using System;
using System.Collections.Generic;
using System.Linq;
using Mirror.RemoteCalls;
using UnityEngine;
namespace Mirror
{
/// NetworkServer handles remote connections and has a local connection for a local client.
public static partial class NetworkServer
{
static bool initialized;
public static int maxConnections;
/// Server Update frequency, per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.
// overwritten by NetworkManager (if any)
public static int tickRate = 60;
// tick rate is in Hz.
// convert to interval in seconds for convenience where needed.
//
// send interval is 1 / sendRate.
// but for tests we need a way to set it to exactly 0.
// 1 / int.max would not be exactly 0, so handel that manually.
public static float tickInterval => tickRate < int.MaxValue ? 1f / tickRate : 0; // for 30 Hz, that's 33ms
// time & value snapshot interpolation are separate.
// -> time is interpolated globally on NetworkClient / NetworkConnection
// -> value is interpolated per-component, i.e. NetworkTransform.
// however, both need to be on the same send interval.
public static int sendRate => tickRate;
public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms
static double lastSendTime;
/// Connection to host mode client (if any)
public static LocalConnectionToClient localConnection { get; private set; }
/// Dictionary of all server connections, with connectionId as key
public static Dictionary connections =
new Dictionary();
/// Message Handlers dictionary, with messageId as key
internal static Dictionary handlers =
new Dictionary();
/// All spawned NetworkIdentities by netId.
// server sees ALL spawned ones.
public static readonly Dictionary spawned =
new Dictionary();
/// Single player mode can use dontListen to not accept incoming connections
// see also: https://github.com/vis2k/Mirror/pull/2595
public static bool dontListen;
/// active checks if the server has been started either has standalone or as host server.
public static bool active { get; internal set; }
/// active checks if the server has been started in host mode.
// naming consistent with NetworkClient.activeHost.
public static bool activeHost => localConnection != null;
// scene loading
public static bool isLoadingScene;
// interest management component (optional)
// by default, everyone observes everyone
public static InterestManagementBase aoi;
// For security, it is recommended to disconnect a player if a networked
// action triggers an exception\nThis could prevent components being
// accessed in an undefined state, which may be an attack vector for
// exploits.
//
// However, some games may want to allow exceptions in order to not
// interrupt the player's experience.
public static bool exceptionsDisconnect = true; // security by default
// Mirror global disconnect inactive option, independent of Transport.
// not all Transports do this properly, and it's easiest to configure this just once.
// this is very useful for some projects, keep it.
public static bool disconnectInactiveConnections;
public static float disconnectInactiveTimeout = 60;
// OnConnected / OnDisconnected used to be NetworkMessages that were
// invoked. this introduced a bug where external clients could send
// Connected/Disconnected messages over the network causing undefined
// behaviour.
// => public so that custom NetworkManagers can hook into it
public static Action OnConnectedEvent;
public static Action OnDisconnectedEvent;
public static Action OnErrorEvent;
// keep track of actual achieved tick rate.
// might become lower under heavy load.
// very useful for profiling etc.
// measured over 1s each, same as frame rate. no EMA here.
public static int actualTickRate;
static double actualTickRateStart; // start time when counting
static int actualTickRateCounter; // current counter since start
// profiling
// includes transport update time, because transport calls handlers etc.
// averaged over 1s by passing 'tickRate' to constructor.
public static TimeSample earlyUpdateDuration;
public static TimeSample lateUpdateDuration;
// capture full Unity update time from before Early- to after LateUpdate
public static TimeSample fullUpdateDuration;
/// Starts server and listens to incoming connections with max connections limit.
public static void Listen(int maxConns)
{
Initialize();
maxConnections = maxConns;
// only start server if we want to listen
if (!dontListen)
{
Transport.active.ServerStart();
if (Transport.active is PortTransport portTransport)
{
if (Utils.IsHeadless())
{
#if !UNITY_EDITOR
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine($"Server listening on port {portTransport.Port}");
Console.ResetColor();
#else
Debug.Log($"Server listening on port {portTransport.Port}");
#endif
}
}
else
Debug.Log("Server started listening");
}
active = true;
RegisterMessageHandlers();
}
// initialization / shutdown ///////////////////////////////////////////
static void Initialize()
{
if (initialized)
return;
// safety: ensure Weaving succeded.
// if it silently failed, we would get lots of 'writer not found'
// and other random errors at runtime instead. this is cleaner.
if (!WeaverFuse.Weaved())
{
// if it failed, throw an exception to early exit all Listen calls.
throw new Exception("NetworkServer won't start because Weaving failed or didn't run.");
}
// Debug.Log($"NetworkServer Created version {Version.Current}");
//Make sure connections are cleared in case any old connections references exist from previous sessions
connections.Clear();
// reset Interest Management so that rebuild intervals
// start at 0 when starting again.
if (aoi != null) aoi.ResetState();
// reset NetworkTime
NetworkTime.ResetStatics();
Debug.Assert(Transport.active != null, "There was no active transport when calling NetworkServer.Listen, If you are calling Listen manually then make sure to set 'Transport.active' first");
AddTransportHandlers();
initialized = true;
// profiling
earlyUpdateDuration = new TimeSample(sendRate);
lateUpdateDuration = new TimeSample(sendRate);
fullUpdateDuration = new TimeSample(sendRate);
}
static void AddTransportHandlers()
{
// += so that other systems can also hook into it (i.e. statistics)
Transport.active.OnServerConnected += OnTransportConnected;
Transport.active.OnServerDataReceived += OnTransportData;
Transport.active.OnServerDisconnected += OnTransportDisconnected;
Transport.active.OnServerError += OnTransportError;
}
/// Shuts down the server and disconnects all clients
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
public static void Shutdown()
{
if (initialized)
{
DisconnectAll();
// stop the server.
// we do NOT call Transport.Shutdown, because someone only
// called NetworkServer.Shutdown. we can't assume that the
// client is supposed to be shut down too!
//
// NOTE: stop no matter what, even if 'dontListen':
// someone might enabled dontListen at runtime.
// but we still need to stop the server.
// fixes https://github.com/vis2k/Mirror/issues/2536
Transport.active.ServerStop();
// transport handlers are hooked into when initializing.
// so only remove them when shutting down.
RemoveTransportHandlers();
initialized = false;
}
// Reset all statics here....
dontListen = false;
isLoadingScene = false;
lastSendTime = 0;
actualTickRate = 0;
localConnection = null;
connections.Clear();
connectionsCopy.Clear();
handlers.Clear();
// destroy all spawned objects, _then_ set inactive.
// make sure .active is still true before calling this.
// otherwise modifying SyncLists in OnStopServer would throw
// because .IsWritable() check checks if NetworkServer.active.
// https://github.com/MirrorNetworking/Mirror/issues/3344
CleanupSpawned();
active = false;
// sets nextNetworkId to 1
// sets clientAuthorityCallback to null
// sets previousLocalPlayer to null
NetworkIdentity.ResetStatics();
// clear events. someone might have hooked into them before, but
// we don't want to use those hooks after Shutdown anymore.
