fishnet installed

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2023-05-31 11:32:21 -04:00
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using System;
using UnityEngine;
namespace FishNet.Managing.Transporting
{
/// <summary>
/// When inherited from this may be used with the TransportManager to alter messages before they are sent and received.
/// </summary>
public abstract class IntermediateLayer : MonoBehaviour
{
/// <summary>
/// TransportManager associated with this script.
/// </summary>
public TransportManager TransportManager { get; private set; }
/// <summary>
/// Called when data is received.
/// </summary>
/// <param name="src">Original data.</param>
/// <param name="fromServer">True if receiving from the server, false if from a client.</param>
/// <returns>Modified data.</returns>
public abstract ArraySegment<byte> HandleIncoming(ArraySegment<byte> src, bool fromServer);
/// <summary>
/// Called when data is sent.
/// </summary>
/// <param name="src">Original data.</param>
/// <param name="toServer">True if sending to the server, false if to a client.</param>
/// <returns>Modified data.</returns>
public abstract ArraySegment<byte> HandleOutoing(ArraySegment<byte> src, bool toServer);
internal void InitializeOnce(TransportManager manager) => TransportManager = manager;
}
}

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using FishNet.Connection;
using FishNet.Transporting;
using FishNet.Utility.Performance;
using System;
using System.Collections.Generic;
using UnityEngine;
//Thanks to TiToMoskito originally creating this as a Transport.
//https://github.com/TiToMoskito/FishyLatency
namespace FishNet.Managing.Transporting
{
[System.Serializable]
public class LatencySimulator
{
#region Types.
/// <summary>
/// A message affected by latency.
/// </summary>
private struct Message
{
public readonly int ConnectionId;
public readonly byte[] Data;
public readonly int Length;
public readonly float SendTime;
public Message(int connectionId, ArraySegment<byte> segment, float latency)
{
this.ConnectionId = connectionId;
this.SendTime = (Time.unscaledTime + latency);
this.Length = segment.Count;
this.Data = ByteArrayPool.Retrieve(this.Length);
Buffer.BlockCopy(segment.Array, segment.Offset, this.Data, 0, this.Length);
}
public ArraySegment<byte> GetSegment()
{
return new ArraySegment<byte>(Data, 0, Length);
}
}
#endregion
#region Internal.
/// <summary>
/// True if latency can be simulated.
/// </summary>
internal bool CanSimulate => (GetEnabled() && (GetLatency() > 0 || GetPacketLost() > 0 || GetOutOfOrder() > 0));
#endregion
#region Serialized
[Header("Settings")]
/// <summary>
///
/// </summary>
[Tooltip("True if latency simulator is enabled.")]
[SerializeField]
private bool _enabled;
/// <summary>
/// Gets the enabled value of simulator.
/// </summary>
public bool GetEnabled() => _enabled;
/// <summary>
/// Sets the enabled value of simulator.
/// </summary>
/// <param name="value">New value.</param>
public void SetEnabled(bool value)
{
if (value == _enabled)
return;
_enabled = value;
Reset();
}
/// <summary>
///
/// </summary>
[Tooltip("True to add latency on clientHost as well.")]
[SerializeField]
private bool _simulateHost = true;
/// <summary>
/// Milliseconds to add between packets. When acting as host this value will be doubled. Added latency will be a minimum of tick rate.
/// </summary>
[Tooltip("Milliseconds to add between packets. When acting as host this value will be doubled. Added latency will be a minimum of tick rate.")]
[Range(0, 60000)]
[SerializeField]
private long _latency = 0;
/// <summary>
/// Gets the latency value.
/// </summary>
/// <returns></returns>
public long GetLatency() => _latency;
/// <summary>
/// Sets a new latency value.
/// </summary>
/// <param name="value">Latency as milliseconds.</param>
public void SetLatency(long value) => _latency = value;
[Header("Unreliable")]
/// <summary>
/// Percentage of unreliable packets which should arrive out of order.
/// </summary>
[Tooltip("Percentage of unreliable packets which should arrive out of order.")]
[Range(0f, 1f)]
[SerializeField]
private double _outOfOrder = 0;
/// <summary>
/// Out of order chance, 1f is a 100% chance to occur.
/// </summary>
/// <returns></returns>
public double GetOutOfOrder() => _outOfOrder;
/// <summary>
/// Sets out of order chance. 1f is a 100% chance to occur.
