mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 15:24:18 +00:00
464 lines
19 KiB
C#
464 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine;
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namespace Mirror
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{
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public enum ConnectState
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{
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None,
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Connecting,
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Connected,
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Disconnected
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}
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// TODO make fully static after removing obsoleted singleton!
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/// <summary>
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/// This is a network client class used by the networking system. It contains a NetworkConnection that is used to connect to a network server.
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/// <para>The <see cref="NetworkClient">NetworkClient</see> handle connection state, messages handlers, and connection configuration. There can be many <see cref="NetworkClient">NetworkClient</see> instances in a process at a time, but only one that is connected to a game server (<see cref="NetworkServer">NetworkServer</see>) that uses spawned objects.</para>
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/// <para><see cref="NetworkClient">NetworkClient</see> has an internal update function where it handles events from the transport layer. This includes asynchronous connect events, disconnect events and incoming data from a server.</para>
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/// <para>The <see cref="NetworkManager">NetworkManager</see> has a NetworkClient instance that it uses for games that it starts, but the NetworkClient may be used by itself.</para>
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/// </summary>
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public class NetworkClient
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{
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/// <summary>
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/// Obsolete: Use <see cref="NetworkClient"/> directly.
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/// <para>Singleton isn't needed anymore, all functions are static now. For example: NetworkClient.Send(message) instead of NetworkClient.singleton.Send(message).</para>
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use NetworkClient directly. Singleton isn't needed anymore, all functions are static now. For example: NetworkClient.Send(message) instead of NetworkClient.singleton.Send(message).")]
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public static NetworkClient singleton = new NetworkClient();
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/// <summary>
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/// A list of all the active network clients in the current process.
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/// <para>This is NOT a list of all clients that are connected to the remote server, it is client instances on the local game.</para>
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use NetworkClient directly instead. There is always exactly one client.")]
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public static List<NetworkClient> allClients => new List<NetworkClient> { singleton };
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/// <summary>
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/// The registered network message handlers.
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/// </summary>
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public static readonly Dictionary<int, NetworkMessageDelegate> handlers = new Dictionary<int, NetworkMessageDelegate>();
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/// <summary>
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/// The NetworkConnection object this client is using.
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/// </summary>
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public static NetworkConnection connection { get; internal set; }
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internal static ConnectState connectState = ConnectState.None;
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/// <summary>
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/// The IP address of the server that this client is connected to.
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/// <para>This will be empty if the client has not connected yet.</para>
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/// </summary>
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public static string serverIp => connection.address;
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/// <summary>
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/// active is true while a client is connecting/connected
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/// (= while the network is active)
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/// </summary>
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public static bool active => connectState == ConnectState.Connecting || connectState == ConnectState.Connected;
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/// <summary>
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/// This gives the current connection status of the client.
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/// </summary>
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public static bool isConnected => connectState == ConnectState.Connected;
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/// <summary>
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/// NetworkClient can connect to local server in host mode too
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/// </summary>
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public static bool isLocalClient => connection is ULocalConnectionToServer;
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// local client in host mode might call Cmds/Rpcs during Update, but we
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// want to apply them in LateUpdate like all other Transport messages
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// to avoid race conditions. keep packets in Queue until LateUpdate.
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internal static Queue<byte[]> localClientPacketQueue = new Queue<byte[]>();
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/// <summary>
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/// Connect client to a NetworkServer instance.
