| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284 | 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();        }    }}
 |