OnConnectedEvent = null;
OnDisconnectedEvent = null;
OnErrorEvent = null;
if (aoi != null) aoi.ResetState();
}
static void RemoveTransportHandlers()
{
// -= so that other systems can also hook into it (i.e. statistics)
Transport.active.OnServerConnected -= OnTransportConnected;
Transport.active.OnServerDataReceived -= OnTransportData;
Transport.active.OnServerDisconnected -= OnTransportDisconnected;
Transport.active.OnServerError -= OnTransportError;
}
// Note: NetworkClient.DestroyAllClientObjects does the same on client.
static void CleanupSpawned()
{
// iterate a COPY of spawned.
// DestroyObject removes them from the original collection.
// removing while iterating is not allowed.
foreach (NetworkIdentity identity in spawned.Values.ToList())
{
if (identity != null)
{
// NetworkServer.Destroy resets if scene object, destroys if prefab.
Destroy(identity.gameObject);
}
}
spawned.Clear();
}
internal static void RegisterMessageHandlers()
{
RegisterHandler(OnClientReadyMessage);
RegisterHandler(OnCommandMessage);
RegisterHandler(NetworkTime.OnServerPing, false);
RegisterHandler(NetworkTime.OnServerPong, false);
RegisterHandler(OnEntityStateMessage, true);
RegisterHandler(OnTimeSnapshotMessage, true);
}
// remote calls ////////////////////////////////////////////////////////
// Handle command from specific player, this could be one of multiple
// players on a single client
// default ready handler.
static void OnClientReadyMessage(NetworkConnectionToClient conn, ReadyMessage msg)
{
// Debug.Log($"Default handler for ready message from {conn}");
SetClientReady(conn);
}
static void OnCommandMessage(NetworkConnectionToClient conn, CommandMessage msg, int channelId)
{
if (!conn.isReady)
{
// Clients may be set NotReady due to scene change or other game logic by user, e.g. respawning.
// Ignore commands that may have been in flight before client received NotReadyMessage message.
// Unreliable messages may be out of order, so don't spam warnings for those.
if (channelId == Channels.Reliable)
{
// Attempt to identify the target object, component, and method to narrow down the cause of the error.
if (spawned.TryGetValue(msg.netId, out NetworkIdentity netIdentity))
if (msg.componentIndex < netIdentity.NetworkBehaviours.Length && netIdentity.NetworkBehaviours[msg.componentIndex] is NetworkBehaviour component)
if (RemoteProcedureCalls.GetFunctionMethodName(msg.functionHash, out string methodName))
{
Debug.LogWarning($"Command {methodName} received for {netIdentity.name} [netId={msg.netId}] component {component.name} [index={msg.componentIndex}] when client not ready.\nThis may be ignored if client intentionally set NotReady.");
return;
}
Debug.LogWarning("Command received while client is not ready.\nThis may be ignored if client intentionally set NotReady.");
}
return;
}
if (!spawned.TryGetValue(msg.netId, out NetworkIdentity identity))
{
// over reliable channel, commands should always come after spawn.
// over unreliable, they might come in before the object was spawned.
// for example, NetworkTransform.
// let's not spam the console for unreliable out of order messages.
if (channelId == Channels.Reliable)
Debug.LogWarning($"Spawned object not found when handling Command message {identity.name} netId={msg.netId}");
return;
}
// Commands can be for player objects, OR other objects with client-authority
// -> so if this connection's controller has a different netId then
// only allow the command if clientAuthorityOwner
bool requiresAuthority = RemoteProcedureCalls.CommandRequiresAuthority(msg.functionHash);
if (requiresAuthority && identity.connectionToClient != conn)
{
// Attempt to identify the component and method to narrow down the cause of the error.
if (msg.componentIndex < identity.NetworkBehaviours.Length && identity.NetworkBehaviours[msg.componentIndex] is NetworkBehaviour component)
if (RemoteProcedureCalls.GetFunctionMethodName(msg.functionHash, out string methodName))
{
Debug.LogWarning($"Command {methodName} received for {identity.name} [netId={msg.netId}] component {component.name} [index={msg.componentIndex}] without authority");
return;
}
Debug.LogWarning($"Command received for {identity.name} [netId={msg.netId}] without authority");
return;
}
// Debug.Log($"OnCommandMessage for netId:{msg.netId} conn:{conn}");
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(msg.payload))
identity.HandleRemoteCall(msg.componentIndex, msg.functionHash, RemoteCallType.Command, networkReader, conn);
}
// client to server broadcast //////////////////////////////////////////
// for client's owned ClientToServer components.
static void OnEntityStateMessage(NetworkConnectionToClient connection, EntityStateMessage message)
{
// need to validate permissions carefully.
// an attacker may attempt to modify a not-owned or not-ClientToServer component.
// valid netId?
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null)
{
// owned by the connection?
if (identity.connectionToClient == connection)
{
using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload))
{
// DeserializeServer checks permissions internally.
// failure to deserialize disconnects to prevent exploits.
if (!identity.DeserializeServer(reader))
{
if (exceptionsDisconnect)
{
Debug.LogError($"Server failed to deserialize client state for {identity.name} with netId={identity.netId}, Disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning($"Server failed to deserialize client state for {identity.name} with netId={identity.netId}.");
}
}
}
// An attacker may attempt to modify another connection's entity
// This could also be a race condition of message in flight when
// RemoveClientAuthority is called, so not malicious.
// Don't disconnect, just log the warning.
else
Debug.LogWarning($"EntityStateMessage from {connection} for {identity.name} without authority.");
}
// no warning. don't spam server logs.
// else Debug.LogWarning($"Did not find target for sync message for {message.netId} . Note: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
}
// client sends TimeSnapshotMessage every sendInterval.
// batching already includes the remoteTimestamp.
// we simply insert it on-message here.
// => only for reliable channel. unreliable would always arrive earlier.
static void OnTimeSnapshotMessage(NetworkConnectionToClient connection, TimeSnapshotMessage _)
{
// insert another snapshot for snapshot interpolation.
// before calling OnDeserialize so components can use
// NetworkTime.time and NetworkTime.timeStamp.
// TODO validation?
// maybe we shouldn't allow timeline to deviate more than a certain %.
// for now, this is only used for client authority movement.
// Unity 2019 doesn't have Time.timeAsDouble yet
//
// NetworkTime uses unscaled time and ignores Time.timeScale.
// fixes Time.timeScale getting server & client time out of sync:
// https://github.com/MirrorNetworking/Mirror/issues/3409
connection.OnTimeSnapshot(new TimeSnapshot(connection.remoteTimeStamp, NetworkTime.localTime));
}
// connections /////////////////////////////////////////////////////////
/// Add a connection and setup callbacks. Returns true if not added yet.
public static bool AddConnection(NetworkConnectionToClient conn)
{
if (!connections.ContainsKey(conn.connectionId))
{
// connection cannot be null here or conn.connectionId
// would throw NRE
connections[conn.connectionId] = conn;
return true;
}
// already a connection with this id
return false;
}
/// Removes a connection by connectionId. Returns true if removed.
public static bool RemoveConnection(int connectionId) =>
connections.Remove(connectionId);
// called by LocalClient to add itself. don't call directly.
