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station_obscurum_unity/Assets/FishNet/Runtime/Managing/Client/ClientManager.cs

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2023-05-31 17:32:21 +02:00
using FishNet.Connection;
using FishNet.Managing.Debugging;
using FishNet.Managing.Logging;
using FishNet.Managing.Server;
using FishNet.Managing.Transporting;
using FishNet.Serializing;
using FishNet.Transporting;
using FishNet.Utility.Extension;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Managing.Client
{
/// <summary>
/// A container for local client data and actions.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("FishNet/Manager/ClientManager")]
public sealed partial class ClientManager : MonoBehaviour
{
#region Public.
/// <summary>
/// Called after local client has authenticated.
/// </summary>
public event Action OnAuthenticated;
/// <summary>
/// Called after the local client connection state changes.
/// </summary>
public event Action<ClientConnectionStateArgs> OnClientConnectionState;
/// <summary>
/// Called when a client other than self connects.
/// This is only available when using ServerManager.ShareIds.
/// </summary>
public event Action<RemoteConnectionStateArgs> OnRemoteConnectionState;
/// <summary>
/// True if the client connection is connected to the server.
/// </summary>
public bool Started { get; private set; }
/// <summary>
/// NetworkConnection the local client is using to send data to the server.
/// </summary>
public NetworkConnection Connection = NetworkManager.EmptyConnection;
/// <summary>
/// Handling and information for objects known to the local client.
/// </summary>
public ClientObjects Objects { get; private set; }
/// <summary>
/// All currently connected clients. This field only contains data while ServerManager.ShareIds is enabled.
/// </summary>
public Dictionary<int, NetworkConnection> Clients = new Dictionary<int, NetworkConnection>();
/// <summary>
/// NetworkManager for client.
/// </summary>
[HideInInspector]
public NetworkManager NetworkManager { get; private set; }
#endregion
#region Serialized.
/// <summary>
/// True to automatically set the frame rate when the client connects.
/// </summary>
[Tooltip("True to automatically set the frame rate when the client connects.")]
[SerializeField]
private bool _changeFrameRate = true;
/// <summary>
///
/// </summary>
[Tooltip("Maximum frame rate the client may run at. When as host this value runs at whichever is higher between client and server.")]
[Range(1, NetworkManager.MAXIMUM_FRAMERATE)]
[SerializeField]
private ushort _frameRate = NetworkManager.MAXIMUM_FRAMERATE;
/// <summary>
/// Maximum frame rate the client may run at. When as host this value runs at whichever is higher between client and server.
/// </summary>
internal ushort FrameRate => (_changeFrameRate) ? _frameRate : (ushort)0;
#endregion
#region Private.
/// <summary>
/// Used to read splits.
/// </summary>
private SplitReader _splitReader = new SplitReader();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
/// <summary>
/// Logs data about parser to help debug.
/// </summary>
private ParseLogger _parseLogger = new ParseLogger();
#endif
#endregion
private void OnDestroy()
{
Objects?.SubscribeToSceneLoaded(false);
}
/// <summary>
/// Initializes this script for use.
/// </summary>
/// <param name="manager"></param>
internal void InitializeOnce_Internal(NetworkManager manager)
{
NetworkManager = manager;
Objects = new ClientObjects(manager);
Objects.SubscribeToSceneLoaded(true);
/* Unsubscribe before subscribing.
* Shouldn't be an issue but better safe than sorry. */
SubscribeToEvents(false);
SubscribeToEvents(true);
//Listen for client connections from server.
RegisterBroadcast<ClientConnectionChangeBroadcast>(OnClientConnectionBroadcast);
RegisterBroadcast<ConnectedClientsBroadcast>(OnConnectedClientsBroadcast);
}
/// <summary>
/// Called when the server sends a connection state change for any client.
/// </summary>
/// <param name="args"></param>
private void OnClientConnectionBroadcast(ClientConnectionChangeBroadcast args)
{
//If connecting invoke after added to clients, otherwise invoke before removed.
