slowpoker/Assets/Mirror/Core/LocalConnectionToServer.cs

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C#
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2024-10-17 17:23:05 +03:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
// a localClient's connection TO a server.
// send messages on this connection causes the server's handler function to be invoked directly.
public class LocalConnectionToServer : NetworkConnectionToServer
{
internal LocalConnectionToClient connectionToClient;
// packet queue
internal readonly Queue<NetworkWriterPooled> queue = new Queue<NetworkWriterPooled>();
// see caller for comments on why we need this
bool connectedEventPending;
bool disconnectedEventPending;
internal void QueueConnectedEvent() => connectedEventPending = true;
internal void QueueDisconnectedEvent() => disconnectedEventPending = true;
// Send stage two: serialized NetworkMessage as ArraySegment<byte>
internal override void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
{
if (segment.Count == 0)
{
Debug.LogError("LocalConnection.SendBytes cannot send zero bytes");
return;
}
// instead of invoking it directly, we enqueue and process next update.
// this way we can simulate a similar call flow as with remote clients.
// the closer we get to simulating host as remote, the better!
// both directions do this, so [Command] and [Rpc] behave the same way.
//Debug.Log($"Enqueue {BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}");
NetworkWriterPooled writer = NetworkWriterPool.Get();
writer.WriteBytes(segment.Array, segment.Offset, segment.Count);
connectionToClient.queue.Enqueue(writer);
}
internal override void Update()
{
base.Update();
// should we still process a connected event?
if (connectedEventPending)
{
connectedEventPending = false;
NetworkClient.OnConnectedEvent?.Invoke();
}
// process internal messages so they are applied at the correct time
while (queue.Count > 0)
{
// call receive on queued writer's content, return to pool
NetworkWriterPooled writer = queue.Dequeue();
ArraySegment<byte> message = writer.ToArraySegment();
// OnTransportData assumes a proper batch with timestamp etc.
// let's make a proper batch and pass it to OnTransportData.
Batcher batcher = GetBatchForChannelId(Channels.Reliable);
batcher.AddMessage(message, NetworkTime.localTime);
using (NetworkWriterPooled batchWriter = NetworkWriterPool.Get())
{
// make a batch with our local time (double precision)
if (batcher.GetBatch(batchWriter))
{
NetworkClient.OnTransportData(batchWriter.ToArraySegment(), Channels.Reliable);
}
}
NetworkWriterPool.Return(writer);
}
// should we still process a disconnected event?
if (disconnectedEventPending)
{
disconnectedEventPending = false;
NetworkClient.OnDisconnectedEvent?.Invoke();
}
}
/// <summary>Disconnects this connection.</summary>
internal void DisconnectInternal()
{
// set not ready and handle clientscene disconnect in any case
// (might be client or host mode here)
// TODO remove redundant state. have one source of truth for .ready!
isReady = false;
NetworkClient.ready = false;
}
/// <summary>Disconnects this connection.</summary>
public override void Disconnect()
{
connectionToClient.DisconnectInternal();
DisconnectInternal();
// simulate what a true remote connection would do:
// first, the server should remove it:
// TODO should probably be in connectionToClient.DisconnectInternal
// because that's the NetworkServer's connection!
NetworkServer.RemoveLocalConnection();
// then call OnTransportDisconnected for proper disconnect handling,
// callbacks & cleanups.
// => otherwise OnClientDisconnected() is never called!
// => see NetworkClientTests.DisconnectCallsOnClientDisconnect_HostMode()
NetworkClient.OnTransportDisconnected();
}
// true because local connections never timeout
internal override bool IsAlive(float timeout) => true;
}
}