// TODO consider internal setter instead?
internal static void SetLocalConnection(LocalConnectionToClient conn)
{
if (localConnection != null)
{
Debug.LogError("Local Connection already exists");
return;
}
localConnection = conn;
}
// removes local connection to client
internal static void RemoveLocalConnection()
{
if (localConnection != null)
{
localConnection.Disconnect();
localConnection = null;
}
RemoveConnection(0);
}
/// True if we have external connections (that are not host)
public static bool HasExternalConnections()
{
// any connections?
if (connections.Count > 0)
{
// only host connection?
if (connections.Count == 1 && localConnection != null)
return false;
// otherwise we have real external connections
return true;
}
return false;
}
// send ////////////////////////////////////////////////////////////////
/// Send a message to all clients, even those that haven't joined the world yet (non ready)
public static void SendToAll(T message, int channelId = Channels.Reliable, bool sendToReadyOnly = false)
where T : struct, NetworkMessage
{
if (!active)
{
Debug.LogWarning("Can not send using NetworkServer.SendToAll(T msg) because NetworkServer is not active");
return;
}
// Debug.Log($"Server.SendToAll {typeof(T)}");
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
// pack message only once
NetworkMessages.Pack(message, writer);
ArraySegment segment = writer.ToArraySegment();
// 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($"NetworkServer.SendToAll: message of type {typeof(T)} with a size of {writer.Position} bytes is larger than the max allowed message size in one batch: {max}.\nThe message was dropped, please make it smaller.");
return;
}
// filter and then send to all internet connections at once
// -> makes code more complicated, but is HIGHLY worth it to
// avoid allocations, allow for multicast, etc.
int count = 0;
foreach (NetworkConnectionToClient conn in connections.Values)
{
if (sendToReadyOnly && !conn.isReady)
continue;
count++;
conn.Send(segment, channelId);
}
NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
}
}
/// Send a message to all clients which have joined the world (are ready).
// TODO put rpcs into NetworkServer.Update WorldState packet, then finally remove SendToReady!
public static void SendToReady(T message, int channelId = Channels.Reliable)
where T : struct, NetworkMessage
{
if (!active)
{
Debug.LogWarning("Can not send using NetworkServer.SendToReady(T msg) because NetworkServer is not active");
return;
}
SendToAll(message, channelId, true);
}
// this is like SendToReadyObservers - but it doesn't check the ready flag on the connection.
// this is used for ObjectDestroy messages.
static void SendToObservers(NetworkIdentity identity, T message, int channelId = Channels.Reliable)
where T : struct, NetworkMessage
{
// Debug.Log($"Server.SendToObservers {typeof(T)}");
if (identity == null || identity.observers.Count == 0)
return;
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
// pack message into byte[] once
NetworkMessages.Pack(message, writer);
ArraySegment segment = writer.ToArraySegment();
// 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($"NetworkServer.SendToObservers: message of type {typeof(T)} with a size of {writer.Position} bytes is larger than the max allowed message size in one batch: {max}.\nThe message was dropped, please make it smaller.");
return;
}
foreach (NetworkConnectionToClient conn in identity.observers.Values)
{
conn.Send(segment, channelId);
}
NetworkDiagnostics.OnSend(message, channelId, segment.Count, identity.observers.Count);
}
}
/// Send a message to only clients which are ready with option to include the owner of the object identity
// TODO obsolete this later. it's not used anymore
public static void SendToReadyObservers(NetworkIdentity identity, T message, bool includeOwner = true, int channelId = Channels.Reliable)
where T : struct, NetworkMessage
{
// Debug.Log($"Server.SendToReady {typeof(T)}");
if (identity == null || identity.observers.Count == 0)
return;
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
// pack message only once
NetworkMessages.Pack(message, writer);
ArraySegment segment = writer.ToArraySegment();
// 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($"NetworkServer.SendToReadyObservers: message of type {typeof(T)} with a size of {writer.Position} bytes is larger than the max allowed message size in one batch: {max}.\nThe message was dropped, please make it smaller.");
return;
}
int count = 0;
foreach (NetworkConnectionToClient conn in identity.observers.Values)
{
bool isOwner = conn == identity.connectionToClient;
if ((!isOwner || includeOwner) && conn.isReady)
{
count++;
conn.Send(segment, channelId);
}
}
NetworkDiagnostics.OnSend(message, channelId, segment.Count, count);
}
}
/// Send a message to only clients which are ready including the owner of the NetworkIdentity
// TODO obsolete this later. it's not used anymore
public static void SendToReadyObservers(NetworkIdentity identity, T message, int channelId)
where T : struct, NetworkMessage
{
SendToReadyObservers(identity, message, true, channelId);
}
// transport events ////////////////////////////////////////////////////
// called by transport
static void OnTransportConnected(int connectionId)
{
// Debug.Log($"Server accepted client:{connectionId}");
// connectionId needs to be != 0 because 0 is reserved for local player
// note that some transports like kcp generate connectionId by
// hashing which can be < 0 as well, so we need to allow < 0!
if (connectionId == 0)
{
Debug.LogError($"Server.HandleConnect: invalid connectionId: {connectionId} . Needs to be != 0, because 0 is reserved for local player.");
Transport.active.ServerDisconnect(connectionId);
return;
}
// connectionId not in use yet?
if (connections.ContainsKey(connectionId))
{
Transport.active.ServerDisconnect(connectionId);
// Debug.Log($"Server connectionId {connectionId} already in use...kicked client");
return;
}
// are more connections allowed? if not, kick
// (it's easier to handle this in Mirror, so Transports can have
// less code and third party transport might not do that anyway)
// (this way we could also send a custom 'tooFull' message later,
// Transport can't do that)
if (connections.Count < maxConnections)
{
// add connection
NetworkConnectionToClient conn = new NetworkConnectionToClient(connectionId);
OnConnected(conn);
}
else
{
// kick
Transport.active.ServerDisconnect(connectionId);
// Debug.Log($"Server full, kicked client {connectionId}");
}
}
internal static void OnConnected(NetworkConnectionToClient conn)
{
// Debug.Log($"Server accepted client:{conn}");
// add connection and invoke connected event
AddConnection(conn);
OnConnectedEvent?.Invoke(conn);
}
static bool UnpackAndInvoke(NetworkConnectionToClient connection, NetworkReader reader, int channelId)
{
if (NetworkMessages.UnpackId(reader, out ushort msgType))
{
// try to invoke the handler for that message
if (handlers.TryGetValue(msgType, out NetworkMessageDelegate handler))
{
handler.Invoke(connection, reader, channelId);
connection.lastMessageTime = Time.time;
return true;
}
else
{
// message in a batch are NOT length prefixed to save bandwidth.
// every message needs to be handled and read until the end.
// otherwise it would overlap into the next message.
// => need to warn and disconnect to avoid undefined behaviour.
// => WARNING, not error. can happen if attacker sends random data.
Debug.LogWarning($"Unknown message id: {msgType} for connection: {connection}. This can happen if no handler was registered for this message.");
// simply return false. caller is responsible for disconnecting.
//connection.Disconnect();
return false;
}
}
else
{
// => WARNING, not error. can happen if attacker sends random data.
Debug.LogWarning($"Invalid message header for connection: {connection}.");
// simply return false. caller is responsible for disconnecting.
//connection.Disconnect();
return false;
}
}
// called by transport
internal static void OnTransportData(int connectionId, ArraySegment data, int channelId)
{
if (connections.TryGetValue(connectionId, out NetworkConnectionToClient connection))
{
// client might batch multiple messages into one packet.
// feed it to the Unbatcher.
