mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-22 23:34:18 +00:00
190 lines
7.9 KiB
C#
190 lines
7.9 KiB
C#
// abstract transport layer component
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// note: not all transports need a port, so add it to yours if needed.
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using System;
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using System.ComponentModel;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Mirror
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{
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// UnityEvent definitions
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[Serializable] public class UnityEventArraySegment : UnityEvent<ArraySegment<byte>> {}
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[Serializable] public class UnityEventException : UnityEvent<Exception> {}
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[Serializable] public class UnityEventInt : UnityEvent<int> {}
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[Serializable] public class UnityEventIntArraySegment : UnityEvent<int, ArraySegment<byte>> {}
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[Serializable] public class UnityEventIntException : UnityEvent<int, Exception> {}
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public abstract class Transport : MonoBehaviour
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{
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/// <summary>
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/// The current transport used by Mirror.
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/// </summary>
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public static Transport activeTransport;
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/// <summary>
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/// Is this transport available in the current platform?
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/// <para>Some transports might only be available in mobile</para>
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/// <para>Many will not work in webgl</para>
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/// </summary>
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/// <returns>True if this transport works in the current platform</returns>
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public virtual bool Available()
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{
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return Application.platform != RuntimePlatform.WebGLPlayer;
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}
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#region Client
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/// <summary>
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/// Notify subscribers when when this client establish a successful connection to the server
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/// </summary>
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[HideInInspector] public UnityEvent OnClientConnected = new UnityEvent();
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/// <summary>
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/// Notify subscribers when this client receive data from the server
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/// </summary>
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[HideInInspector] public UnityEventArraySegment OnClientDataReceived = new UnityEventArraySegment();
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/// <summary>
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/// Notify subscribers when this clianet encounters an error communicating with the server
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/// </summary>
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[HideInInspector] public UnityEventException OnClientError = new UnityEventException();
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/// <summary>
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/// Notify subscribers when this client disconnects from the server
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/// </summary>
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[HideInInspector] public UnityEvent OnClientDisconnected = new UnityEvent();
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/// <summary>
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/// Determines if we are currently connected to the server
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/// </summary>
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/// <returns>True if a connection has been established to the server</returns>
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public abstract bool ClientConnected();
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/// <summary>
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/// Establish a connecion to a server
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/// </summary>
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/// <param name="address">The IP address or FQDN of the server we are trying to connect to</param>
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public abstract void ClientConnect(string address);
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/// <summary>
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/// Send data to the server
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/// </summary>
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/// <param name="channelId">The channel to use. 0 is the default channel,
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/// but some transports might want to provide unreliable, encrypted, compressed, or any other feature
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/// as new channels</param>
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/// <param name="data">The data to send to the server</param>
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/// <returns>true if the send was successful</returns>
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public abstract bool ClientSend(int channelId, byte[] data);
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/// <summary>
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/// Disconnect this client from the server
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/// </summary>
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public abstract void ClientDisconnect();
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#endregion
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#region Server
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/// <summary>
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/// Notify subscribers when a client connects to this server
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/// </summary>
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[HideInInspector] public UnityEventInt OnServerConnected = new UnityEventInt();
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/// <summary>
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/// Notify subscribers when this server receives data from the client
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/// </summary>
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[HideInInspector] public UnityEventIntArraySegment OnServerDataReceived = new UnityEventIntArraySegment();
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/// <summary>
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/// Notify subscribers when this server has some problem communicating with the client
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/// </summary>
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[HideInInspector] public UnityEventIntException OnServerError = new UnityEventIntException();
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/// <summary>
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/// Notify subscribers when a client disconnects from this server
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/// </summary>
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[HideInInspector] public UnityEventInt OnServerDisconnected = new UnityEventInt();
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/// <summary>
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/// Determines if the server is up and running
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/// </summary>
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/// <returns>true if the transport is ready for connections from clients</returns>
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public abstract bool ServerActive();
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/// <summary>
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/// Start listening for clients
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/// </summary>
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public abstract void ServerStart();
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/// <summary>
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/// Send data to a client
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/// </summary>
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/// <param name="connectionId">The id of the client to send the data to</param>
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/// <param name="channelId">The channel to be used. Transports can use channels to implement
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/// other features such as unreliable, encryption, compression, etc...</param>
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/// <param name="data"></param>
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/// <returns>true if the data was sent</returns>
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public abstract bool ServerSend(int connectionId, int channelId, byte[] data);
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/// <summary>
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/// Disconnect a client from this server. Useful to kick people out.
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/// </summary>
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/// <param name="connectionId">the id of the client to disconnect</param>
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/// <returns>true if the client was kicked</returns>
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public abstract bool ServerDisconnect(int connectionId);
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/// <summary>
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/// Deprecated: Use ServerGetClientAddress(int connectionId) instead
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/// </summary>
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("Use ServerGetClientAddress(int connectionId) instead")]
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public virtual bool GetConnectionInfo(int connectionId, out string address)
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{
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address = ServerGetClientAddress(connectionId);
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return true;
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}
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/// <summary>
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/// Get the client address
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/// </summary>
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/// <param name="connectionId">id of the client</param>
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/// <returns>address of the client</returns>
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public abstract string ServerGetClientAddress(int connectionId);
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/// <summary>
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/// Stop listening for clients and disconnect all existing clients
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/// </summary>
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public abstract void ServerStop();
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#endregion
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/// <summary>
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/// Shut down the transport, both as client and server
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/// </summary>
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public abstract void Shutdown();
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/// <summary>
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/// The maximum packet size for a given channel. Unreliable transports
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/// usually can only deliver small packets. Reliable fragmented channels
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/// can usually deliver large ones.
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/// </summary>
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/// <param name="channelId">channel id</param>
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/// <returns>the size in bytes that can be sent via the provided channel</returns>
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public abstract int GetMaxPacketSize(int channelId = Channels.DefaultReliable);
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// block Update() to force Transports to use LateUpdate to avoid race
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// conditions. messages should be processed after all the game state
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// was processed in Update.
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// -> in other words: use LateUpdate!
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// -> uMMORPG 480 CCU stress test: when bot machine stops, it causes
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// 'Observer not ready for ...' log messages when using Update
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// -> occupying a public Update() function will cause Warnings if a
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// transport uses Update.
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//
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// IMPORTANT: set script execution order to >1000 to call Transport's
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// LateUpdate after all others. Fixes race condition where
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// e.g. in uSurvival Transport would apply Cmds before
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// ShoulderRotation.LateUpdate, resulting in projectile
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// spawns at the point before shoulder rotation.
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public void Update() {}
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}
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}
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