RemoteConnectionStateArgs rcs = new RemoteConnectionStateArgs((args.Connected) ? RemoteConnectionState.Started : RemoteConnectionState.Stopped, args.Id, -1);
if (args.Connected)
{
Clients[args.Id] = new NetworkConnection(NetworkManager, args.Id, false);
OnRemoteConnectionState?.Invoke(rcs);
}
else
{
OnRemoteConnectionState?.Invoke(rcs);
if (Clients.TryGetValue(args.Id, out NetworkConnection c))
{
c.Dispose();
Clients.Remove(args.Id);
}
}
}
/// <summary>
/// Called when the server sends all currently connected clients.
/// </summary>
/// <param name="args"></param>
private void OnConnectedClientsBroadcast(ConnectedClientsBroadcast args)
{
NetworkManager.ClearClientsCollection(Clients);
List<int> collection = args.ListCache.Collection;// args.Ids;
//No connected clients except self.
if (collection == null)
return;
int count = collection.Count;
for (int i = 0; i < count; i++)
{
int id = collection[i];
Clients[id] = new NetworkConnection(NetworkManager, id, false);
}
}
/// <summary>
/// Changes subscription status to transport.
/// </summary>
/// <param name="subscribe"></param>
private void SubscribeToEvents(bool subscribe)
{
if (NetworkManager == null || NetworkManager.TransportManager == null || NetworkManager.TransportManager.Transport == null)
return;
if (subscribe)
{
NetworkManager.TransportManager.OnIterateIncomingEnd += TransportManager_OnIterateIncomingEnd;
NetworkManager.TransportManager.Transport.OnClientReceivedData += Transport_OnClientReceivedData;
NetworkManager.TransportManager.Transport.OnClientConnectionState += Transport_OnClientConnectionState;
}
else
{
NetworkManager.TransportManager.OnIterateIncomingEnd -= TransportManager_OnIterateIncomingEnd;
NetworkManager.TransportManager.Transport.OnClientReceivedData -= Transport_OnClientReceivedData;
NetworkManager.TransportManager.Transport.OnClientConnectionState -= Transport_OnClientConnectionState;
}
}
/// <summary>
/// Stops the local client connection.
/// </summary>
public void StopConnection()
{
NetworkManager.TransportManager.Transport.StopConnection(false);
}
/// <summary>
/// Starts the local client connection.
/// </summary>
public void StartConnection()
{
NetworkManager.TransportManager.Transport.StartConnection(false);
}
/// <summary>
/// Sets the transport address and starts the local client connection.
/// </summary>
public void StartConnection(string address)
{
StartConnection(address, NetworkManager.TransportManager.Transport.GetPort());
}
/// <summary>
/// Sets the transport address and port, and starts the local client connection.
/// </summary>
public void StartConnection(string address, ushort port)
{
NetworkManager.TransportManager.Transport.SetClientAddress(address);
NetworkManager.TransportManager.Transport.SetPort(port);
StartConnection();
}
/// <summary>
/// Called when a connection state changes for the local client.
/// </summary>
/// <param name="args"></param>
private void Transport_OnClientConnectionState(ClientConnectionStateArgs args)
{
LocalConnectionState state = args.ConnectionState;
Started = (state == LocalConnectionState.Started);
Objects.OnClientConnectionState(args);
//Clear connection after so objects can update using current Connection value.
if (!Started)
{
Connection = NetworkManager.EmptyConnection;
NetworkManager.ClearClientsCollection(Clients);
}
if (NetworkManager.CanLog(LoggingType.Common))
{
Transport t = NetworkManager.TransportManager.GetTransport(args.TransportIndex);
string tName = (t == null) ? "Unknown" : t.GetType().Name;
Debug.Log($"Local client is {state.ToString().ToLower()} for {tName}.");
}
NetworkManager.UpdateFramerate();
OnClientConnectionState?.Invoke(args);
}
/// <summary>
/// Called when a socket receives data.
