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better-tee/Assets/Packages/Mirror/Runtime/Transport/TelepathyTransport.cs
2019-09-17 17:43:32 +02:00

180 lines
7.6 KiB
C#

// wraps Telepathy for use as HLAPI TransportLayer
using System;
using System.ComponentModel;
using System.Net.Sockets;
using UnityEngine;
using UnityEngine.Serialization;
namespace Mirror
{
[HelpURL("https://github.com/vis2k/Telepathy/blob/master/README.md")]
public class TelepathyTransport : Transport
{
public ushort port = 7777;
[Tooltip("Nagle Algorithm can be disabled by enabling NoDelay")]
public bool NoDelay = true;
[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use MaxMessageSizeFromClient or MaxMessageSizeFromServer instead.")]
public int MaxMessageSize
{
get => serverMaxMessageSize;
set => serverMaxMessageSize = clientMaxMessageSize = value;
}
[Tooltip("Protect against allocation attacks by keeping the max message size small. Otherwise an attacker might send multiple fake packets with 2GB headers, causing the server to run out of memory after allocating multiple large packets.")]
[FormerlySerializedAs("MaxMessageSize")] public int serverMaxMessageSize = 16 * 1024;
[Tooltip("Protect against allocation attacks by keeping the max message size small. Otherwise an attacker host might send multiple fake packets with 2GB headers, causing the connected clients to run out of memory after allocating multiple large packets.")]
[FormerlySerializedAs("MaxMessageSize")] public int clientMaxMessageSize = 16 * 1024;
protected Telepathy.Client client = new Telepathy.Client();
protected Telepathy.Server server = new Telepathy.Server();
void Awake()
{
// tell Telepathy to use Unity's Debug.Log
Telepathy.Logger.Log = Debug.Log;
Telepathy.Logger.LogWarning = Debug.LogWarning;
Telepathy.Logger.LogError = Debug.LogError;
// configure
client.NoDelay = NoDelay;
client.MaxMessageSize = clientMaxMessageSize;
server.NoDelay = NoDelay;
server.MaxMessageSize = serverMaxMessageSize;
Debug.Log("TelepathyTransport initialized!");
}
// client
public override bool ClientConnected() => client.Connected;
public override void ClientConnect(string address) => client.Connect(address, port);
public override bool ClientSend(int channelId, byte[] data) => client.Send(data);
bool ProcessClientMessage()
{
if (client.GetNextMessage(out Telepathy.Message message))
{
switch (message.eventType)
{
case Telepathy.EventType.Connected:
OnClientConnected.Invoke();
break;
case Telepathy.EventType.Data:
OnClientDataReceived.Invoke(new ArraySegment<byte>(message.data));
break;
case Telepathy.EventType.Disconnected:
OnClientDisconnected.Invoke();
break;
default:
// TODO: Telepathy does not report errors at all
// it just disconnects, should be fixed
OnClientDisconnected.Invoke();
break;
}
return true;
}
return false;
}
public override void ClientDisconnect() => client.Disconnect();
// 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()
{
// note: we need to check enabled in case we set it to false
// when LateUpdate already started.
// (https://github.com/vis2k/Mirror/pull/379)
while (enabled && ProcessClientMessage()) {}
while (enabled && ProcessServerMessage()) {}
}
// server
public override bool ServerActive() => server.Active;
public override void ServerStart() => server.Start(port);
public override bool ServerSend(int connectionId, int channelId, byte[] data) => server.Send(connectionId, data);
public bool ProcessServerMessage()
{
if (server.GetNextMessage(out Telepathy.Message message))
{
switch (message.eventType)
{
case Telepathy.EventType.Connected:
OnServerConnected.Invoke(message.connectionId);
break;
case Telepathy.EventType.Data:
OnServerDataReceived.Invoke(message.connectionId, new ArraySegment<byte>(message.data));
break;
case Telepathy.EventType.Disconnected:
OnServerDisconnected.Invoke(message.connectionId);
break;
default:
// TODO handle errors from Telepathy when telepathy can report errors
OnServerDisconnected.Invoke(message.connectionId);
break;
}
return true;
}
return false;
}
public override bool ServerDisconnect(int connectionId) => server.Disconnect(connectionId);
public override string ServerGetClientAddress(int connectionId)
{
try
{
return server.GetClientAddress(connectionId);
}
catch (SocketException)
{
// using server.listener.LocalEndpoint causes an Exception
// in UWP + Unity 2019:
// Exception thrown at 0x00007FF9755DA388 in UWF.exe:
// Microsoft C++ exception: Il2CppExceptionWrapper at memory
// location 0x000000E15A0FCDD0. SocketException: An address
// incompatible with the requested protocol was used at
// System.Net.Sockets.Socket.get_LocalEndPoint ()
// so let's at least catch it and recover
return "unknown";
}
}
public override void ServerStop() => server.Stop();
// common
public override void Shutdown()
{
Debug.Log("TelepathyTransport Shutdown()");
client.Disconnect();
server.Stop();
}
public override int GetMaxPacketSize(int channelId)
{
return serverMaxMessageSize;
}
public override string ToString()
{
if (server.Active && server.listener != null)
{
// printing server.listener.LocalEndpoint causes an Exception
// in UWP + Unity 2019:
// Exception thrown at 0x00007FF9755DA388 in UWF.exe:
// Microsoft C++ exception: Il2CppExceptionWrapper at memory
// location 0x000000E15A0FCDD0. SocketException: An address
// incompatible with the requested protocol was used at
// System.Net.Sockets.Socket.get_LocalEndPoint ()
// so let's use the regular port instead.
return "Telepathy Server port: " + port;
}
else if (client.Connecting || client.Connected)
{
return "Telepathy Client ip: " + client.client.Client.RemoteEndPoint;
}
return "Telepathy (inactive/disconnected)";
}
}
}