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/// </summary>
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/// <param name="address"></param>
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public static void Connect(string address)
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{
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if (LogFilter.Debug) Debug.Log("Client Connect: " + address);
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RegisterSystemHandlers(false);
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Transport.activeTransport.enabled = true;
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InitializeTransportHandlers();
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connectState = ConnectState.Connecting;
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Transport.activeTransport.ClientConnect(address);
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// setup all the handlers
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connection = new NetworkConnection(address, 0);
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connection.SetHandlers(handlers);
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}
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/// <summary>
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/// connect host mode
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/// </summary>
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internal static void ConnectLocalServer()
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{
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if (LogFilter.Debug) Debug.Log("Client Connect Local Server");
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RegisterSystemHandlers(true);
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connectState = ConnectState.Connected;
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// create local connection to server
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connection = new ULocalConnectionToServer();
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connection.SetHandlers(handlers);
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// create server connection to local client
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ULocalConnectionToClient connectionToClient = new ULocalConnectionToClient();
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NetworkServer.SetLocalConnection(connectionToClient);
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localClientPacketQueue.Enqueue(MessagePacker.Pack(new ConnectMessage()));
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}
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/// <summary>
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/// Called by the server to set the LocalClient's LocalPlayer object during NetworkServer.AddPlayer()
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/// </summary>
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/// <param name="localPlayer"></param>
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internal static void AddLocalPlayer(NetworkIdentity localPlayer)
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{
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if (LogFilter.Debug) Debug.Log("Local client AddLocalPlayer " + localPlayer.gameObject.name + " conn=" + connection.connectionId);
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connection.isReady = true;
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connection.playerController = localPlayer;
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if (localPlayer != null)
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{
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localPlayer.isClient = true;
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NetworkIdentity.spawned[localPlayer.netId] = localPlayer;
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localPlayer.connectionToServer = connection;
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}
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// there is no SystemOwnerMessage for local client. add to ClientScene here instead
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ClientScene.InternalAddPlayer(localPlayer);
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}
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static void InitializeTransportHandlers()
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{
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Transport.activeTransport.OnClientConnected.AddListener(OnConnected);
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Transport.activeTransport.OnClientDataReceived.AddListener(OnDataReceived);
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Transport.activeTransport.OnClientDisconnected.AddListener(OnDisconnected);
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Transport.activeTransport.OnClientError.AddListener(OnError);
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}
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static void OnError(Exception exception)
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{
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Debug.LogException(exception);
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}
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static void OnDisconnected()
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{
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connectState = ConnectState.Disconnected;
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ClientScene.HandleClientDisconnect(connection);
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connection?.InvokeHandler(new DisconnectMessage());
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}
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internal static void OnDataReceived(ArraySegment<byte> data)
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{
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if (connection != null)
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{
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connection.TransportReceive(data);
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}
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else Debug.LogError("Skipped Data message handling because connection is null.");
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}
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static void OnConnected()
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{
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if (connection != null)
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{
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// reset network time stats
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NetworkTime.Reset();
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// the handler may want to send messages to the client
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// thus we should set the connected state before calling the handler
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connectState = ConnectState.Connected;
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NetworkTime.UpdateClient();
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connection.InvokeHandler(new ConnectMessage());
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}
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else Debug.LogError("Skipped Connect message handling because connection is null.");
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}
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/// <summary>
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/// Disconnect from server.
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/// <para>The disconnect message will be invoked.</para>
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/// </summary>
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public static void Disconnect()
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{
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connectState = ConnectState.Disconnected;
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ClientScene.HandleClientDisconnect(connection);
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// local or remote connection?
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if (isLocalClient)
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{
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if (isConnected)
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{
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localClientPacketQueue.Enqueue(MessagePacker.Pack(new DisconnectMessage()));
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}
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NetworkServer.RemoveLocalConnection();
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}
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else
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{
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if (connection != null)
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{
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connection.Disconnect();
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connection.Dispose();
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connection = null;
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RemoveTransportHandlers();
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}
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}
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}
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static void RemoveTransportHandlers()
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{
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// so that we don't register them more than once
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Transport.activeTransport.OnClientConnected.RemoveListener(OnConnected);
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Transport.activeTransport.OnClientDataReceived.RemoveListener(OnDataReceived);
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Transport.activeTransport.OnClientDisconnected.RemoveListener(OnDisconnected);
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Transport.activeTransport.OnClientError.RemoveListener(OnError);
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}
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/// <summary>
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/// Obsolete: Use <see cref="Send{T}(T, int)"/> instead with no message id instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use SendMessage<T> instead with no message id instead")]
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public static bool Send(short msgType, MessageBase msg)
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{
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if (connection != null)
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{
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if (connectState != ConnectState.Connected)
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{
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Debug.LogError("NetworkClient Send when not connected to a server");
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return false;
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}
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return connection.Send(msgType, msg);
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}
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Debug.LogError("NetworkClient Send with no connection");
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return false;
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}
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/// <summary>
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/// This sends a network message with a message Id to the server. This message is sent on channel zero, which by default is the reliable channel.