/// </summary>
/// <param name="value">New Value.</param>
public void SetOutOfOrder(double value) => _outOfOrder = value;
/// <summary>
/// Percentage of packets which should drop.
/// </summary>
[Tooltip("Percentage of packets which should drop.")]
[Range(0, 1)]
[SerializeField]
private double _packetLoss = 0;
/// <summary>
/// Gets packet loss chance. 1f is a 100% chance to occur.
/// </summary>
/// <returns></returns>
public double GetPacketLost() => _packetLoss;
/// <summary>
/// Sets packet loss chance. 1f is a 100% chance to occur.
/// </summary>
/// <param name="value">New Value.</param>
public void SetPacketLoss(double value) => _packetLoss = value;
#endregion
#region Private
/// <summary>
/// Transport to send data on.
/// </summary>
private Transport _transport;
/// <summary>
/// Reliable messages to the server.
/// </summary>
private List<Message> _toServerReliable = new List<Message>();
/// <summary>
/// Unreliable messages to the server.
/// </summary>
private List<Message> _toServerUnreliable = new List<Message>();
/// <summary>
/// Reliable messages to clients.
/// </summary>
private List<Message> _toClientReliable = new List<Message>();
/// <summary>
/// Unreliable messages to clients.
/// </summary>
private List<Message> _toClientUnreliable = new List<Message>();
/// <summary>
/// NetworkManager for this instance.
/// </summary>
private NetworkManager _networkManager;
/// <summary>
/// Used to generate chances of latency.
/// </summary>
private readonly System.Random _random = new System.Random();
#endregion
#region Initialization and Unity
public void Initialize(NetworkManager manager, Transport transport)
{
_networkManager = manager;
_transport = transport;
}
#endregion
/// <summary>
/// Stops both client and server.
/// </summary>
public void Reset()
{
bool enabled = GetEnabled();
if (_transport != null && enabled)
{
IterateAndStore(_toServerReliable);
IterateAndStore(_toServerUnreliable);
IterateAndStore(_toClientReliable);
IterateAndStore(_toClientUnreliable);
}
void IterateAndStore(List<Message> messages)
{
foreach (Message m in messages)
{
_transport.SendToServer((byte)Channel.Reliable, m.GetSegment());
ByteArrayPool.Store(m.Data);
}
}
_toServerReliable.Clear();
_toServerUnreliable.Clear();
_toClientReliable.Clear();
_toClientUnreliable.Clear();
}
/// <summary>
/// Removes pending or held packets for a connection.
/// </summary>
/// <param name="conn">Connection to remove pending packets for.</param>
public void RemovePendingForConnection(int connectionId)
{
RemoveFromCollection(_toServerUnreliable);
RemoveFromCollection(_toServerUnreliable);
RemoveFromCollection(_toClientReliable);
RemoveFromCollection(_toClientUnreliable);
void RemoveFromCollection(List<Message> c)
{
for (int i = 0; i < c.Count; i++)
{
if (c[i].ConnectionId == connectionId)
{
c.RemoveAt(i);
i--;
}
}
}
}
#region Simulation
/// <summary>
/// Returns long latency as a float.
/// </summary>
/// <param name="ms"></param>
/// <returns></returns>
private float GetLatencyAsFloat()
{
return (float)(_latency / 1000f);
}
/// <summary>
/// Adds a packet for simulation.
/// </summary>
public void AddOutgoing(byte channelId, ArraySegment<byte> segment, bool toServer = true, int connectionId = -1)
{
/* If to not simulate for host see if this packet
* should be sent normally. */
if (!_simulateHost && _networkManager != null && _networkManager.IsHost)
{
/* If going to the server and is host then
* it must be sent from clientHost. */
if (toServer)
{
_transport.SendToServer(channelId, segment);
return;
}
//Not to server, see if going to clientHost.
else
{
//If connId is the same as clientHost id.
if (_networkManager.ClientManager.Connection.ClientId == connectionId)
{
_transport.SendToClient(channelId, segment, connectionId);
return;
}
}
}
List<Message> collection;
Channel c = (Channel)channelId;
if (toServer)
collection = (c == Channel.Reliable) ? _toServerReliable : _toServerUnreliable;
else
collection = (c == Channel.Reliable) ? _toClientReliable : _toClientUnreliable;
float latency = GetLatencyAsFloat();
//If dropping check to add extra latency if reliable, or discard if not.
if (DropPacket())
{
if (c == Channel.Reliable)
{
latency += (latency * 0.3f); //add extra for resend.