/// </summary>
private void Transport_OnClientReceivedData(ClientReceivedDataArgs args)
{
args.Data = NetworkManager.TransportManager.ProcessIntermediateIncoming(args.Data, true);
ParseReceived(args);
}
/// <summary>
/// Called after IterateIncoming has completed.
/// </summary>
private void TransportManager_OnIterateIncomingEnd(bool server)
{
/* Should the last packet received be a spawn or despawn
* then the cache won't yet be iterated because it only
* iterates when a packet is anything but those two. Because
* of such if any object caches did come in they must be iterated
* at the end of the incoming cycle. This isn't as clean as I'd
* like but it does ensure there will be no missing network object
* references on spawned objects. */
if (Started && !server)
Objects.IterateObjectCache();
}
/// <summary>
/// Parses received data.
/// </summary>
private void ParseReceived(ClientReceivedDataArgs args)
{
#if UNITY_EDITOR || DEVELOPMENT_BUILD
_parseLogger.Reset();
#endif
ArraySegment<byte> segment = args.Data;
NetworkManager.StatisticsManager.NetworkTraffic.LocalClientReceivedData((ulong)segment.Count);
if (segment.Count <= TransportManager.TICK_BYTES)
return;
PacketId packetId = PacketId.Unset;
#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
try
{
#endif
using (PooledReader reader = ReaderPool.GetReader(segment, NetworkManager))
{
NetworkManager.TimeManager.LastPacketTick = reader.ReadUInt32(AutoPackType.Unpacked);
/* This is a special condition where a message may arrive split.
* When this occurs buffer each packet until all packets are
* received. */
if (reader.PeekPacketId() == PacketId.Split)
{
//Skip packetId.
reader.ReadPacketId();
int expectedMessages;
_splitReader.GetHeader(reader, out expectedMessages);
_splitReader.Write(NetworkManager.TimeManager.LastPacketTick, reader, expectedMessages);
/* If fullMessage returns 0 count then the split
* has not written fully yet. Otherwise, if there is
* data within then reinitialize reader with the
* full message. */
ArraySegment<byte> fullMessage = _splitReader.GetFullMessage();
if (fullMessage.Count == 0)
return;
//Initialize reader with full message.
reader.Initialize(fullMessage, NetworkManager);
}
while (reader.Remaining > 0)
{
packetId = reader.ReadPacketId();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
_parseLogger.AddPacket(packetId);
#endif
bool spawnOrDespawn = (packetId == PacketId.ObjectSpawn || packetId == PacketId.ObjectDespawn);
/* Length of data. Only available if using unreliable. Unreliable packets
* can arrive out of order which means object orientated messages such as RPCs may
* arrive after the object for which they target has already been destroyed. When this happens
* on lesser solutions they just dump the entire packet. However, since FishNet batches data.
* it's very likely a packet will contain more than one packetId. With this mind, length is
* sent as well so if any reason the data does have to be dumped it will only be dumped for
* that single packetId but not the rest. Broadcasts don't need length either even if unreliable
* because they are not object bound. */
//Is spawn or despawn; cache packet.
if (spawnOrDespawn)
{
if (packetId == PacketId.ObjectSpawn)
Objects.CacheSpawn(reader);
else if (packetId == PacketId.ObjectDespawn)
Objects.CacheDespawn(reader);
}
//Not spawn or despawn.
else
{
/* Iterate object cache should any of the
* incoming packets rely on it. Objects
* in cache will always be received before any messages
* that use them. */
Objects.IterateObjectCache();
//Then process packet normally.
