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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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