}
//If not reliable then return the segment array to pool.
else
{
return;
}
}
Message msg = new Message(connectionId, segment, latency);
int count = collection.Count;
if (c == Channel.Unreliable && count > 0 && OutOfOrderPacket(c))
collection.Insert(count - 1, msg);
else
collection.Add(msg);
}
/// <summary>
/// Simulates pending outgoing packets.
/// </summary>
/// <param name="toServer">True if sending to the server.</param>
public void IterateOutgoing(bool toServer)
{
if (_transport == null)
{
Reset();
return;
}
if (toServer)
{
IterateCollection(_toServerReliable, Channel.Reliable);
IterateCollection(_toServerUnreliable, Channel.Unreliable);
}
else
{
IterateCollection(_toClientReliable, Channel.Reliable);
IterateCollection(_toClientUnreliable, Channel.Unreliable);
}
void IterateCollection(List<Message> collection, Channel channel)
{
byte cByte = (byte)channel;
float unscaledTime = Time.unscaledTime;
int count = collection.Count;
int iterations = 0;
for (int i = 0; i < count; i++)
{
Message msg = collection[i];
//Not enough time has passed.
if (unscaledTime < msg.SendTime)
break;
if (toServer)
_transport.SendToServer(cByte, msg.GetSegment());
else
_transport.SendToClient(cByte, msg.GetSegment(), msg.ConnectionId);
iterations++;
}
if (iterations > 0)
{
for (int i = 0; i < iterations; i++)
ByteArrayPool.Store(collection[i].Data);
collection.RemoveRange(0, iterations);
}
}
_transport.IterateOutgoing(toServer);
}
/// <summary>
/// Returns if a packet should drop.
/// </summary>
/// <returns></returns>
private bool DropPacket()
{
return (_packetLoss > 0d && (_random.NextDouble() < _packetLoss));
}
/// <summary>
/// Returns if a packet should be out of order.
/// </summary>
/// <param name="c"></param>
/// <returns></returns>
private bool OutOfOrderPacket(Channel c)
{
if (c == Channel.Reliable)
return false;
return (_outOfOrder > 0d && (_random.NextDouble() < _outOfOrder));
}
#endregion
}
}

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using FishNet.Serializing;
using System;
using UnityEngine;
namespace FishNet.Managing.Transporting
{
internal class SplitReader
{
#region Private.
/// <summary>
/// Tick split is for.
/// Tick must be a negative value so that it's impossible for the first tick to align.
/// </summary>
private long _tick = -1;
/// <summary>
/// Expected number of splits.
/// </summary>
private int _expectedMessages;
/// <summary>
/// Number of splits received so far.
/// </summary>
private ushort _receivedMessages;
/// <summary>
/// Writer containing split packet combined.
/// </summary>
private PooledWriter _writer = WriterPool.GetWriter();
#endregion
internal SplitReader()
{
//Increase capacity to reduce the chance of resizing.
_writer.EnsureBufferCapacity(20000);
}
/// <summary>
/// Gets split header values.
/// </summary>
internal void GetHeader(PooledReader reader, out int expectedMessages)
{
expectedMessages = reader.ReadInt32();
}
/// <summary>
/// Combines split data.
/// </summary>
internal void Write(uint tick, PooledReader reader, int expectedMessages)
{
//New tick which means new split.
if (tick != _tick)
Reset(tick, expectedMessages);
/* This is just a guess as to how large the end
* message could be. If the writer is not the minimum
* of this length then resize it. */
int estimatedBufferSize = (expectedMessages * 1500);
if (_writer.Capacity < estimatedBufferSize)
_writer.EnsureBufferCapacity(estimatedBufferSize);
/* Empty remainder of reader into the writer.
* It does not matter if parts of the reader
* contain data added after the split because
* once the split is fully combined the data
* is parsed as though it came in as one message,
* which is how data is normally read. */
ArraySegment<byte> data = reader.ReadArraySegment(reader.Remaining);
_writer.WriteArraySegment(data);
_receivedMessages++;
}
/// <summary>
/// Returns if all split messages have been received.
