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better-tee/Assets/Packages/Mirror/Runtime/Transport/LLAPITransport.cs

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2019-09-17 15:43:32 +00:00
// Coburn: LLAPI is not available on UWP. There are a lot of compile directives here that we're checking against.
// Checking all of them may be overkill, but it's better to cover all the possible UWP directives. Sourced from
// https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
// TODO: Check if LLAPI is supported on Xbox One?
// LLAPITransport wraps UNET's LLAPI for use as a HLAPI TransportLayer, only if you're not on a UWP platform.
#if !(UNITY_WSA || UNITY_WSA_10_0 || UNITY_WINRT || UNITY_WINRT_10_0 || NETFX_CORE)
using System;
using System.ComponentModel;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.Types;
namespace Mirror
{
[EditorBrowsable(EditorBrowsableState.Never), Obsolete("LLAPI is obsolete and will be removed from future versions of Unity")]
public class LLAPITransport : Transport
{
public ushort port = 7777;
[Tooltip("Enable for WebGL games. Can only do either WebSockets or regular Sockets, not both (yet).")]
public bool useWebsockets;
// settings copied from uMMORPG configuration for best results
public ConnectionConfig connectionConfig = new ConnectionConfig
{
PacketSize = 1500,
FragmentSize = 500,
ResendTimeout = 1200,
DisconnectTimeout = 6000,
ConnectTimeout = 6000,
MinUpdateTimeout = 1,
PingTimeout = 2000,
ReducedPingTimeout = 100,
AllCostTimeout = 20,
NetworkDropThreshold = 80,
OverflowDropThreshold = 80,
MaxConnectionAttempt = 10,
AckDelay = 33,
SendDelay = 10,
MaxCombinedReliableMessageSize = 100,
MaxCombinedReliableMessageCount = 10,
MaxSentMessageQueueSize = 512,
AcksType = ConnectionAcksType.Acks128,
InitialBandwidth = 0,
BandwidthPeakFactor = 2,
WebSocketReceiveBufferMaxSize = 0,
UdpSocketReceiveBufferMaxSize = 0
};
// settings copied from uMMORPG configuration for best results
public GlobalConfig globalConfig = new GlobalConfig
{
ReactorModel = ReactorModel.SelectReactor,
ThreadAwakeTimeout = 1,
ReactorMaximumSentMessages = 4096,
ReactorMaximumReceivedMessages = 4096,
MaxPacketSize = 2000,
MaxHosts = 16,
ThreadPoolSize = 3,
MinTimerTimeout = 1,
MaxTimerTimeout = 12000
};
readonly int channelId; // always use first channel
byte error;
int clientId = -1;
int clientConnectionId = -1;
readonly byte[] clientReceiveBuffer = new byte[4096];
int serverHostId = -1;
readonly byte[] serverReceiveBuffer = new byte[4096];
void OnValidate()
{
// add connectionconfig channels if none
if (connectionConfig.Channels.Count == 0)
{
// channel 0 is reliable fragmented sequenced
connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
// channel 1 is unreliable
connectionConfig.AddChannel(QosType.Unreliable);
}
}
void Awake()
{
NetworkTransport.Init(globalConfig);
Debug.Log("LLAPITransport initialized!");
}
#region client
public override bool ClientConnected()
{
return clientConnectionId != -1;
}
public override void ClientConnect(string address)
{
// LLAPI can't handle 'localhost'
if (address.ToLower() == "localhost") address = "127.0.0.1";
HostTopology hostTopology = new HostTopology(connectionConfig, 1);
// important:
// AddHost(topology) doesn't work in WebGL.
// AddHost(topology, port) works in standalone and webgl if port=0
clientId = NetworkTransport.AddHost(hostTopology, 0);
clientConnectionId = NetworkTransport.Connect(clientId, address, port, 0, out error);
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
Debug.LogWarning("NetworkTransport.Connect failed: clientId=" + clientId + " address= " + address + " port=" + port + " error=" + error);
clientConnectionId = -1;
}
}
public override bool ClientSend(int channelId, byte[] data)
{
return NetworkTransport.Send(clientId, clientConnectionId, channelId, data, data.Length, out error);
}
public bool ProcessClientMessage()
{
if (clientId == -1) return false;
NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(clientId, out int connectionId, out int channel, clientReceiveBuffer, clientReceiveBuffer.Length, out int receivedSize, out error);
// note: 'error' is used for extra information, e.g. the reason for
// a disconnect. we don't necessarily have to throw an error if
// error != 0. but let's log it for easier debugging.
//
// DO NOT return after error != 0. otherwise Disconnect won't be
// registered.