// NOTE: we don't need to associate a channelId because we
// always process all messages in the batch.
if (!connection.unbatcher.AddBatch(data))
{
if (exceptionsDisconnect)
{
Debug.LogError($"NetworkServer: received message from connectionId:{connectionId} was too short (messages should start with message id). Disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning($"NetworkServer: received message from connectionId:{connectionId} was too short (messages should start with message id).");
return;
}
// process all messages in the batch.
// only while NOT loading a scene.
// if we get a scene change message, then we need to stop
// processing. otherwise we might apply them to the old scene.
// => fixes https://github.com/vis2k/Mirror/issues/2651
//
// NOTE: if scene starts loading, then the rest of the batch
// would only be processed when OnTransportData is called
// the next time.
// => consider moving processing to NetworkEarlyUpdate.
while (!isLoadingScene &&
connection.unbatcher.GetNextMessage(out ArraySegment message, out double remoteTimestamp))
{
using (NetworkReaderPooled reader = NetworkReaderPool.Get(message))
{
// enough to read at least header size?
if (reader.Remaining >= NetworkMessages.IdSize)
{
// make remoteTimeStamp available to the user
connection.remoteTimeStamp = remoteTimestamp;
// handle message
if (!UnpackAndInvoke(connection, reader, channelId))
{
// warn, disconnect and return if failed
// -> warning because attackers might send random data
// -> messages in a batch aren't length prefixed.
// failing to read one would cause undefined
// behaviour for every message afterwards.
// so we need to disconnect.
// -> return to avoid the below unbatches.count error.
// we already disconnected and handled it.
if (exceptionsDisconnect)
{
Debug.LogError($"NetworkServer: failed to unpack and invoke message. Disconnecting {connectionId}.");
connection.Disconnect();
}
else
Debug.LogWarning($"NetworkServer: failed to unpack and invoke message from connectionId:{connectionId}.");
return;
}
}
// otherwise disconnect
else
{
if (exceptionsDisconnect)
{
Debug.LogError($"NetworkServer: received message from connectionId:{connectionId} was too short (messages should start with message id). Disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning($"NetworkServer: received message from connectionId:{connectionId} was too short (messages should start with message id).");
return;
}
}
}
// if we weren't interrupted by a scene change,
// then all batched messages should have been processed now.
// otherwise batches would silently grow.
// we need to log an error to avoid debugging hell.
//
// EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
// -> UnpackAndInvoke silently returned because no handler for id
// -> Reader would never be read past the end
// -> Batch would never be retired because end is never reached
//
// NOTE: prefixing every message in a batch with a length would
// avoid ever not reading to the end. for extra bandwidth.
//
// IMPORTANT: always keep this check to detect memory leaks.
// this took half a day to debug last time.
if (!isLoadingScene && connection.unbatcher.BatchesCount > 0)
{
Debug.LogError($"Still had {connection.unbatcher.BatchesCount} batches remaining after processing, even though processing was not interrupted by a scene change. This should never happen, as it would cause ever growing batches.\nPossible reasons:\n* A message didn't deserialize as much as it serialized\n*There was no message handler for a message id, so the reader wasn't read until the end.");
}
}
else Debug.LogError($"HandleData Unknown connectionId:{connectionId}");
}
// called by transport
// IMPORTANT: often times when disconnecting, we call this from Mirror
// too because we want to remove the connection and handle
// the disconnect immediately.
// => which is fine as long as we guarantee it only runs once
// => which we do by removing the connection!
internal static void OnTransportDisconnected(int connectionId)
{
// Debug.Log($"Server disconnect client:{connectionId}");
if (connections.TryGetValue(connectionId, out NetworkConnectionToClient conn))
{
RemoveConnection(connectionId);
// Debug.Log($"Server lost client:{connectionId}");
// NetworkManager hooks into OnDisconnectedEvent to make
// DestroyPlayerForConnection(conn) optional, e.g. for PvP MMOs
// where players shouldn't be able to escape combat instantly.
if (OnDisconnectedEvent != null)
{
OnDisconnectedEvent.Invoke(conn);
}
// if nobody hooked into it, then simply call DestroyPlayerForConnection
else
{
DestroyPlayerForConnection(conn);
}
}
}
// transport errors are forwarded to high level
static void OnTransportError(int connectionId, TransportError error, string reason)
{
// transport errors will happen. logging a warning is enough.
// make sure the user does not panic.
Debug.LogWarning($"Server Transport Error for connId={connectionId}: {error}: {reason}. This is fine.");
// try get connection. passes null otherwise.
connections.TryGetValue(connectionId, out NetworkConnectionToClient conn);
OnErrorEvent?.Invoke(conn, error, reason);
}
/// Destroys all of the connection's owned objects on the server.
// This is used when a client disconnects, to remove the players for
// that client. This also destroys non-player objects that have client
// authority set for this connection.
public static void DestroyPlayerForConnection(NetworkConnectionToClient conn)
{
// destroy all objects owned by this connection, including the player object
conn.DestroyOwnedObjects();
// remove connection from all of its observing entities observers
// fixes https://github.com/vis2k/Mirror/issues/2737
// -> cleaning those up in NetworkConnection.Disconnect is NOT enough
// because voluntary disconnects from the other end don't call
// NetworkConnection.Disconnect()
conn.RemoveFromObservingsObservers();
conn.identity = null;
}
// message handlers ////////////////////////////////////////////////////
/// Register a handler for message type T. Most should require authentication.
// TODO obsolete this some day to always use the channelId version.
// all handlers in this version are wrapped with 1 extra action.
public static void RegisterHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId.Id;
if (handlers.ContainsKey(msgType))
{
Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
}
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication, exceptionsDisconnect);
}
/// Register a handler for message type T. Most should require authentication.
// This version passes channelId to the handler.
public static void RegisterHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId.Id;
if (handlers.ContainsKey(msgType))
{
Debug.LogWarning($"NetworkServer.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
}
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication, exceptionsDisconnect);
}
/// Replace a handler for message type T. Most should require authentication.
public static void ReplaceHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ReplaceHandler((_, value) => { handler(value); }, requireAuthentication);
}
/// Replace a handler for message type T. Most should require authentication.
public static void ReplaceHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId.Id;
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication, exceptionsDisconnect);
}
/// Replace a handler for message type T. Most should require authentication.
public static void ReplaceHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId.Id;
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
handlers[msgType] = NetworkMessages.WrapHandler(handler, requireAuthentication, exceptionsDisconnect);
}
/// Unregister a handler for a message type T.
public static void UnregisterHandler()
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId.Id;
handlers.Remove(msgType);
}
/// Clears all registered message handlers.
public static void ClearHandlers() => handlers.Clear();
internal static bool GetNetworkIdentity(GameObject go, out NetworkIdentity identity)
{
if (!go.TryGetComponent(out identity))
{
Debug.LogError($"GameObject {go.name} doesn't have NetworkIdentity.");
return false;
}
return true;
}
// disconnect //////////////////////////////////////////////////////////
/// Disconnect all connections, including the local connection.
// synchronous: handles disconnect events and cleans up fully before returning!
public static void DisconnectAll()
{
// disconnect and remove all connections.
// we can not use foreach here because if
// conn.Disconnect -> Transport.ServerDisconnect calls
// OnDisconnect -> NetworkServer.OnDisconnect(connectionId)
// immediately then OnDisconnect would remove the connection while
// we are iterating here.
