ProjectZ/Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs

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2024-02-19 21:00:36 +03:00
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using UnityEngine;
// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
// forked from https://github.com/in0finite/MirrorNetworkDiscovery
// Both are MIT Licensed
namespace Mirror.Discovery
{
/// <summary>
/// Base implementation for Network Discovery. Extend this component
/// to provide custom discovery with game specific data
/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
/// </summary>
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : NetworkMessage
where Response : NetworkMessage
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
// each game should have a random unique handshake, this way you can tell if this is the same game or not
[HideInInspector]
public long secretHandshake;
[SerializeField]
[Tooltip("The UDP port the server will listen for multi-cast messages")]
protected int serverBroadcastListenPort = 47777;
[SerializeField]
[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
public bool enableActiveDiscovery = true;
[SerializeField]
[Tooltip("Time in seconds between multi-cast messages")]
[Range(1, 60)]
float ActiveDiscoveryInterval = 3;
protected UdpClient serverUdpClient;
protected UdpClient clientUdpClient;
#if UNITY_EDITOR
void OnValidate()
{
if (secretHandshake == 0)
{
secretHandshake = RandomLong();
UnityEditor.Undo.RecordObject(this, "Set secret handshake");
}
}
#endif
public static long RandomLong()
{
int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
return value1 + ((long)value2 << 32);
}
/// <summary>
/// virtual so that inheriting classes' Start() can call base.Start() too
/// </summary>
public virtual void Start()
{
// Server mode? then start advertising
#if UNITY_SERVER
AdvertiseServer();
#endif
}
// Ensure the ports are cleared no matter when Game/Unity UI exits
void OnApplicationQuit()
{
//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
Shutdown();
}
void OnDisable()
{
//Debug.Log("NetworkDiscoveryBase OnDisable");
Shutdown();
}
void OnDestroy()
{
//Debug.Log("NetworkDiscoveryBase OnDestroy");
Shutdown();
}
void Shutdown()
{
EndpMulticastLock();
if (serverUdpClient != null)
{
try
{
serverUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
serverUdpClient = null;
}
if (clientUdpClient != null)
{
try
{
clientUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
clientUdpClient = null;
}
CancelInvoke();
}
#region Server
/// <summary>
/// Advertise this server in the local network
/// </summary>
public void AdvertiseServer()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
// Setup port -- may throw exception
serverUdpClient = new UdpClient(serverBroadcastListenPort)
{
EnableBroadcast = true,
MulticastLoopback = false
};
// listen for client pings
_ = ServerListenAsync();
}
public async Task ServerListenAsync()
{
BeginMulticastLock();
while (true)
{
try
{
await ReceiveRequestAsync(serverUdpClient);
}
catch (ObjectDisposedException)
{
// socket has been closed
break;
}
catch (Exception)
{
}
}
}
async Task ReceiveRequestAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
long handshake = networkReader.ReadLong();
if (handshake != secretHandshake)
{
// message is not for us
throw new ProtocolViolationException("Invalid handshake");
}
Request request = networkReader.Read<Request>();
ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Reply to the client to inform it of this server
/// </summary>
/// <remarks>
/// Override if you wish to ignore server requests based on
/// custom criteria such as language, full server game mode or difficulty
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
{
Response info = ProcessRequest(request, endpoint);
if (info == null)
return;
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
try
{
writer.WriteLong(secretHandshake);
writer.Write(info);
ArraySegment<byte> data = writer.ToArraySegment();
// signature matches
// send response
serverUdpClient.Send(data.Array, data.Count, endpoint);
}
catch (Exception ex)
{
Debug.LogException(ex, this);
}
}
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
// Android Multicast fix: https://github.com/vis2k/Mirror/pull/2887
#if UNITY_ANDROID
AndroidJavaObject multicastLock;
bool hasMulticastLock;
#endif
void BeginMulticastLock()
{
#if UNITY_ANDROID
if (hasMulticastLock) return;
if (Application.platform == RuntimePlatform.Android)
{
using (AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity"))
{
using (var wifiManager = activity.Call<AndroidJavaObject>("getSystemService", "wifi"))
{
multicastLock = wifiManager.Call<AndroidJavaObject>("createMulticastLock", "lock");
multicastLock.Call("acquire");
hasMulticastLock = true;
}
}
}
#endif
}
void EndpMulticastLock()
{
#if UNITY_ANDROID
if (!hasMulticastLock) return;
multicastLock?.Call("release");
hasMulticastLock = false;
#endif
}
#endregion
#region Client
/// <summary>
/// Start Active Discovery
/// </summary>
public void StartDiscovery()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
try
{
// Setup port
clientUdpClient = new UdpClient(0)
{
EnableBroadcast = true,
MulticastLoopback = false
};
}
catch (Exception)
{
// Free the port if we took it
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
Shutdown();
throw;
}
_ = ClientListenAsync();
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
}
/// <summary>
/// Stop Active Discovery
/// </summary>
public void StopDiscovery()
{
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
Shutdown();
}
/// <summary>
/// Awaits for server response
/// </summary>
/// <returns>ClientListenAsync Task</returns>
public async Task ClientListenAsync()
{
// while clientUpdClient to fix:
// https://github.com/vis2k/Mirror/pull/2908
//
// If, you cancel discovery the clientUdpClient is set to null.
// However, nothing cancels ClientListenAsync. If we change the if(true)
// to check if the client is null. You can properly cancel the discovery,
// and kill the listen thread.
//
// Prior to this fix, if you cancel the discovery search. It crashes the
// thread, and is super noisy in the output. As well as causes issues on
// the quest.
while (clientUdpClient != null)
{
try
{
await ReceiveGameBroadcastAsync(clientUdpClient);
}
catch (ObjectDisposedException)
{
// socket was closed, no problem
return;
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
}
/// <summary>
/// Sends discovery request from client
/// </summary>
public void BroadcastDiscoveryRequest()
{
if (clientUdpClient == null)
return;
if (NetworkClient.isConnected)
{
StopDiscovery();
return;
}
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
writer.WriteLong(secretHandshake);
try
{
Request request = GetRequest();
writer.Write(request);
ArraySegment<byte> data = writer.ToArraySegment();
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
}
catch (Exception)
{
// It is ok if we can't broadcast to one of the addresses
}
}
}
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected virtual Request GetRequest() => default;
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (PooledNetworkReader networkReader = NetworkReaderPool.GetReader(udpReceiveResult.Buffer))
{
if (networkReader.ReadLong() != secretHandshake)
return;
Response response = networkReader.Read<Response>();
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected abstract void ProcessResponse(Response response, IPEndPoint endpoint);
#endregion
}
}