/// </summary>
/// <returns></returns>
internal ArraySegment<byte> GetFullMessage()
{
if (_receivedMessages < _expectedMessages)
{
return default(ArraySegment<byte>);
}
else
{
ArraySegment<byte> segment = _writer.GetArraySegment();
Reset();
return segment;
}
}
private void Reset(uint tick = 0, int expectedMessages = 0)
{
_tick = tick;
_receivedMessages = 0;
_expectedMessages = expectedMessages;
_writer.Reset();
}
}
}

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using FishNet.Transporting;
using FishNet.Transporting.Multipass;
using UnityEngine;
namespace FishNet.Managing.Transporting
{
/// <summary>
/// Communicates with the Transport to send and receive data.
/// </summary>
public sealed partial class TransportManager : MonoBehaviour
{
#region Public.
/// <summary>
/// Returns IsLocalTransport for the current transport.
/// </summary>
public bool IsLocalTransport(int connectionId) => (Transport == null) ? false : Transport.IsLocalTransport(connectionId);
#endregion
/// <summary>
/// Gets transport on index.
/// Commonly index will be 0 unless using Multipass.
/// </summary>
/// <returns></returns>
public Transport GetTransport(int index)
{
//If using multipass try to find the correct transport.
if (Transport is Multipass mp)
{
return mp.GetTransport(index);
}
//Not using multipass.
else
{
return Transport;
}
}
/// <summary>
/// Gets transport of type T.
/// </summary>
/// <returns>Returns the found transport which is of type T. Returns default of T if not found.</returns>
public T GetTransport<T>() where T : Transport
{
//If using multipass try to find the correct transport.
if (Transport is Multipass mp)
{
if (typeof(T) == typeof(Multipass))
return (T)(object)mp;
else
return mp.GetTransport<T>();
}
//Not using multipass.
else
{
if (Transport.GetType() == typeof(T))
return (T)(object)Transport;
else
return default(T);
}
}
}
}

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using FishNet.Connection;
using FishNet.Managing.Timing;
using FishNet.Serializing;
using FishNet.Transporting;
using FishNet.Transporting.Multipass;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Managing.Transporting
{
/// <summary>
/// Communicates with the Transport to send and receive data.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/TransportManager")]
public sealed partial class TransportManager : MonoBehaviour
{
#region Types.
private struct DisconnectingClient
{
public uint Tick;
public NetworkConnection Connection;
public DisconnectingClient(uint tick, NetworkConnection connection)
{
Tick = tick;
Connection = connection;
}
}
#endregion
#region Public.
/// <summary>
/// Called before IterateOutgoing has started.
/// </summary>
internal event Action OnIterateOutgoingStart;
/// <summary>
/// Called after IterateOutgoing has completed.
/// </summary>
internal event Action OnIterateOutgoingEnd;
/// <summary>
/// Called before IterateIncoming has started. True for on server, false for on client.
/// </summary>
internal event Action<bool> OnIterateIncomingStart;
/// <summary>
/// Called after IterateIncoming has completed. True for on server, false for on client.
/// </summary>
internal event Action<bool> OnIterateIncomingEnd;
/// <summary>
/// The current Transport being used.
/// </summary>
[Tooltip("The current Transport being used.")]
public Transport Transport;
#endregion
#region Serialized.
/// <summary>
/// Layer used to modify data before it is sent or received.
/// </summary>
[Tooltip("Layer used to modify data before it is sent or received.")]
[SerializeField]
private IntermediateLayer _intermediateLayer;
/// <summary>
///
/// </summary>
[Tooltip("Latency simulation settings.")]
[SerializeField]
private LatencySimulator _latencySimulator = new LatencySimulator();
/// <summary>
/// Latency simulation settings.
/// </summary>
public LatencySimulator LatencySimulator
{
get
{
//Shouldn't ever be null unless the user nullifies it.
if (_latencySimulator == null)
_latencySimulator = new LatencySimulator();
return _latencySimulator;
}
}
#endregion
#region Private.
/// <summary>
/// NetworkConnections on the server which have to send data to clients.
/// </summary>
private List<NetworkConnection> _dirtyToClients = new List<NetworkConnection>();
/// <summary>
/// PacketBundles to send to the server.
/// </summary>
private List<PacketBundle> _toServerBundles = new List<PacketBundle>();
/// <summary>
/// NetworkManager handling this TransportManager.
/// </summary>
private NetworkManager _networkManager;
/// <summary>
/// Clients which are pending disconnects.