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/// <para>The message must be an instance of a class derived from MessageBase.</para>
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/// <para>The message id passed to Send() is used to identify the handler function to invoke on the server when the message is received.</para>
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/// </summary>
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/// <typeparam name="T">The message type to unregister.</typeparam>
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/// <param name="message"></param>
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/// <param name="channelId"></param>
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/// <returns>True if message was sent.</returns>
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public static bool Send<T>(T message, int channelId = Channels.DefaultReliable) where T : IMessageBase
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{
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if (connection != null)
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{
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if (connectState != ConnectState.Connected)
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{
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Debug.LogError("NetworkClient Send when not connected to a server");
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return false;
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}
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return connection.Send(message, channelId);
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}
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Debug.LogError("NetworkClient Send with no connection");
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return false;
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}
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internal static void Update()
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{
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// local or remote connection?
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if (isLocalClient)
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{
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// process internal messages so they are applied at the correct time
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while (localClientPacketQueue.Count > 0)
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{
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byte[] packet = localClientPacketQueue.Dequeue();
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OnDataReceived(new ArraySegment<byte>(packet));
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}
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}
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else
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{
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// only update things while connected
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if (active && connectState == ConnectState.Connected)
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{
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NetworkTime.UpdateClient();
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}
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}
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}
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/* TODO use or remove
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void GenerateConnectError(byte error)
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{
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Debug.LogError("Mirror Client Error Connect Error: " + error);
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GenerateError(error);
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}
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void GenerateDataError(byte error)
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{
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NetworkError dataError = (NetworkError)error;
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Debug.LogError("Mirror Client Data Error: " + dataError);
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GenerateError(error);
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}
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void GenerateDisconnectError(byte error)
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{
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NetworkError disconnectError = (NetworkError)error;
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Debug.LogError("Mirror Client Disconnect Error: " + disconnectError);
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GenerateError(error);
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}
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void GenerateError(byte error)
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{
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int msgId = MessageBase.GetId<ErrorMessage>();
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if (handlers.TryGetValue(msgId, out NetworkMessageDelegate msgDelegate))
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{
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ErrorMessage msg = new ErrorMessage
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{
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value = error
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};
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// write the message to a local buffer
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NetworkWriter writer = new NetworkWriter();
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msg.Serialize(writer);
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NetworkMessage netMsg = new NetworkMessage
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{
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msgType = msgId,
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reader = new NetworkReader(writer.ToArray()),
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conn = connection
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};
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msgDelegate(netMsg);
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}
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}
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*/
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/// <summary>
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/// Obsolete: Use <see cref="NetworkTime.rtt"/> instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use NetworkTime.rtt instead")]
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public static float GetRTT()
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{
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return (float)NetworkTime.rtt;
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}
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internal static void RegisterSystemHandlers(bool localClient)
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{
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// local client / regular client react to some messages differently.
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// but we still need to add handlers for all of them to avoid
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// 'message id not found' errors.