if ((ushort)packetId >= NetworkManager.StartingRpcLinkIndex)
{
Objects.ParseRpcLink(reader, (ushort)packetId, args.Channel);
}
else if (packetId == PacketId.Reconcile)
{
Objects.ParseReconcileRpc(reader, args.Channel);
}
else if (packetId == PacketId.ObserversRpc)
{
Objects.ParseObserversRpc(reader, args.Channel);
}
else if (packetId == PacketId.TargetRpc)
{
Objects.ParseTargetRpc(reader, args.Channel);
}
else if (packetId == PacketId.Broadcast)
{
ParseBroadcast(reader, args.Channel);
}
else if (packetId == PacketId.PingPong)
{
ParsePingPong(reader);
}
else if (packetId == PacketId.SyncVar)
{
Objects.ParseSyncType(reader, false, args.Channel);
}
else if (packetId == PacketId.SyncObject)
{
Objects.ParseSyncType(reader, true, args.Channel);
}
else if (packetId == PacketId.PredictedSpawnResult)
{
Objects.ParsePredictedSpawnResult(reader);
}
else if (packetId == PacketId.TimingUpdate)
{
NetworkManager.TimeManager.ParseTimingUpdate();
}
else if (packetId == PacketId.OwnershipChange)
{
Objects.ParseOwnershipChange(reader);
}
else if (packetId == PacketId.Authenticated)
{
ParseAuthenticated(reader);
}
else if (packetId == PacketId.Disconnect)
{
reader.Clear();
StopConnection();
}
else
{
NetworkManager.LogError($"Client received an unhandled PacketId of {(ushort)packetId}. Remaining data has been purged.");
#if UNITY_EDITOR || DEVELOPMENT_BUILD
_parseLogger.Print(NetworkManager);
#endif
return;
}
}
}
/* Iterate cache when reader is emptied.
* This is incase the last packet received
* was a spawned, which wouldn't trigger
* the above iteration. There's no harm
* in doing this check multiple times as there's
* an exit early check. */
Objects.IterateObjectCache();
}
#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
}
catch (Exception e)
{
if (NetworkManager.CanLog(LoggingType.Error))
Debug.LogError($"Client encountered an error while parsing data for packetId {packetId}. Message: {e.Message}.");
}
#endif
}
/// <summary>
/// Parses a PingPong packet.
/// </summary>
/// <param name="reader"></param>
private void ParsePingPong(PooledReader reader)
{
uint clientTick = reader.ReadUInt32(AutoPackType.Unpacked);
NetworkManager.TimeManager.ModifyPing(clientTick);
}
/// <summary>
/// Parses a received connectionId. This is received before client receives connection state change.
/// </summary>
/// <param name="reader"></param>
private void ParseAuthenticated(PooledReader reader)
{
NetworkManager networkManager = NetworkManager;
int connectionId = reader.ReadNetworkConnectionId();
//If only a client then make a new connection.
if (!networkManager.IsServer)
{
Clients.TryGetValueIL2CPP(connectionId, out Connection);
}
/* If also the server then use the servers connection
* for the connectionId. This is to resolve host problems
* where LocalConnection for client differs from the server Connection
* reference, which results in different field values. */
else
{
if (networkManager.ServerManager.Clients.TryGetValueIL2CPP(connectionId, out NetworkConnection conn))
{
Connection = conn;
}
else
{
networkManager.LogError($"Unable to lookup LocalConnection for {connectionId} as host.");
Connection = new NetworkConnection(networkManager, connectionId, false);
}
}
//If predicted spawning is enabled also get reserved Ids.
if (NetworkManager.PredictionManager.GetAllowPredictedSpawning())
{
byte count = reader.ReadByte();
Queue<int> q = Connection.PredictedObjectIds;
for (int i = 0; i < count; i++)
q.Enqueue(reader.ReadNetworkObjectId());
}
/* Set the TimeManager tick to lastReceivedTick.
* This still doesn't account for latency but
* it's the best we can do until the client gets
* a ping response. */
networkManager.TimeManager.Tick = networkManager.TimeManager.LastPacketTick;
//Mark as authenticated.
Connection.ConnectionAuthenticated();
OnAuthenticated?.Invoke();
/* Register scene objects for all scenes
* after being authenticated. This is done after
* authentication rather than when the connection
* is started because if also as server an online
* scene may already be loaded on server, but not
* for client. This means the sceneLoaded unity event
* won't fire, and since client isn't authenticated
* at the connection start phase objects won't be added. */
Objects.RegisterAndDespawnSceneObjects();
}
}
}