using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using UnityEngine; namespace Mirror { /// Base NetworkConnection class for server-to-client and client-to-server connection. public abstract class NetworkConnection { public const int LocalConnectionId = 0; /// Unique identifier for this connection that is assigned by the transport layer. // assigned by transport, this id is unique for every connection on server. // clients don't know their own id and they don't know other client's ids. public readonly int connectionId; /// Flag that indicates the client has been authenticated. public bool isAuthenticated; /// General purpose object to hold authentication data, character selection, tokens, etc. public object authenticationData; /// A server connection is ready after joining the game world. // TODO move this to ConnectionToClient so the flag only lives on server // connections? clients could use NetworkClient.ready to avoid redundant // state. public bool isReady; /// Last time a message was received for this connection. Includes system and user messages. public float lastMessageTime; /// This connection's main object (usually the player object). public NetworkIdentity identity { get; internal set; } /// All NetworkIdentities owned by this connection. Can be main player, pets, etc. // .owned is now valid both on server and on client. // IMPORTANT: this needs to be , not . // fixes a bug where DestroyOwnedObjects wouldn't find the // netId anymore: https://github.com/vis2k/Mirror/issues/1380 // Works fine with NetworkIdentity pointers though. public readonly HashSet owned = new HashSet(); // batching from server to client & client to server. // fewer transport calls give us significantly better performance/scale. // // for a 64KB max message transport and 64 bytes/message on average, we // reduce transport calls by a factor of 1000. // // depending on the transport, this can give 10x performance. // // Dictionary because we have multiple channels. protected Dictionary batches = new Dictionary(); /// last batch's remote timestamp. not interpolated. useful for NetworkTransform etc. // for any given NetworkMessage/Rpc/Cmd/OnSerialize, this was the time // on the REMOTE END when it was sent. // // NOTE: this is NOT in NetworkTime, it needs to be per-connection // because the server receives different batch timestamps from // different connections. public double remoteTimeStamp { get; internal set; } internal NetworkConnection() { // set lastTime to current time when creating connection to make // sure it isn't instantly kicked for inactivity lastMessageTime = Time.time; } internal NetworkConnection(int networkConnectionId) : this() { connectionId = networkConnectionId; } // TODO if we only have Reliable/Unreliable, then we could initialize // two batches and avoid this code protected Batcher GetBatchForChannelId(int channelId) { // get existing or create new writer for the channelId Batcher batch; if (!batches.TryGetValue(channelId, out batch)) { // get max batch size for this channel int threshold = Transport.active.GetBatchThreshold(channelId); // create batcher batch = new Batcher(threshold); batches[channelId] = batch; } return batch; } // Send stage one: NetworkMessage /// Send a NetworkMessage to this connection over the given channel. public void Send(T message, int channelId = Channels.Reliable) where T : struct, NetworkMessage { using (NetworkWriterPooled writer = NetworkWriterPool.Get()) { // pack message NetworkMessages.Pack(message, writer); // validate packet size immediately. // we know how much can fit into one batch at max. // if it's larger, log an error immediately with the type . // previously we only logged in Update() when processing batches, // but there we don't have type information anymore. int max = NetworkMessages.MaxMessageSize(channelId); if (writer.Position > max) { Debug.LogError($"NetworkConnection.Send: message of type {typeof(T)} with a size of {writer.Position} bytes is larger than the max allowed message size in one batch: {max}.\nThe message was dropped, please make it smaller."); return; } // send allocation free NetworkDiagnostics.OnSend(message, channelId, writer.Position, 1); Send(writer.ToArraySegment(), channelId); } } // Send stage two: serialized NetworkMessage as ArraySegment // internal because no one except Mirror should send bytes directly to // the client. they would be detected as a message. send messages instead. // => make sure to validate message size before calling Send! [MethodImpl(MethodImplOptions.AggressiveInlining)] internal virtual void Send(ArraySegment segment, int channelId = Channels.Reliable) { //Debug.Log($"ConnectionSend {this} bytes:{BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}"); // add to batch no matter what. // batching will try to fit as many as possible into MTU. // but we still allow > MTU, e.g. kcp max packet size 144kb. // those are simply sent as single batches. // // IMPORTANT: do NOT send > batch sized messages directly: // - data race: large messages would be sent directly. small // messages would be sent in the batch at the end of frame // - timestamps: if batching assumes a timestamp, then large // messages need that too. // // NOTE: we ALWAYS batch. it's not optional, because the // receiver needs timestamps for NT etc. // // NOTE: we do NOT ValidatePacketSize here yet. the final packet // will be the full batch, including timestamp. GetBatchForChannelId(channelId).AddMessage(segment, NetworkTime.localTime); } // Send stage three: hand off to transport protected abstract void SendToTransport(ArraySegment segment, int channelId = Channels.Reliable); // flush batched messages at the end of every Update. internal virtual void Update() { // go through batches for all channels // foreach ((int key, Batcher batcher) in batches) // Unity 2020 doesn't support deconstruct yet foreach (KeyValuePair kvp in batches) { // make and send as many batches as necessary from the stored // messages. using (NetworkWriterPooled writer = NetworkWriterPool.Get()) { // make a batch with our local time (double precision) while (kvp.Value.GetBatch(writer)) { // message size is validated in Send, with test coverage. // we can send directly without checking again. ArraySegment segment = writer.ToArraySegment(); // send to transport SendToTransport(segment, kvp.Key); //UnityEngine.Debug.Log($"sending batch of {writer.Position} bytes for channel={kvp.Key} connId={connectionId}"); // reset writer for each new batch writer.Position = 0; } } } } /// Check if we received a message within the last 'timeout' seconds. internal virtual bool IsAlive(float timeout) => Time.time - lastMessageTime < timeout; /// Disconnects this connection. // for future reference, here is how Disconnects work in Mirror. // // first, there are two types of disconnects: // * voluntary: the other end simply disconnected // * involuntary: server disconnects a client by itself // // UNET had special (complex) code to handle both cases differently. // // Mirror handles both cases the same way: // * Disconnect is called from TOP to BOTTOM // NetworkServer/Client -> NetworkConnection -> Transport.Disconnect() // * Disconnect is handled from BOTTOM to TOP // Transport.OnDisconnected -> ... // // in other words, calling Disconnect() does no cleanup whatsoever. // it simply asks the transport to disconnect. // then later the transport events will do the clean up. public abstract void Disconnect(); public override string ToString() => $"connection({connectionId})"; } }