/// </summary>
private List<DisconnectingClient> _disconnectingClients = new List<DisconnectingClient>();
/// <summary>
/// Lowest MTU of all transports for channels.
/// </summary>
private int[] _lowestMtu;
#endregion
#region Consts.
/// <summary>
/// Number of bytes sent for PacketId.
/// </summary>
public const byte PACKET_ID_BYTES = 2;
/// <summary>
/// Number of bytes sent for ObjectId.
/// </summary>
public const byte OBJECT_ID_BYTES = 2;
/// <summary>
/// Number of bytes sent for ComponentIndex.
/// </summary>
public const byte COMPONENT_INDEX_BYTES = 1;
/// <summary>
/// Number of bytes sent for Tick.
/// </summary>
public const byte TICK_BYTES = 4;
/// <summary>
/// Number of bytes sent to indicate split count.
/// </summary>
private const byte SPLIT_COUNT_BYTES = 4;
/// <summary>
/// Number of bytes required for split data.
/// </summary>
public const byte SPLIT_INDICATOR_SIZE = (PACKET_ID_BYTES + SPLIT_COUNT_BYTES);
/// <summary>
/// Number of channels supported.
/// </summary>
public const byte CHANNEL_COUNT = 2;
#endregion
/// <summary>
/// Initializes this script for use.
/// </summary>
internal void InitializeOnce_Internal(NetworkManager manager)
{
_networkManager = manager;
/* If transport isn't specified then add default
* transport. */
if (Transport == null && !gameObject.TryGetComponent<Transport>(out Transport))
Transport = gameObject.AddComponent<FishNet.Transporting.Tugboat.Tugboat>();
Transport.Initialize(_networkManager, 0);
//Cache lowest Mtus.
_lowestMtu = new int[CHANNEL_COUNT];
for (byte i = 0; i < CHANNEL_COUNT; i++)
_lowestMtu[i] = GetLowestMTU(i);
InitializeToServerBundles();
if (_intermediateLayer != null)
_intermediateLayer.InitializeOnce(this);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
_latencySimulator.Initialize(manager, Transport);
#endif
}
/// <summary>
/// Sets a connection from server to client dirty.
/// </summary>
/// <param name="conn"></param>
internal void ServerDirty(NetworkConnection conn)
{
_dirtyToClients.Add(conn);
}
/// <summary>
/// Initializes ToServerBundles for use.
/// </summary>
private void InitializeToServerBundles()
{
/* For ease of use FishNet will always have
* only two channels, reliable and unreliable.
* Even if the transport only supports reliable
* also setup for unreliable. */
for (byte i = 0; i < CHANNEL_COUNT; i++)
{
int mtu = GetLowestMTU(i);
_toServerBundles.Add(new PacketBundle(_networkManager, mtu));
}
}
#region GetMTU.
/* Returned MTUs are always -1 to allow an extra byte
* to specify channel where certain transports do
* not allow or provide channel information. */
/// <summary>
/// Returns the lowest MTU for a channel. When using multipass this will evaluate all transports within Multipass.
/// </summary>
/// <param name="channel"></param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetLowestMTU(byte channel)
{
//Use cached if available.
if (_lowestMtu[channel] > 0)
return _lowestMtu[channel];
if (Transport is Multipass mp)
{
int? lowestMtu = null;
foreach (Transport t in mp.Transports)
{
int thisMtu = t.GetMTU(channel);
if (lowestMtu == null || thisMtu < lowestMtu.Value)
lowestMtu = thisMtu;
}
//If lowest was not changed return unset.
if (lowestMtu == null)
{
return -1;
}
else
{
int mtu = lowestMtu.Value;
if (mtu >= 0)
mtu -= 1;
return mtu;
}
}
else
{
return GetMTU(channel);
}
}
/// <summary>
/// Gets MTU on the current transport for channel.
/// </summary>
/// <param name="channel">Channel to get MTU of.</param>
/// <returns></returns>
public int GetMTU(byte channel)
{
int mtu = Transport.GetMTU(channel);
if (mtu >= 0)
mtu -= 1;
return mtu;
}
/// <summary>
/// Gets MTU on the transportIndex for channel. This requires use of Multipass.
