using FishNet.Documenting; using FishNet.Managing; using FishNet.Object; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine.SceneManagement; namespace FishNet.Connection { /// /// A container for a connected client used to perform actions on and gather information for the declared client. /// public partial class NetworkConnection : IEquatable { #region Public. /// /// Called after this connection has loaded start scenes. Boolean will be true if asServer. Available to this connection and server. /// public event Action OnLoadedStartScenes; /// /// Called after connection gains ownership of an object, and after the object has been added to Objects. Available to this connection and server. /// public event Action OnObjectAdded; /// /// Called after connection loses ownership of an object, and after the object has been removed from Objects. Available to this connection and server. /// public event Action OnObjectRemoved; /// /// NetworkManager managing this class. /// public NetworkManager NetworkManager { get; private set; } /// /// True if connection has loaded start scenes. Available to this connection and server. /// public bool LoadedStartScenes() => (_loadedStartScenesAsServer || _loadedStartScenesAsClient); /// /// /// public bool LoadedStartScenes(bool asServer) { if (asServer) return _loadedStartScenesAsServer; else return _loadedStartScenesAsClient; } /// /// True if loaded start scenes as server. /// private bool _loadedStartScenesAsServer; /// /// True if loaded start scenes as client. /// private bool _loadedStartScenesAsClient; /// /// ObjectIds to use for predicted spawning. /// internal Queue PredictedObjectIds = new Queue(); /// /// True if this connection is authenticated. Only available to server. /// public bool Authenticated { get; private set; } /// /// True if this connection IsValid and not Disconnecting. /// public bool IsActive => (ClientId >= 0 && !Disconnecting); /// /// True if this connection is valid. An invalid connection indicates no client is set for this reference. /// public bool IsValid => (ClientId >= 0); /// /// Unique Id for this connection. /// public int ClientId = -1; /// /// /// private HashSet _objects = new HashSet(); /// /// Objects owned by this connection. Available to this connection and server. /// public IReadOnlyCollection Objects => _objects; /// /// The first object within Objects. /// public NetworkObject FirstObject { get; private set; } /// /// Scenes this connection is in. Available to this connection and server. /// public HashSet Scenes { get; private set; } = new HashSet(); /// /// True if this connection is being disconnected. Only available to server. /// public bool Disconnecting { get; private set; } /// /// Tick when Disconnecting was set. /// internal uint DisconnectingTick { get; private set; } /// /// Custom data associated with this connection which may be modified by the user. /// The value of this field are not synchronized over the network. /// public object CustomData = null; /// /// Local tick when the connection last replicated. /// public uint LocalReplicateTick { get; internal set; } /// /// Tick of the last packet received from this connection. /// This value is only available on the server. /// /* This is not used internally. At this time it's just * here for the users convienence. */ public uint LastPacketTick { get; private set; } /// /// Sets LastPacketTick value. /// /// internal void SetLastPacketTick(uint value) { //If new largest tick from the client then update client tick data. if (value > LastPacketTick) { _latestTick = value; _serverLatestTick = NetworkManager.TimeManager.Tick; } LastPacketTick = value; } /// /// Latest tick that did not arrive out of order from this connection. /// private uint _latestTick; /// /// Tick on the server when latestTick was set. /// private uint _serverLatestTick; [Obsolete("Use LocalTick instead.")] //Remove on 2023/06/01 public uint Tick => LocalTick; /// /// Current approximate local tick as it is on this connection. /// public uint LocalTick { get { NetworkManager nm = NetworkManager; if (nm != null) { uint diff = (nm.TimeManager.Tick - _serverLatestTick); return (diff + _latestTick); } //Fall through, could not process. return 0; } } #endregion #region Const. /// /// Value used when ClientId has not been set. /// public const int UNSET_CLIENTID_VALUE = -1; #endregion #region Comparers. public override bool Equals(object obj) { if (obj is NetworkConnection nc) return (nc.ClientId == this.ClientId); else return false; } public bool Equals(NetworkConnection nc) { if (nc is null) return false; //If either is -1 Id. if (this.ClientId == NetworkConnection.UNSET_CLIENTID_VALUE || nc.ClientId == NetworkConnection.UNSET_CLIENTID_VALUE) return false; //Same object. if (System.Object.ReferenceEquals(this, nc)) return true; return (this.ClientId == nc.ClientId); } public override int GetHashCode() { return ClientId; } public static bool operator ==(NetworkConnection a, NetworkConnection b) { if (a is null && b is null) return true; if (a is null && !