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
string message = "NetworkTransport.Receive failed: hostid=" + clientId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
OnClientError.Invoke(new Exception(message));
}
// raise events
switch (networkEvent)
{
case NetworkEventType.ConnectEvent:
OnClientConnected.Invoke();
break;
case NetworkEventType.DataEvent:
ArraySegment<byte> data = new ArraySegment<byte>(clientReceiveBuffer, 0, receivedSize);
OnClientDataReceived.Invoke(data);
break;
case NetworkEventType.DisconnectEvent:
OnClientDisconnected.Invoke();
break;
default:
return false;
}
return true;
}
public string ClientGetAddress()
{
NetworkTransport.GetConnectionInfo(serverHostId, clientId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
return address;
}
public override void ClientDisconnect()
{
if (clientId != -1)
{
NetworkTransport.RemoveHost(clientId);
clientId = -1;
}
}
#endregion
#region server
public override bool ServerActive()
{
return serverHostId != -1;
}
public override void ServerStart()
{
if (useWebsockets)
{
HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
serverHostId = NetworkTransport.AddWebsocketHost(topology, port);
//Debug.Log("LLAPITransport.ServerStartWebsockets port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
}
else
{
HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
serverHostId = NetworkTransport.AddHost(topology, port);
//Debug.Log("LLAPITransport.ServerStart port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
}
}
public override bool ServerSend(int connectionId, int channelId, byte[] data)
{
return NetworkTransport.Send(serverHostId, connectionId, channelId, data, data.Length, out error);
}
public bool ProcessServerMessage()
{
if (serverHostId == -1) return false;
NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(serverHostId, out int connectionId, out int channel, serverReceiveBuffer, serverReceiveBuffer.Length, out int receivedSize, out error);
// note: 'error' is used for extra information, e.g. the reason for
// a disconnect. we don't necessarily have to throw an error if
// error != 0. but let's log it for easier debugging.
//
// DO NOT return after error != 0. otherwise Disconnect won't be
// registered.
NetworkError networkError = (NetworkError)error;
if (networkError != NetworkError.Ok)
{
string message = "NetworkTransport.Receive failed: hostid=" + serverHostId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
// TODO write a TransportException or better
OnServerError.Invoke(connectionId, new Exception(message));
}
// LLAPI client sends keep alive messages (75-6C-6C) on channel=110.
// ignore all messages that aren't for our selected channel.
/*if (channel != channelId)
{
return false;
}*/
switch (networkEvent)
{
case NetworkEventType.ConnectEvent:
OnServerConnected.Invoke(connectionId);
break;
case NetworkEventType.DataEvent:
ArraySegment<byte> data = new ArraySegment<byte>(serverReceiveBuffer, 0, receivedSize);
OnServerDataReceived.Invoke(connectionId, data);
break;
case NetworkEventType.DisconnectEvent:
OnServerDisconnected.Invoke(connectionId);
break;
default:
// nothing or a message we don't recognize
return false;
}
return true;
}
public override bool ServerDisconnect(int connectionId)
{
return NetworkTransport.Disconnect(serverHostId, connectionId, out error);
}
public override string ServerGetClientAddress(int connectionId)
{
NetworkTransport.GetConnectionInfo(serverHostId, connectionId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
return address;
}
public override void ServerStop()
{
NetworkTransport.RemoveHost(serverHostId);
serverHostId = -1;
Debug.Log("LLAPITransport.ServerStop");
}
#endregion
#region common
// IMPORTANT: set script execution order to >1000 to call Transport's
// LateUpdate after all others. Fixes race condition where
// e.g. in uSurvival Transport would apply Cmds before
// ShoulderRotation.LateUpdate, resulting in projectile
// spawns at the point before shoulder rotation.
public void LateUpdate()
{
// process all messages
while (ProcessClientMessage()) {}
while (ProcessServerMessage()) {}
}
public override bool Available()
{
// websocket is available in all platforms (including webgl)
return useWebsockets || base.Available();
}
public override void Shutdown()
{
NetworkTransport.Shutdown();
serverHostId = -1;
clientConnectionId = -1;
Debug.Log("LLAPITransport.Shutdown");
}
public override int GetMaxPacketSize(int channelId)
{
return globalConfig.MaxPacketSize;
}
public override string ToString()
{
if (ServerActive())
{
return "LLAPI Server port: " + port;
}
else if (ClientConnected())
{
string ip = ClientGetAddress();
return "LLAPI Client ip: " + ip + " port: " + port;
}
return "LLAPI (inactive/disconnected)";
}
#endregion
}
}
#endif