/// </summary>
/// <param name="transportIndex">Index of the transport to get the MTU on.</param>
/// <param name="channel">Channel to get MTU of.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetMTU(int transportIndex, byte channel)
{
if (Transport is Multipass mp)
{
int mtu = mp.GetMTU(channel, transportIndex);
if (mtu >= 0)
mtu -= 1;
return mtu;
}
//Using first/only transport.
else if (transportIndex == 0)
{
return GetMTU(channel);
}
//Unhandled.
else
{
_networkManager.LogWarning($"MTU cannot be returned with transportIndex because {typeof(Multipass).Name} is not in use.");
return -1;
}
}
/// <summary>
/// Gets MTU on the transport type for channel. This requires use of Multipass.
/// </summary>
/// <typeparam name="T">Tyep of transport to use.</typeparam>
/// <param name="channel">Channel to get MTU of.</param>
/// <returns></returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public int GetMTU<T>(byte channel) where T : Transport
{
Transport transport = GetTransport<T>();
if (transport != null)
{
int mtu = transport.GetMTU(channel);
if (mtu >= 0)
mtu -= 1;
return mtu;
}
//Fall through.
return -1;
}
#endregion
/// <summary>
/// Passes received to the intermediate layer.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal ArraySegment<byte> ProcessIntermediateIncoming(ArraySegment<byte> src, bool fromServer)
{
return (_intermediateLayer == null) ? src : _intermediateLayer.HandleIncoming(src, fromServer);
}
/// <summary>
/// Passes sent to the intermediate layer.
/// </summary>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private ArraySegment<byte> ProcessIntermediateOutgoing(ArraySegment<byte> src, bool toServer)
{
return (_intermediateLayer == null) ? src : _intermediateLayer.HandleOutoing(src, toServer);
}
/// <summary>
/// Sends data to a client.
/// </summary>
/// <param name="channelId">Channel to send on.</param>
/// <param name="segment">Data to send.</param>
/// <param name="connection">Connection to send to. Use null for all clients.</param>
/// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void SendToClient(byte channelId, ArraySegment<byte> segment, NetworkConnection connection, bool splitLargeMessages = true)
{
segment = ProcessIntermediateOutgoing(segment, false);
SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
SendToClient_Internal(channelId, segment, connection, requiredSplitMessages, maxSplitMessageSize);
}
private void SendToClient_Internal(byte channelId, ArraySegment<byte> segment, NetworkConnection connection, int requiredSplitMessages, int maxSplitMessageSize)
{
if (connection == null)
return;
if (requiredSplitMessages > 1)
SendSplitData(connection, ref segment, requiredSplitMessages, maxSplitMessageSize);
else
connection.SendToClient(channelId, segment);
}
/// <summary>
/// Sends data to observers.
/// </summary>
/// <param name="channelId"></param>
/// <param name="segment"></param>
/// <param name="observers"></param>
/// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
internal void SendToClients(byte channelId, ArraySegment<byte> segment, HashSet<NetworkConnection> observers, HashSet<NetworkConnection> excludedConnections = null, bool splitLargeMessages = true)
{
segment = ProcessIntermediateOutgoing(segment, false);
SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
SendToClients_Internal(channelId, segment, observers, excludedConnections, requiredSplitMessages, maxSplitMessageSize);
}
private void SendToClients_Internal(byte channelId, ArraySegment<byte> segment, HashSet<NetworkConnection> observers, HashSet<NetworkConnection> excludedConnections, int requiredSplitMessages, int maxSplitMessageSize)
{
if (excludedConnections == null || excludedConnections.Count == 0)
{
foreach (NetworkConnection conn in observers)
SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
}
else
{
foreach (NetworkConnection conn in observers)
{
if (excludedConnections.Contains(conn))
continue;
SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
}
}
}
/// <summary>
/// Sends data to all clients.
/// </summary>
/// <param name="channelId">Channel to send on.</param>
/// <param name="segment">Data to send.</param>
/// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void SendToClients(byte channelId, ArraySegment<byte> segment, bool splitLargeMessages = true)
{
segment = ProcessIntermediateOutgoing(segment, false);
SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
SendToClients_Internal(channelId, segment, requiredSplitMessages, maxSplitMessageSize);
}
private void SendToClients_Internal(byte channelId, ArraySegment<byte> segment, int requiredSplitMessages, int maxSplitMessageSize)
{
/* Rather than buffer the message once and send to every client
* it must be queued into every client. This ensures clients
* receive the message in order of other packets being
* delivered to them. */
foreach (NetworkConnection conn in _networkManager.ServerManager.Clients.Values)
SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
}
/// <summary>
/// Sends data to the server.