// see also: https://github.com/vis2k/Mirror/issues/2357
// this whole process should be simplified some day.
// until then, let's copy .Values to avoid InvalidOperationException.
// note that this is only called when stopping the server, so the
// copy is no performance problem.
foreach (NetworkConnectionToClient conn in connections.Values.ToList())
{
// disconnect via connection->transport
conn.Disconnect();
// we want this function to be synchronous: handle disconnect
// events and clean up fully before returning.
// -> OnTransportDisconnected can safely be called without
// waiting for the Transport's callback.
// -> it has checks to only run once.
// call OnDisconnected unless local player in host mod
// TODO unnecessary check?
if (conn.connectionId != NetworkConnection.LocalConnectionId)
OnTransportDisconnected(conn.connectionId);
}
// cleanup
connections.Clear();
localConnection = null;
// this used to set active=false.
// however, then Shutdown can't properly destroy objects:
// https://github.com/MirrorNetworking/Mirror/issues/3344
// "DisconnectAll" should only disconnect all, not set inactive.
// active = false;
}
// add/remove/replace player ///////////////////////////////////////////
/// Called by server after AddPlayer message to add the player for the connection.
// When a player is added for a connection, the client for that
// connection is made ready automatically. The player object is
// automatically spawned, so you do not need to call NetworkServer.Spawn
// for that object. This function is used for "adding" a player, not for
// "replacing" the player on a connection. If there is already a player
// on this playerControllerId for this connection, this will fail.
public static bool AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player, uint assetId)
{
if (GetNetworkIdentity(player, out NetworkIdentity identity))
{
identity.assetId = assetId;
}
return AddPlayerForConnection(conn, player);
}
/// Called by server after AddPlayer message to add the player for the connection.
// When a player is added for a connection, the client for that
// connection is made ready automatically. The player object is
// automatically spawned, so you do not need to call NetworkServer.Spawn
// for that object. This function is used for "adding" a player, not for
// "replacing" the player on a connection. If there is already a player
// on this playerControllerId for this connection, this will fail.
public static bool AddPlayerForConnection(NetworkConnectionToClient conn, GameObject player)
{
if (!player.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogWarning($"AddPlayer: player GameObject has no NetworkIdentity. Please add a NetworkIdentity to {player}");
return false;
}
// cannot have a player object in "Add" version
if (conn.identity != null)
{
Debug.Log("AddPlayer: player object already exists");
return false;
}
// make sure we have a controller before we call SetClientReady
// because the observers will be rebuilt only if we have a controller
conn.identity = identity;
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
identity.SetClientOwner(conn);
// special case, we are in host mode, set hasAuthority to true so that all overrides see it
if (conn is LocalConnectionToClient)
{
identity.isOwned = true;
NetworkClient.InternalAddPlayer(identity);
}
// set ready if not set yet
SetClientReady(conn);
// Debug.Log($"Adding new playerGameObject object netId: {identity.netId} asset ID: {identity.assetId}");
Respawn(identity);
return true;
}
/// Replaces connection's player object. The old object is not destroyed.
// This does NOT change the ready state of the connection, so it can
// safely be used while changing scenes.
public static bool ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, bool keepAuthority = false)
{
if (!player.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to {player}");
return false;
}
if (identity.connectionToClient != null && identity.connectionToClient != conn)
{
Debug.LogError($"Cannot replace player for connection. New player is already owned by a different connection{player}");
return false;
}
//NOTE: there can be an existing player
//Debug.Log("NetworkServer ReplacePlayer");
NetworkIdentity previousPlayer = conn.identity;
conn.identity = identity;
// Set the connection on the NetworkIdentity on the server, NetworkIdentity.SetLocalPlayer is not called on the server (it is on clients)
identity.SetClientOwner(conn);
// special case, we are in host mode, set hasAuthority to true so that all overrides see it
if (conn is LocalConnectionToClient)
{
identity.isOwned = true;
NetworkClient.InternalAddPlayer(identity);
}
// add connection to observers AFTER the playerController was set.
// by definition, there is nothing to observe if there is no player
// controller.
//
// IMPORTANT: do this in AddPlayerForConnection & ReplacePlayerForConnection!
SpawnObserversForConnection(conn);
//Debug.Log($"Replacing playerGameObject object netId:{player.GetComponent().netId} asset ID {player.GetComponent().assetId}");
Respawn(identity);
if (keepAuthority)
{
// This needs to be sent to clear isLocalPlayer on
// client while keeping hasAuthority true
SendChangeOwnerMessage(previousPlayer, conn);
}
else
{
// This clears both isLocalPlayer and hasAuthority on client
previousPlayer.RemoveClientAuthority();
}
return true;
}
/// Replaces connection's player object. The old object is not destroyed.
// This does NOT change the ready state of the connection, so it can
// safely be used while changing scenes.
public static bool ReplacePlayerForConnection(NetworkConnectionToClient conn, GameObject player, uint assetId, bool keepAuthority = false)
{
if (GetNetworkIdentity(player, out NetworkIdentity identity))
{
identity.assetId = assetId;
}
return ReplacePlayerForConnection(conn, player, keepAuthority);
}
/// Removes the player object from the connection
// destroyServerObject: Indicates whether the server object should be destroyed
public static void RemovePlayerForConnection(NetworkConnectionToClient conn, bool destroyServerObject)
{
if (conn.identity != null)
{
if (destroyServerObject)
Destroy(conn.identity.gameObject);
else
UnSpawn(conn.identity.gameObject);
conn.identity = null;
}
//else Debug.Log($"Connection {conn} has no identity");
}
// ready ///////////////////////////////////////////////////////////////
/// Flags client connection as ready (=joined world).
// When a client has signaled that it is ready, this method tells the
// server that the client is ready to receive spawned objects and state
// synchronization updates. This is usually called in a handler for the
// SYSTEM_READY message. If there is not specific action a game needs to
// take for this message, relying on the default ready handler function
// is probably fine, so this call wont be needed.
public static void SetClientReady(NetworkConnectionToClient conn)
{
// Debug.Log($"SetClientReadyInternal for conn:{conn}");
// set ready
conn.isReady = true;
// client is ready to start spawning objects
if (conn.identity != null)
SpawnObserversForConnection(conn);
}
static void SpawnObserversForConnection(NetworkConnectionToClient conn)
{
//Debug.Log($"Spawning {spawned.Count} objects for conn {conn}");
if (!conn.isReady)
{
// client needs to finish initializing before we can spawn objects
// otherwise it would not find them.
return;
}
// let connection know that we are about to start spawning...
conn.Send(new ObjectSpawnStartedMessage());
// add connection to each nearby NetworkIdentity's observers, which
// internally sends a spawn message for each one to the connection.
foreach (NetworkIdentity identity in spawned.Values)
{
// try with far away ones in ummorpg!
if (identity.gameObject.activeSelf) //TODO this is different
{
//Debug.Log($"Sending spawn message for current server objects name:{identity.name} netId:{identity.netId} sceneId:{identity.sceneId:X}");
// we need to support three cases:
// - legacy system (identity has .visibility)
// - new system (networkserver has .aoi)
// - default case: no .visibility and no .aoi means add all
// connections by default)
//
// ForceHidden/ForceShown overwrite all systems so check it
// first!
