- // DO NOT clean ALL component's dirty bits, because
- // components can have different syncIntervals and we don't
- // want to reset dirty bits for the ones that were not
- // synced yet.
- // (we serialized only the IsDirty() components, or all of
- // them if initialState. clearing the dirty ones is enough.)
- //
- // NOTE: this is what we did before push->pull
- // broadcasting. let's keep doing this for
- // feature parity to not break anyone's project.
- // TODO make this more simple / unnecessary later.
- identity.ClearDirtyComponentsDirtyBits();
- }
- // 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.");
- }
- }
- // helper function to check a connection for inactivity
- // and disconnect if necessary
- // => returns true if disconnected
- static bool DisconnectIfInactive(NetworkConnectionToClient connection)
- {
- // check for inactivity
- #pragma warning disable 618
- if (disconnectInactiveConnections &&
- !connection.IsAlive(disconnectInactiveTimeout))
- {
- Debug.LogWarning($"Disconnecting {connection} for inactivity!");
- connection.Disconnect();
- return true;
- }
- #pragma warning restore 618
- return false;
- }
- // NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
- // (we add this to the UnityEngine in NetworkLoop)
- 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)
- {
- // check for inactivity. disconnects if necessary.
- if (DisconnectIfInactive(connection))
- continue;
- // has this connection joined the world yet?
- // for each READY connection:
- // pull in UpdateVarsMessage for each entity it observes
- if (connection.isReady)
- {
- // broadcast world state to this connection
- BroadcastToConnection(connection);
- }
- // update connection to flush out batched messages
- connection.Update();
- }
- // TODO we already clear the serialized component's dirty bits above
- // might as well clear everything???
- //
- // TODO this unfortunately means we still need to iterate ALL
- // spawned and not just the ones with observers. figure
- // out a way to get rid of this.
- //
- // TODO clear dirty bits when removing the last observer instead!
- // no need to do it for ALL entities ALL the time.
- //
- ClearSpawnedDirtyBits();
- }
- // update //////////////////////////////////////////////////////////////
- // NetworkEarlyUpdate called before any Update/FixedUpdate
- // (we add this to the UnityEngine in NetworkLoop)
- internal static void NetworkEarlyUpdate()
- {
- // process all incoming messages first before updating the world
- if (Transport.activeTransport != null)
- Transport.activeTransport.ServerEarlyUpdate();
- }
- internal static void NetworkLateUpdate()
- {
- // only broadcast world if active
- if (active)
- Broadcast();
- // process all outgoing messages after updating the world
- // (even if not active. still want to process disconnects etc.)
- if (Transport.activeTransport != null)
- Transport.activeTransport.ServerLateUpdate();
- }
- // obsolete to not break people's projects. Update was public.
- // Deprecated 2021-03-02
- [Obsolete("NetworkServer.Update is now called internally from our custom update loop. No need to call Update manually anymore.")]
- public static void Update() => NetworkLateUpdate();
- }
- }
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