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https://github.com/Steffo99/better-tee.git
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323 lines
12 KiB
C#
323 lines
12 KiB
C#
// Coburn: LLAPI is not available on UWP. There are a lot of compile directives here that we're checking against.
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// Checking all of them may be overkill, but it's better to cover all the possible UWP directives. Sourced from
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// https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
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// TODO: Check if LLAPI is supported on Xbox One?
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// LLAPITransport wraps UNET's LLAPI for use as a HLAPI TransportLayer, only if you're not on a UWP platform.
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#if !(UNITY_WSA || UNITY_WSA_10_0 || UNITY_WINRT || UNITY_WINRT_10_0 || NETFX_CORE)
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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.Networking;
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using UnityEngine.Networking.Types;
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namespace Mirror
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{
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[EditorBrowsable(EditorBrowsableState.Never), Obsolete("LLAPI is obsolete and will be removed from future versions of Unity")]
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public class LLAPITransport : Transport
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{
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public ushort port = 7777;
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[Tooltip("Enable for WebGL games. Can only do either WebSockets or regular Sockets, not both (yet).")]
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public bool useWebsockets;
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// settings copied from uMMORPG configuration for best results
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public ConnectionConfig connectionConfig = new ConnectionConfig
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{
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PacketSize = 1500,
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FragmentSize = 500,
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ResendTimeout = 1200,
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DisconnectTimeout = 6000,
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ConnectTimeout = 6000,
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MinUpdateTimeout = 1,
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PingTimeout = 2000,
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ReducedPingTimeout = 100,
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AllCostTimeout = 20,
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NetworkDropThreshold = 80,
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OverflowDropThreshold = 80,
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MaxConnectionAttempt = 10,
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AckDelay = 33,
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SendDelay = 10,
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MaxCombinedReliableMessageSize = 100,
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MaxCombinedReliableMessageCount = 10,
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MaxSentMessageQueueSize = 512,
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AcksType = ConnectionAcksType.Acks128,
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InitialBandwidth = 0,
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BandwidthPeakFactor = 2,
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WebSocketReceiveBufferMaxSize = 0,
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UdpSocketReceiveBufferMaxSize = 0
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};
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// settings copied from uMMORPG configuration for best results
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public GlobalConfig globalConfig = new GlobalConfig
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{
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ReactorModel = ReactorModel.SelectReactor,
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ThreadAwakeTimeout = 1,
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ReactorMaximumSentMessages = 4096,
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ReactorMaximumReceivedMessages = 4096,
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MaxPacketSize = 2000,
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MaxHosts = 16,
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ThreadPoolSize = 3,
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MinTimerTimeout = 1,
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MaxTimerTimeout = 12000
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};
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readonly int channelId; // always use first channel
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byte error;
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int clientId = -1;
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int clientConnectionId = -1;
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readonly byte[] clientReceiveBuffer = new byte[4096];
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int serverHostId = -1;
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readonly byte[] serverReceiveBuffer = new byte[4096];
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void OnValidate()
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{
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// add connectionconfig channels if none
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if (connectionConfig.Channels.Count == 0)
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{
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// channel 0 is reliable fragmented sequenced
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connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced);
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// channel 1 is unreliable
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connectionConfig.AddChannel(QosType.Unreliable);
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}
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}
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void Awake()
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{
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NetworkTransport.Init(globalConfig);
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Debug.Log("LLAPITransport initialized!");
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}
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#region client
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public override bool ClientConnected()
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{
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return clientConnectionId != -1;
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}
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public override void ClientConnect(string address)
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{
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// LLAPI can't handle 'localhost'
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if (address.ToLower() == "localhost") address = "127.0.0.1";
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HostTopology hostTopology = new HostTopology(connectionConfig, 1);
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// important:
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// AddHost(topology) doesn't work in WebGL.
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// AddHost(topology, port) works in standalone and webgl if port=0
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clientId = NetworkTransport.AddHost(hostTopology, 0);
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clientConnectionId = NetworkTransport.Connect(clientId, address, port, 0, out error);
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NetworkError networkError = (NetworkError)error;
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if (networkError != NetworkError.Ok)
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{
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Debug.LogWarning("NetworkTransport.Connect failed: clientId=" + clientId + " address= " + address + " port=" + port + " error=" + error);
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clientConnectionId = -1;
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}
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}
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public override bool ClientSend(int channelId, byte[] data)
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{
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return NetworkTransport.Send(clientId, clientConnectionId, channelId, data, data.Length, out error);
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}
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public bool ProcessClientMessage()
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{
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if (clientId == -1) return false;
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NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(clientId, out int connectionId, out int channel, clientReceiveBuffer, clientReceiveBuffer.Length, out int receivedSize, out error);
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// note: 'error' is used for extra information, e.g. the reason for
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// a disconnect. we don't necessarily have to throw an error if
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// error != 0. but let's log it for easier debugging.
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//
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// DO NOT return after error != 0. otherwise Disconnect won't be
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// registered.