// ForceShown: add no matter what
if (identity.visibility == Visibility.ForceShown)
{
identity.AddObserver(conn);
}
// ForceHidden: don't show no matter what
else if (identity.visibility == Visibility.ForceHidden)
{
// do nothing
}
// default: legacy system / new system / no system support
else if (identity.visibility == Visibility.Default)
{
// aoi system
if (aoi != null)
{
// call OnCheckObserver
if (aoi.OnCheckObserver(identity, conn))
identity.AddObserver(conn);
}
// no system: add all observers by default
else
{
identity.AddObserver(conn);
}
}
}
}
// let connection know that we finished spawning, so it can call
// OnStartClient on each one (only after all were spawned, which
// is how Unity's Start() function works too)
conn.Send(new ObjectSpawnFinishedMessage());
}
/// Marks the client of the connection to be not-ready.
// Clients that are not ready do not receive spawned objects or state
// synchronization updates. They client can be made ready again by
// calling SetClientReady().
public static void SetClientNotReady(NetworkConnectionToClient conn)
{
conn.isReady = false;
conn.RemoveFromObservingsObservers();
conn.Send(new NotReadyMessage());
}
/// Marks all connected clients as no longer ready.
// All clients will no longer be sent state synchronization updates. The
// player's clients can call ClientManager.Ready() again to re-enter the
// ready state. This is useful when switching scenes.
public static void SetAllClientsNotReady()
{
foreach (NetworkConnectionToClient conn in connections.Values)
{
SetClientNotReady(conn);
}
}
// show / hide for connection //////////////////////////////////////////
internal static void ShowForConnection(NetworkIdentity identity, NetworkConnection conn)
{
if (conn.isReady)
SendSpawnMessage(identity, conn);
}
internal static void HideForConnection(NetworkIdentity identity, NetworkConnection conn)
{
ObjectHideMessage msg = new ObjectHideMessage
{
netId = identity.netId
};
conn.Send(msg);
}
// spawning ////////////////////////////////////////////////////////////
internal static void SendSpawnMessage(NetworkIdentity identity, NetworkConnection conn)
{
if (identity.serverOnly) return;
//Debug.Log($"Server SendSpawnMessage: name:{identity.name} sceneId:{identity.sceneId:X} netid:{identity.netId}");
// one writer for owner, one for observers
using (NetworkWriterPooled ownerWriter = NetworkWriterPool.Get(), observersWriter = NetworkWriterPool.Get())
{
bool isOwner = identity.connectionToClient == conn;
ArraySegment payload = CreateSpawnMessagePayload(isOwner, identity, ownerWriter, observersWriter);
SpawnMessage message = new SpawnMessage
{
netId = identity.netId,
isLocalPlayer = conn.identity == identity,
isOwner = isOwner,
sceneId = identity.sceneId,
assetId = identity.assetId,
// use local values for VR support
position = identity.transform.localPosition,
rotation = identity.transform.localRotation,
scale = identity.transform.localScale,
payload = payload
};
conn.Send(message);
}
}
static ArraySegment CreateSpawnMessagePayload(bool isOwner, NetworkIdentity identity, NetworkWriterPooled ownerWriter, NetworkWriterPooled observersWriter)
{
// Only call SerializeAll if there are NetworkBehaviours
if (identity.NetworkBehaviours.Length == 0)
{
return default;
}
// serialize all components with initialState = true
// (can be null if has none)
identity.SerializeServer(true, ownerWriter, observersWriter);
// convert to ArraySegment to avoid reader allocations
// if nothing was written, .ToArraySegment returns an empty segment.
ArraySegment ownerSegment = ownerWriter.ToArraySegment();
ArraySegment observersSegment = observersWriter.ToArraySegment();
// use owner segment if 'conn' owns this identity, otherwise
// use observers segment
ArraySegment payload = isOwner ? ownerSegment : observersSegment;
return payload;
}
internal static void SendChangeOwnerMessage(NetworkIdentity identity, NetworkConnectionToClient conn)
{
// Don't send if identity isn't spawned or only exists on server
if (identity.netId == 0 || identity.serverOnly) return;
// Don't send if conn doesn't have the identity spawned yet
// May be excluded from the client by interest management
if (!conn.observing.Contains(identity)) return;
//Debug.Log($"Server SendChangeOwnerMessage: name={identity.name} netid={identity.netId}");
conn.Send(new ChangeOwnerMessage
{
netId = identity.netId,
isOwner = identity.connectionToClient == conn,
isLocalPlayer = conn.identity == identity
});
}
// check NetworkIdentity parent before spawning it.
// - without parent, they are spawned
// - with parent, only if the parent is active in hierarchy
//
// note that active parents may have inactive parents of their own.
// we need to check .activeInHierarchy.
//
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3330
// https://github.com/vis2k/Mirror/issues/2778
static bool ValidParent(NetworkIdentity identity) =>
identity.transform.parent == null ||
identity.transform.parent.gameObject.activeInHierarchy;
/// Spawns NetworkIdentities in the scene on the server.
// NetworkIdentity objects in a scene are disabled by default. Calling
// SpawnObjects() causes these scene objects to be enabled and spawned.
// It is like calling NetworkServer.Spawn() for each of them.
public static bool SpawnObjects()
{
// only if server active
if (!active)
return false;
// find all NetworkIdentities in the scene.
// all of them are disabled because of NetworkScenePostProcess.
NetworkIdentity[] identities = Resources.FindObjectsOfTypeAll();
// first pass: activate all scene objects
foreach (NetworkIdentity identity in identities)
{
// only spawn scene objects which haven't been spawned yet.
// SpawnObjects may be called multiple times for additive scenes.
// https://github.com/MirrorNetworking/Mirror/issues/3318
//
// note that we even activate objects under inactive parents.
// while they are not spawned, they do need to be activated
// in order to be spawned later. so here, we don't check parents.
// https://github.com/MirrorNetworking/Mirror/issues/3330
if (Utils.IsSceneObject(identity) && identity.netId == 0)
{
// Debug.Log($"SpawnObjects sceneId:{identity.sceneId:X} name:{identity.gameObject.name}");
identity.gameObject.SetActive(true);
}
}
// second pass: spawn all scene objects
foreach (NetworkIdentity identity in identities)
{
// scene objects may be children of inactive parents.
// users would put them under disabled parents to 'deactivate' them.
// those should not be used by Mirror at all.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3330
// https://github.com/vis2k/Mirror/issues/2778
if (Utils.IsSceneObject(identity) && identity.netId == 0 && ValidParent(identity))
{
// pass connection so that authority is not lost when server loads a scene
// https://github.com/vis2k/Mirror/pull/2987
Spawn(identity.gameObject, identity.connectionToClient);
}
}
return true;
}
/// Spawns an object and also assigns Client Authority to the specified client.
// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
public static void Spawn(GameObject obj, GameObject ownerPlayer)
{
if (!ownerPlayer.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError("Player object has no NetworkIdentity");
return;
}
if (identity.connectionToClient == null)
{
Debug.LogError("Player object is not a player.");
return;
}
Spawn(obj, identity.connectionToClient);
}
static void Respawn(NetworkIdentity identity)
{
if (identity.netId == 0)
{
// If the object has not been spawned, then do a full spawn and update observers
Spawn(identity.gameObject, identity.connectionToClient);
}
else
{
// otherwise just replace his data
SendSpawnMessage(identity, identity.connectionToClient);
}
}
/// Spawn the given game object on all clients which are ready.