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if (localClient)
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{
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RegisterHandler<ObjectDestroyMessage>(ClientScene.OnLocalClientObjectDestroy);
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RegisterHandler<ObjectHideMessage>(ClientScene.OnLocalClientObjectHide);
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RegisterHandler<NetworkPongMessage>((conn, msg) => { });
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RegisterHandler<SpawnPrefabMessage>(ClientScene.OnLocalClientSpawnPrefab);
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RegisterHandler<SpawnSceneObjectMessage>(ClientScene.OnLocalClientSpawnSceneObject);
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RegisterHandler<ObjectSpawnStartedMessage>((conn, msg) => { }); // host mode doesn't need spawning
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RegisterHandler<ObjectSpawnFinishedMessage>((conn, msg) => { }); // host mode doesn't need spawning
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RegisterHandler<UpdateVarsMessage>((conn, msg) => { });
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}
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else
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{
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RegisterHandler<ObjectDestroyMessage>(ClientScene.OnObjectDestroy);
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RegisterHandler<ObjectHideMessage>(ClientScene.OnObjectHide);
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RegisterHandler<NetworkPongMessage>(NetworkTime.OnClientPong);
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RegisterHandler<SpawnPrefabMessage>(ClientScene.OnSpawnPrefab);
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RegisterHandler<SpawnSceneObjectMessage>(ClientScene.OnSpawnSceneObject);
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RegisterHandler<ObjectSpawnStartedMessage>(ClientScene.OnObjectSpawnStarted);
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RegisterHandler<ObjectSpawnFinishedMessage>(ClientScene.OnObjectSpawnFinished);
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RegisterHandler<UpdateVarsMessage>(ClientScene.OnUpdateVarsMessage);
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}
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RegisterHandler<ClientAuthorityMessage>(ClientScene.OnClientAuthority);
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RegisterHandler<RpcMessage>(ClientScene.OnRPCMessage);
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RegisterHandler<SyncEventMessage>(ClientScene.OnSyncEventMessage);
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}
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/// <summary>
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/// Obsolete: Use <see cref="RegisterHandler{T}"/> instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use RegisterHandler<T> instead")]
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public static void RegisterHandler(int msgType, NetworkMessageDelegate handler)
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{
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if (handlers.ContainsKey(msgType))
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{
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if (LogFilter.Debug) Debug.Log("NetworkClient.RegisterHandler replacing " + handler + " - " + msgType);
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}
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handlers[msgType] = handler;
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}
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/// <summary>
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/// Obsolete: Use <see cref="RegisterHandler{T}"/> instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use RegisterHandler<T> instead")]
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public static void RegisterHandler(MsgType msgType, NetworkMessageDelegate handler)
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{
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RegisterHandler((int)msgType, handler);
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}
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/// <summary>
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/// Register a handler for a particular message type.
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/// <para>There are several system message types which you can add handlers for. You can also add your own message types.</para>
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/// </summary>
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/// <typeparam name="T">The message type to unregister.</typeparam>
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/// <param name="handler"></param>
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public static void RegisterHandler<T>(Action<NetworkConnection, T> handler) where T : IMessageBase, new()
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{
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int msgType = MessagePacker.GetId<T>();
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if (handlers.ContainsKey(msgType))
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{
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if (LogFilter.Debug) Debug.Log("NetworkClient.RegisterHandler replacing " + handler + " - " + msgType);
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}
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handlers[msgType] = MessagePacker.MessageHandler<T>(handler);
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}
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/// <summary>
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/// Obsolete: Use <see cref="UnregisterHandler{T}"/> instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use UnregisterHandler<T> instead")]
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public static void UnregisterHandler(int msgType)
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{
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handlers.Remove(msgType);
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}
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/// <summary>
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/// Obsolete: Use <see cref="UnregisterHandler{T}"/> instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use UnregisterHandler<T> instead")]
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public static void UnregisterHandler(MsgType msgType)
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{
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UnregisterHandler((int)msgType);
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}
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/// <summary>
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/// Unregisters a network message handler.
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/// </summary>
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/// <typeparam name="T">The message type to unregister.</typeparam>
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public static void UnregisterHandler<T>() where T : IMessageBase
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{
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// use int to minimize collisions
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int msgType = MessagePacker.GetId<T>();
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handlers.Remove(msgType);
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}
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/// <summary>
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/// Shut down a client.
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/// <para>This should be done when a client is no longer going to be used.</para>
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/// </summary>
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public static void Shutdown()
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{
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if (LogFilter.Debug) Debug.Log("Shutting down client.");
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ClientScene.Shutdown();
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connectState = ConnectState.None;
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}
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/// <summary>
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/// Obsolete: Call <see cref="NetworkClient.Shutdown"/> instead. There is only one client.
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Call NetworkClient.Shutdown() instead. There is only one client.")]
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public static void ShutdownAll()
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{
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Shutdown();
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}
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}
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}
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