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