// This will cause a new object to be instantiated from the registered
// prefab, or from a custom spawn function.
public static void Spawn(GameObject obj, NetworkConnection ownerConnection = null)
{
SpawnObject(obj, ownerConnection);
}
/// Spawns an object and also assigns Client Authority to the specified client.
// This is the same as calling NetworkIdentity.AssignClientAuthority on the spawned object.
public static void Spawn(GameObject obj, uint assetId, NetworkConnection ownerConnection = null)
{
if (GetNetworkIdentity(obj, out NetworkIdentity identity))
{
identity.assetId = assetId;
}
SpawnObject(obj, ownerConnection);
}
static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
{
// verify if we can spawn this
if (Utils.IsPrefab(obj))
{
Debug.LogError($"GameObject {obj.name} is a prefab, it can't be spawned. Instantiate it first.", obj);
return;
}
if (!active)
{
Debug.LogError($"SpawnObject for {obj}, NetworkServer is not active. Cannot spawn objects without an active server.", obj);
return;
}
if (!obj.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"SpawnObject {obj} has no NetworkIdentity. Please add a NetworkIdentity to {obj}", obj);
return;
}
if (identity.SpawnedFromInstantiate)
{
// Using Instantiate on SceneObject is not allowed, so stop spawning here
// NetworkIdentity.Awake already logs error, no need to log a second error here
return;
}
// Spawn should only be called once per netId.
// calling it twice would lead to undefined behaviour.
// https://github.com/MirrorNetworking/Mirror/pull/3205
if (spawned.ContainsKey(identity.netId))
{
Debug.LogWarning($"{identity.name} [netId={identity.netId}] was already spawned.", identity.gameObject);
return;
}
identity.connectionToClient = (NetworkConnectionToClient)ownerConnection;
// special case to make sure hasAuthority is set
// on start server in host mode
if (ownerConnection is LocalConnectionToClient)
identity.isOwned = true;
// NetworkServer.Unspawn sets object as inactive.
// NetworkServer.Spawn needs to set them active again in case they were previously unspawned / inactive.
identity.gameObject.SetActive(true);
// only call OnStartServer if not spawned yet.
// check used to be in NetworkIdentity. may not be necessary anymore.
if (!identity.isServer && identity.netId == 0)
{
// configure NetworkIdentity
// this may be called in host mode, so we need to initialize
// isLocalPlayer/isClient flags too.
identity.isLocalPlayer = NetworkClient.localPlayer == identity;
identity.isClient = NetworkClient.active;
identity.isServer = true;
identity.netId = NetworkIdentity.GetNextNetworkId();
// add to spawned (after assigning netId)
spawned[identity.netId] = identity;
// callback after all fields were set
identity.OnStartServer();
}
// Debug.Log($"SpawnObject instance ID {identity.netId} asset ID {identity.assetId}");
if (aoi)
{
// This calls user code which might throw exceptions
// We don't want this to leave us in bad state
try
{
aoi.OnSpawned(identity);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
RebuildObservers(identity, true);
}
/// This takes an object that has been spawned and un-spawns it.
// The object will be removed from clients that it was spawned on, or
// the custom spawn handler function on the client will be called for
// the object.
// Unlike when calling NetworkServer.Destroy(), on the server the object
// will NOT be destroyed. This allows the server to re-use the object,
// even spawn it again later.
public static void UnSpawn(GameObject obj)
{
// Debug.Log($"DestroyObject instance:{identity.netId}");
// NetworkServer.Unspawn should only be called on server or host.
// on client, show a warning to explain what it does.
if (!active)
{
Debug.LogWarning("NetworkServer.Unspawn() called without an active server. Servers can only destroy while active, clients can only ask the server to destroy (for example, with a [Command]), after which the server may decide to destroy the object and broadcast the change to all clients.");
return;
}
if (obj == null)
{
Debug.Log("NetworkServer.Unspawn(): object is null");
return;
}
if (!GetNetworkIdentity(obj, out NetworkIdentity identity))
{
return;
}
// only call OnRebuildObservers while active,
// not while shutting down
// (https://github.com/vis2k/Mirror/issues/2977)
if (active && aoi)
{
// This calls user code which might throw exceptions
// We don't want this to leave us in bad state
try
{
aoi.OnDestroyed(identity);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
// remove from NetworkServer (this) dictionary
spawned.Remove(identity.netId);
identity.connectionToClient?.RemoveOwnedObject(identity);
// send object destroy message to all observers, clear observers
SendToObservers(identity, new ObjectDestroyMessage
{
netId = identity.netId
});
identity.ClearObservers();
// in host mode, call OnStopClient/OnStopLocalPlayer manually
if (NetworkClient.active && activeHost)
{
if (identity.isLocalPlayer)
identity.OnStopLocalPlayer();
identity.OnStopClient();
// The object may have been spawned with host client ownership,
// e.g. a pet so we need to clear hasAuthority and call
// NotifyAuthority which invokes OnStopAuthority if hasAuthority.
identity.isOwned = false;
identity.NotifyAuthority();
// remove from NetworkClient dictionary
NetworkClient.connection.owned.Remove(identity);
NetworkClient.spawned.Remove(identity.netId);
}
// we are on the server. call OnStopServer.
identity.OnStopServer();
// finally reset the state and deactivate it
identity.ResetState();
identity.gameObject.SetActive(false);
}
// destroy /////////////////////////////////////////////////////////////
/// Destroys this object and corresponding objects on all clients.
// In some cases it is useful to remove an object but not delete it on
// the server. For that, use NetworkServer.UnSpawn() instead of
// NetworkServer.Destroy().
public static void Destroy(GameObject obj)
{
// NetworkServer.Destroy should only be called on server or host.
// on client, show a warning to explain what it does.
if (!active)
{
Debug.LogWarning("NetworkServer.Destroy() called without an active server. Servers can only destroy while active, clients can only ask the server to destroy (for example, with a [Command]), after which the server may decide to destroy the object and broadcast the change to all clients.");
return;
}
if (obj == null)
{
Debug.Log("NetworkServer.Destroy(): object is null");
return;
}
// first, we unspawn it on clients and server
UnSpawn(obj);
// additionally, if it's a prefab then we destroy it completely.
// we never destroy scene objects on server or on client, since once
// they are gone, they are gone forever and can't be instantiate again.
// for example, server may Destroy() a scene object and once a match
// restarts, the scene objects would be gone from the new match.
if (GetNetworkIdentity(obj, out NetworkIdentity identity) &&
identity.sceneId == 0)
{
identity.destroyCalled = true;
// Destroy if application is running
if (Application.isPlaying)
{
UnityEngine.Object.Destroy(obj);
}
// Destroy can't be used in Editor during tests. use DestroyImmediate.
else
{
GameObject.DestroyImmediate(obj);
}
}
}
// interest management /////////////////////////////////////////////////
// Helper function to add all server connections as observers.
// This is used if none of the components provides their own
// OnRebuildObservers function.
// rebuild observers default method (no AOI) - adds all connections
static void RebuildObserversDefault(NetworkIdentity identity, bool initialize)
{
// only add all connections when rebuilding the first time.