/// </summary>
/// <param name="channelId">Channel to send on.</param>
/// <param name="segment">Data to send.</param>
/// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal void SendToServer(byte channelId, ArraySegment<byte> segment, bool splitLargeMessages = true)
{
segment = ProcessIntermediateOutgoing(segment, true);
SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
SendToServer_Internal(channelId, segment, requiredSplitMessages, maxSplitMessageSize);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void SendToServer_Internal(byte channelId, ArraySegment<byte> segment, int requiredSplitMessages, int maxSplitMessageSize)
{
if (channelId >= _toServerBundles.Count)
channelId = (byte)Channel.Reliable;
if (requiredSplitMessages > 1)
SendSplitData(null, ref segment, requiredSplitMessages, maxSplitMessageSize);
else
_toServerBundles[channelId].Write(segment);
}
#region Splitting.
/// <summary>
/// Checks if a message can be split and outputs split information if so.
/// </summary>
private void SetSplitValues(byte channelId, ArraySegment<byte> segment, bool split, out int requiredSplitMessages, out int maxSplitMessageSize)
{
if (!split)
{
requiredSplitMessages = 0;
maxSplitMessageSize = 0;
}
else
{
SplitRequired(channelId, segment.Count, out requiredSplitMessages, out maxSplitMessageSize);
}
}
/// <summary>
/// True if data must be split.
/// </summary>
/// <param name="channelId"></param>
/// <param name="segmentSize"></param>
/// <returns></returns>
private bool SplitRequired(byte channelId, int segmentSize, out int requiredMessages, out int maxMessageSize)
{
maxMessageSize = GetLowestMTU(channelId) - (TransportManager.TICK_BYTES + SPLIT_INDICATOR_SIZE);
requiredMessages = Mathf.CeilToInt((float)segmentSize / maxMessageSize);
return (requiredMessages > 1);
}
/// <summary>
/// Splits data going to which is too large to fit within the transport MTU.
/// </summary>
/// <param name="conn">Connection to send to. If null data will be sent to the server.</param>
/// <returns>True if data was sent split.</returns>
private void SendSplitData(NetworkConnection conn, ref ArraySegment<byte> segment, int requiredMessages, int maxMessageSize)
{
if (requiredMessages <= 1)
{
_networkManager.LogError($"SendSplitData was called with {requiredMessages} required messages. This method should only be called if messages must be split into 2 pieces or more.");
return;
}
byte channelId = (byte)Channel.Reliable;
PooledWriter headerWriter = WriterPool.GetWriter();
headerWriter.WritePacketId(PacketId.Split);
headerWriter.WriteInt32(requiredMessages);
ArraySegment<byte> headerSegment = headerWriter.GetArraySegment();
int writeIndex = 0;
bool firstWrite = true;
//Send to connection until everything is written.
while (writeIndex < segment.Count)
{
int headerReduction = 0;
if (firstWrite)
{
headerReduction = headerSegment.Count;
firstWrite = false;
}
int chunkSize = Mathf.Min(segment.Count - writeIndex - headerReduction, maxMessageSize);
//Make a new array segment for the chunk that is getting split.
ArraySegment<byte> splitSegment = new ArraySegment<byte>(
segment.Array, segment.Offset + writeIndex, chunkSize);
//If connection is specified then it's going to a client.
if (conn != null)
{
conn.SendToClient(channelId, headerSegment, true);
conn.SendToClient(channelId, splitSegment);
}
//Otherwise it's going to the server.
else
{
_toServerBundles[channelId].Write(headerSegment, true);
_toServerBundles[channelId].Write(splitSegment, false);
}
writeIndex += chunkSize;
}
headerWriter.Dispose();
}
#endregion
/// <summary>
/// Processes data received by the socket.
/// </summary>
/// <param name="server">True to process data received on the server.</param>
internal void IterateIncoming(bool server)
{
OnIterateIncomingStart?.Invoke(server);
Transport.IterateIncoming(server);
OnIterateIncomingEnd?.Invoke(server);
}
/// <summary>
/// Processes data to be sent by the socket.
