using FishNet.Connection;
using FishNet.Managing.Logging;
using FishNet.Managing.Transporting;
using FishNet.Object;
using FishNet.Serializing;
using FishNet.Transporting;
using FishNet.Transporting.Multipass;
using System;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace FishNet.Managing.Server
{
public sealed partial class ServerManager : MonoBehaviour
{
#region Public.
///
/// Called when a client is removed from the server using Kick. This is invoked before the client is disconnected.
/// NetworkConnection when available, clientId, and KickReason are provided.
///
public event Action OnClientKick;
#endregion
///
/// Returns true if only one server is started.
///
///
public bool OneServerStarted()
{
int startedCount = 0;
TransportManager tm = NetworkManager.TransportManager;
//If using multipass check all transports.
if (tm.Transport is Multipass mp)
{
foreach (Transport t in mp.Transports)
{
//Another transport is started, no need to load start scenes again.
if (t.GetConnectionState(true) == LocalConnectionState.Started)
startedCount++;
}
}
//Not using multipass.
else
{
if (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started)
startedCount = 1;
}
return (startedCount == 1);
}
///
/// Returns true if any server socket is in the started state.
///
/// When set the transport on this index will be ignored. This value is only used with Multipass.
///
public bool AnyServerStarted(int? excludedIndex = null)
{
TransportManager tm = NetworkManager.TransportManager;
//If using multipass check all transports.
if (tm.Transport is Multipass mp)
{
//Get transport which had state changed.
Transport excludedTransport = (excludedIndex == null) ? null : mp.GetTransport(excludedIndex.Value);
foreach (Transport t in mp.Transports)
{
/* Skip t if is the transport that had it's state changed.
* We are looking for other transports already in started. */
if (t == excludedTransport)
continue;
//Another transport is started, no need to load start scenes again.
if (t.GetConnectionState(true) == LocalConnectionState.Started)
return true;
}
}
//Not using multipass.
else
{
return (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started);
}
//Fall through, none started.
return false;
}
///
/// Spawns an object over the network. Can only be called on the server.
///
/// GameObject instance to spawn.
/// Connection to give ownership to.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
{
if (go == null)
{
NetworkManager.LogWarning($"GameObject cannot be spawned because it is null.");
return;
}
NetworkObject nob = go.GetComponent();
Spawn(nob, ownerConnection);
}
///
/// Spawns an object over the network. Can only be called on the server.
///
/// MetworkObject instance to spawn.
/// Connection to give ownership to.
public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null)
{
Objects.Spawn(nob, ownerConnection);
}
///
/// Despawns an object over the network. Can only be called on the server.
///
/// GameObject instance to despawn.
/// Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Despawn(GameObject go, DespawnType? despawnType = null)
{
if (go == null)
{
NetworkManager.LogWarning($"GameObject cannot be despawned because it is null.");
return;
}
NetworkObject nob = go.GetComponent();
Despawn(nob, despawnType);
}
///
/// Despawns an object over the network. Can only be called on the server.
///
/// NetworkObject instance to despawn.
/// Despawn override type.
public void Despawn(NetworkObject networkObject, DespawnType? despawnType = null)
{
DespawnType resolvedDespawnType = (despawnType == null)
? networkObject.GetDefaultDespawnType()
: despawnType.Value;
Objects.Despawn(networkObject, resolvedDespawnType, true);
}
///
/// Kicks a connection immediately while invoking OnClientKick.
///
/// Client to kick.
/// Reason client is being kicked.
/// How to print logging as.
/// Optional message to be debug logged.
public void Kick(NetworkConnection conn, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
{
if (!conn.IsValid)
return;
OnClientKick?.Invoke(conn, conn.ClientId, kickReason);
if (conn.IsActive)
conn.Disconnect(true);
if (!string.IsNullOrEmpty(log))
NetworkManager.Log(loggingType, log);
}
///
/// Kicks a connection immediately while invoking OnClientKick.
///
/// ClientId to kick.
/// Reason client is being kicked.
/// How to print logging as.
/// Optional message to be debug logged.
public void Kick(int clientId, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
{
OnClientKick?.Invoke(null, clientId, kickReason);
NetworkManager.TransportManager.Transport.StopConnection(clientId, true);
if (!string.IsNullOrEmpty(log))
NetworkManager.Log(loggingType, log);
}
///
/// Kicks a connection immediately while invoking OnClientKick.
///
/// Client to kick.
/// Reader to clear before kicking.
/// Reason client is being kicked.
/// How to print logging as.
/// Optional message to be debug logged.
public void Kick(NetworkConnection conn, Reader reader, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
{
reader.Clear();
Kick(conn, kickReason, loggingType, log);
}
}
}