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NetworkError networkError = (NetworkError)error;
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if (networkError != NetworkError.Ok)
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{
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string message = "NetworkTransport.Receive failed: hostid=" + clientId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
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OnClientError.Invoke(new Exception(message));
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}
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// raise events
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switch (networkEvent)
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{
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case NetworkEventType.ConnectEvent:
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OnClientConnected.Invoke();
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break;
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case NetworkEventType.DataEvent:
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ArraySegment<byte> data = new ArraySegment<byte>(clientReceiveBuffer, 0, receivedSize);
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OnClientDataReceived.Invoke(data);
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break;
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case NetworkEventType.DisconnectEvent:
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OnClientDisconnected.Invoke();
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break;
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default:
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return false;
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}
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return true;
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}
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public string ClientGetAddress()
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{
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NetworkTransport.GetConnectionInfo(serverHostId, clientId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
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return address;
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}
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public override void ClientDisconnect()
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{
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if (clientId != -1)
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{
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NetworkTransport.RemoveHost(clientId);
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clientId = -1;
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}
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}
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#endregion
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#region server
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public override bool ServerActive()
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{
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return serverHostId != -1;
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}
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public override void ServerStart()
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{
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if (useWebsockets)
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{
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HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
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serverHostId = NetworkTransport.AddWebsocketHost(topology, port);
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//Debug.Log("LLAPITransport.ServerStartWebsockets port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
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}
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else
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{
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HostTopology topology = new HostTopology(connectionConfig, ushort.MaxValue - 1);
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serverHostId = NetworkTransport.AddHost(topology, port);
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//Debug.Log("LLAPITransport.ServerStart port=" + port + " max=" + maxConnections + " hostid=" + serverHostId);
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}
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}
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public override bool ServerSend(int connectionId, int channelId, byte[] data)
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{
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return NetworkTransport.Send(serverHostId, connectionId, channelId, data, data.Length, out error);
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}
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public bool ProcessServerMessage()
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{
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if (serverHostId == -1) return false;
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NetworkEventType networkEvent = NetworkTransport.ReceiveFromHost(serverHostId, out int connectionId, out int channel, serverReceiveBuffer, serverReceiveBuffer.Length, out int receivedSize, out error);
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// note: 'error' is used for extra information, e.g. the reason for
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// a disconnect. we don't necessarily have to throw an error if
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// error != 0. but let's log it for easier debugging.
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//
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// DO NOT return after error != 0. otherwise Disconnect won't be
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// registered.
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NetworkError networkError = (NetworkError)error;
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if (networkError != NetworkError.Ok)
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{
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string message = "NetworkTransport.Receive failed: hostid=" + serverHostId + " connId=" + connectionId + " channelId=" + channel + " error=" + networkError;
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// TODO write a TransportException or better
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OnServerError.Invoke(connectionId, new Exception(message));
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}
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// LLAPI client sends keep alive messages (75-6C-6C) on channel=110.
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// ignore all messages that aren't for our selected channel.
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/*if (channel != channelId)
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{
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return false;
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}*/
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switch (networkEvent)
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{
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case NetworkEventType.ConnectEvent:
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OnServerConnected.Invoke(connectionId);
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break;
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case NetworkEventType.DataEvent:
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ArraySegment<byte> data = new ArraySegment<byte>(serverReceiveBuffer, 0, receivedSize);
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OnServerDataReceived.Invoke(connectionId, data);
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break;
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case NetworkEventType.DisconnectEvent:
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OnServerDisconnected.Invoke(connectionId);
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break;
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default:
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// nothing or a message we don't recognize
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return false;
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}
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return true;
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}
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public override bool ServerDisconnect(int connectionId)
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{
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return NetworkTransport.Disconnect(serverHostId, connectionId, out error);
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}
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public override string ServerGetClientAddress(int connectionId)
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{
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NetworkTransport.GetConnectionInfo(serverHostId, connectionId, out string address, out int port, out NetworkID networkId, out NodeID node, out error);
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return address;
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}
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public override void ServerStop()
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{
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NetworkTransport.RemoveHost(serverHostId);
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serverHostId = -1;
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Debug.Log("LLAPITransport.ServerStop");
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}
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#endregion
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#region common
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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 LateUpdate()
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{
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// process all messages
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while (ProcessClientMessage()) {}
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while (ProcessServerMessage()) {}
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}
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public override bool Available()
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{
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// websocket is available in all platforms (including webgl)
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return useWebsockets || base.Available();
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}
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public override void Shutdown()
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{
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NetworkTransport.Shutdown();
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serverHostId = -1;
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clientConnectionId = -1;
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Debug.Log("LLAPITransport.Shutdown");
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}
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public override int GetMaxPacketSize(int channelId)
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{
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return globalConfig.MaxPacketSize;
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}
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public override string ToString()
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{
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if (ServerActive())
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{
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return "LLAPI Server port: " + port;
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}
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else if (ClientConnected())
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{
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string ip = ClientGetAddress();
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return "LLAPI Client ip: " + ip + " port: " + port;
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}
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return "LLAPI (inactive/disconnected)";
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}
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#endregion
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}
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}
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#endif
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