/// </summary>
/// <param name="toServer">True to process data received on the server.</param>
internal void IterateOutgoing(bool toServer)
{
OnIterateOutgoingStart?.Invoke();
int channelCount = CHANNEL_COUNT;
ulong sentBytes = 0;
#if UNITY_EDITOR || DEVELOPMENT_BUILD
bool latencySimulatorEnabled = LatencySimulator.CanSimulate;
#endif
/* If sending to the client. */
if (!toServer)
{
TimeManager tm = _networkManager.TimeManager;
uint localTick = tm.LocalTick;
//Write any dirty syncTypes.
_networkManager.ServerManager.Objects.WriteDirtySyncTypes();
int dirtyCount = _dirtyToClients.Count;
//Run through all dirty connections to send data to.
for (int z = 0; z < dirtyCount; z++)
{
NetworkConnection conn = _dirtyToClients[z];
if (conn == null || !conn.IsValid)
continue;
//Get packets for every channel.
for (byte channel = 0; channel < channelCount; channel++)
{
if (conn.GetPacketBundle(channel, out PacketBundle pb))
{
for (int i = 0; i < pb.WrittenBuffers; i++)
{
//Length should always be more than 0 but check to be safe.
if (pb.GetBuffer(i, out ByteBuffer bb))
{
ArraySegment<byte> segment = new ArraySegment<byte>(bb.Data, 0, bb.Length);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
if (latencySimulatorEnabled)
_latencySimulator.AddOutgoing(channel, segment, false, conn.ClientId);
else
#endif
Transport.SendToClient(channel, segment, conn.ClientId);
sentBytes += (ulong)segment.Count;
}
}
pb.Reset();
}
}
/* When marked as disconnecting data will still be sent
* this iteration but the connection will be marked as invalid.
* This will prevent future data from going out/coming in.
* Also the connection will be added to a disconnecting collection
* so it will it disconnected briefly later to allow data from
* this tick to send. */
if (conn.Disconnecting)
{
uint requiredTicks = tm.TimeToTicks(0.1d, TickRounding.RoundUp);
/* Require 100ms or 2 ticks to pass
* before disconnecting to allow for the
* higher chance of success that remaining
* data is sent. */
requiredTicks = Math.Max(requiredTicks, 2);
_disconnectingClients.Add(new DisconnectingClient(requiredTicks + localTick, conn));
}
conn.ResetServerDirty();
}
//Iterate disconnects.
for (int i = 0; i < _disconnectingClients.Count; i++)
{
DisconnectingClient dc = _disconnectingClients[i];
if (localTick >= dc.Tick)
{
_networkManager.TransportManager.Transport.StopConnection(dc.Connection.ClientId, true);
_disconnectingClients.RemoveAt(i);
i--;
}
}
_networkManager.StatisticsManager.NetworkTraffic.LocalServerSentData(sentBytes);
if (dirtyCount == _dirtyToClients.Count)
_dirtyToClients.Clear();
else if (dirtyCount > 0)
_dirtyToClients.RemoveRange(0, dirtyCount);
}
/* If sending to the server. */
else
{
for (byte channel = 0; channel < channelCount; channel++)
{
if (PacketBundle.GetPacketBundle(channel, _toServerBundles, out PacketBundle pb))
{
for (int i = 0; i < pb.WrittenBuffers; i++)
{
if (pb.GetBuffer(i, out ByteBuffer bb))
{
ArraySegment<byte> segment = new ArraySegment<byte>(bb.Data, 0, bb.Length);
#if UNITY_EDITOR || DEVELOPMENT_BUILD
if (latencySimulatorEnabled)
_latencySimulator.AddOutgoing(channel, segment);
else
#endif
Transport.SendToServer(channel, segment);
sentBytes += (ulong)segment.Count;
}
}
pb.Reset();
}
}
_networkManager.StatisticsManager.NetworkTraffic.LocalClientSentData(sentBytes);
}
#if UNITY_EDITOR || DEVELOPMENT_BUILD
if (latencySimulatorEnabled)
_latencySimulator.IterateOutgoing(toServer);
#endif
Transport.IterateOutgoing(toServer);
OnIterateOutgoingEnd?.Invoke();
}
#region Editor.
#if UNITY_EDITOR
private void OnValidate()
{
if (Transport == null)
Transport = GetComponent<Transport>();
/* Update enabled state to force a reset if needed.
* This may be required if the user checked the enabled
* tick box at runtime. If enabled value didn't change
* then the Get will be the same as the Set and nothing
* will happen. */
_latencySimulator.SetEnabled(_latencySimulator.GetEnabled());
}
#endif
#endregion
}
}

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