(b is null)) return false; return (b == null) ? a.Equals(b) : b.Equals(a); } public static bool operator !=(NetworkConnection a, NetworkConnection b) { return !(a == b); } #endregion [APIExclude] public NetworkConnection() { } [APIExclude] public NetworkConnection(NetworkManager manager, int clientId, bool asServer) { Initialize(manager, clientId, asServer); } public void Dispose() { foreach (PacketBundle p in _toClientBundles) p.Dispose(); _toClientBundles.Clear(); } /// /// Initializes this for use. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] private void Initialize(NetworkManager nm, int clientId, bool asServer) { NetworkManager = nm; ClientId = clientId; //Only the server uses the ping and buffer. if (asServer) { InitializeBuffer(); InitializePing(); } } /// /// Resets this instance. /// [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void Reset() { _latestTick = 0; _serverLatestTick = 0; LastPacketTick = 0; ClientId = -1; ClearObjects(); Authenticated = false; NetworkManager = null; _loadedStartScenesAsClient = false; _loadedStartScenesAsServer = false; SetDisconnecting(false); Scenes.Clear(); PredictedObjectIds.Clear(); ResetPingPong(); LevelOfDetails.Clear(); AllowedForcedLodUpdates = 0; LastLevelOfDetailUpdate = 0; LevelOfDetailInfractions = 0; } /// /// Sets Disconnecting boolean for this connection. /// internal void SetDisconnecting(bool value) { Disconnecting = value; if (Disconnecting) DisconnectingTick = NetworkManager.TimeManager.LocalTick; } /// /// Disconnects this connection. /// /// True to disconnect immediately. False to send any pending data first. public void Disconnect(bool immediately) { if (Disconnecting) { NetworkManager.LogWarning($"ClientId {ClientId} is already disconnecting."); return; } SetDisconnecting(true); //If immediately then force disconnect through transport. if (immediately) NetworkManager.TransportManager.Transport.StopConnection(ClientId, true); //Otherwise mark dirty so server will push out any pending information, and then disconnect. else ServerDirty(); } /// /// Returns if just loaded start scenes and sets them as loaded if not. /// /// internal bool SetLoadedStartScenes(bool asServer) { bool loadedToCheck = (asServer) ? _loadedStartScenesAsServer : _loadedStartScenesAsClient; //Result becomes true if not yet loaded start scenes. bool result = !loadedToCheck; if (asServer) _loadedStartScenesAsServer = true; else _loadedStartScenesAsClient = true; OnLoadedStartScenes?.Invoke(this, asServer); return result; } /// /// Sets connection as authenticated. /// internal void ConnectionAuthenticated() { Authenticated = true; } /// /// Adds to Objects owned by this connection. /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void AddObject(NetworkObject nob) { _objects.Add(nob); //If adding the first object then set new FirstObject. if (_objects.Count == 1) FirstObject = nob; OnObjectAdded?.Invoke(nob); } /// /// Removes from Objects owned by this connection. /// /// [MethodImpl(MethodImplOptions.AggressiveInlining)] internal void RemoveObject(NetworkObject nob) { _objects.Remove(nob); //If removing the first object then set a new one. if (nob == FirstObject) SetFirstObject(); OnObjectRemoved?.Invoke(nob); } /// /// Clears all Objects. /// private void ClearObjects() { _objects.Clear(); FirstObject = null; } /// /// Sets FirstObject using the first element in Objects. /// private void SetFirstObject() { if (_objects.Count == 0) { FirstObject = null; } else { foreach (NetworkObject nob in Objects) { FirstObject = nob; break; } } } /// /// Adds a scene to this connections Scenes. /// /// /// internal bool AddToScene(Scene scene) { return Scenes.Add(scene); } /// /// Removes a scene to this connections Scenes. /// /// /// internal bool RemoveFromScene(Scene scene) { return Scenes.Remove(scene); } } }