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

464 lines
19 KiB
C#

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