// second time we just keep them without rebuilding anything.
if (initialize)
{
// not force hidden?
if (identity.visibility != Visibility.ForceHidden)
{
AddAllReadyServerConnectionsToObservers(identity);
}
}
}
internal static void AddAllReadyServerConnectionsToObservers(NetworkIdentity identity)
{
// add all server connections
foreach (NetworkConnectionToClient conn in connections.Values)
{
// only if authenticated (don't send to people during logins)
if (conn.isReady)
identity.AddObserver(conn);
}
// add local host connection (if any)
if (localConnection != null && localConnection.isReady)
{
identity.AddObserver(localConnection);
}
}
// RebuildObservers does a local rebuild for the NetworkIdentity.
// This causes the set of players that can see this object to be rebuild.
//
// IMPORTANT:
// => global rebuild would be more simple, BUT
// => local rebuild is way faster for spawn/despawn because we can
// simply rebuild a select NetworkIdentity only
// => having both .observers and .observing is necessary for local
// rebuilds
//
// in other words, this is the perfect solution even though it's not
// completely simple (due to .observers & .observing)
//
// Mirror maintains .observing automatically in the background. best of
// both worlds without any worrying now!
public static void RebuildObservers(NetworkIdentity identity, bool initialize)
{
// if there is no interest management system,
// or if 'force shown' then add all connections
if (aoi == null || identity.visibility == Visibility.ForceShown)
{
RebuildObserversDefault(identity, initialize);
}
// otherwise let interest management system rebuild
else
{
aoi.Rebuild(identity, initialize);
}
}
// broadcasting ////////////////////////////////////////////////////////
// helper function to get the right serialization for a connection
static NetworkWriter SerializeForConnection(NetworkIdentity identity, NetworkConnectionToClient connection)
{
// get serialization for this entity (cached)
// IMPORTANT: int tick avoids floating point inaccuracy over days/weeks
NetworkIdentitySerialization serialization = identity.GetServerSerializationAtTick(Time.frameCount);
// is this entity owned by this connection?
bool owned = identity.connectionToClient == connection;
// send serialized data
// owner writer if owned
if (owned)
{
// was it dirty / did we actually serialize anything?
if (serialization.ownerWriter.Position > 0)
return serialization.ownerWriter;
}
// observers writer if not owned
else
{
// was it dirty / did we actually serialize anything?
if (serialization.observersWriter.Position > 0)
return serialization.observersWriter;
}
// nothing was serialized
return null;
}
// helper function to broadcast the world to a connection
static void BroadcastToConnection(NetworkConnectionToClient connection)
{
// for each entity that this connection is seeing
foreach (NetworkIdentity identity in connection.observing)
{
// make sure it's not null or destroyed.
// (which can happen if someone uses
// GameObject.Destroy instead of
// NetworkServer.Destroy)
if (identity != null)
{
// get serialization for this entity viewed by this connection
// (if anything was serialized this time)
NetworkWriter serialization = SerializeForConnection(identity, connection);
if (serialization != null)
{
EntityStateMessage message = new EntityStateMessage
{
netId = identity.netId,
payload = serialization.ToArraySegment()
};
connection.Send(message);
}
}
// spawned list should have no null entries because we
// always call Remove in OnObjectDestroy everywhere.
// if it does have null then someone used
// GameObject.Destroy instead of NetworkServer.Destroy.
else Debug.LogWarning($"Found 'null' entry in observing list for connectionId={connection.connectionId}. Please call NetworkServer.Destroy to destroy networked objects. Don't use GameObject.Destroy.");
}
}
// helper function to check a connection for inactivity and disconnect if necessary
// returns true if disconnected
static bool DisconnectIfInactive(NetworkConnectionToClient connection)
{
// check for inactivity
if (disconnectInactiveConnections &&
!connection.IsAlive(disconnectInactiveTimeout))
{
Debug.LogWarning($"Disconnecting {connection} for inactivity!");
connection.Disconnect();
return true;
}
return false;
}
// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
// (we add this to the UnityEngine in NetworkLoop)
// internal for tests
internal static readonly List connectionsCopy =
new List();
static void Broadcast()
{
// copy all connections into a helper collection so that
// OnTransportDisconnected can be called while iterating.
// -> OnTransportDisconnected removes from the collection
// -> which would throw 'can't modify while iterating' errors
// => see also: https://github.com/vis2k/Mirror/issues/2739
// (copy nonalloc)
// TODO remove this when we move to 'lite' transports with only
// socket send/recv later.
connectionsCopy.Clear();
connections.Values.CopyTo(connectionsCopy);
// go through all connections
foreach (NetworkConnectionToClient connection in connectionsCopy)
{
// check for inactivity. disconnects if necessary.
if (DisconnectIfInactive(connection))
continue;
// has this connection joined the world yet?
// for each READY connection:
// pull in UpdateVarsMessage for each entity it observes
if (connection.isReady)
{
// send time for snapshot interpolation every sendInterval.
// BroadcastToConnection() may not send if nothing is new.
//
// sent over unreliable.
// NetworkTime / Transform both use unreliable.
//
// make sure Broadcast() is only called every sendInterval,
// even if targetFrameRate isn't set in host mode (!)
// (done via AccurateInterval)
connection.Send(new TimeSnapshotMessage(), Channels.Unreliable);
// broadcast world state to this connection
BroadcastToConnection(connection);
}
// update connection to flush out batched messages
connection.Update();
}
// TODO this is way too slow because we iterate ALL spawned :/
// TODO this is way too complicated :/
// to understand what this tries to prevent, consider this example:
// monster has health=100
// we change health=200, dirty bit is set
// player comes in range, gets full serialization spawn packet.
// next Broadcast(), player gets the health=200 change because dirty bit was set.
//
// this code clears all dirty bits if no players are around to prevent it.
// BUT there are two issues:
// 1. what if a playerB was around the whole time?
// 2. why don't we handle broadcast and spawn packets both HERE?
// handling spawn separately is why we need this complex magic
//
// see test: DirtyBitsAreClearedForSpawnedWithoutObservers()
// see test: SyncObjectChanges_DontGrowWithoutObservers()
//
// PAUL: we also do this to avoid ever growing SyncList .changes
//ClearSpawnedDirtyBits();
//
// this was moved to NetworkIdentity.AddObserver!
// same result, but no more O(N) loop in here!
// TODO remove this comment after moving spawning into Broadcast()!
}
// update //////////////////////////////////////////////////////////////
// NetworkEarlyUpdate called before any Update/FixedUpdate
// (we add this to the UnityEngine in NetworkLoop)
internal static void NetworkEarlyUpdate()
{
// measure update time for profiling.
if (active)
{
earlyUpdateDuration.Begin();
fullUpdateDuration.Begin();
}
// process all incoming messages first before updating the world
if (Transport.active != null)
Transport.active.ServerEarlyUpdate();
// step each connection's local time interpolation in early update.
foreach (NetworkConnectionToClient connection in connections.Values)
connection.UpdateTimeInterpolation();
if (active) earlyUpdateDuration.End();
}
internal static void NetworkLateUpdate()
{
if (active)
{
// measure update time for profiling.
lateUpdateDuration.Begin();
// only broadcast world if active
// broadcast every sendInterval.
// AccurateInterval to avoid update frequency inaccuracy issues:
// https://github.com/vis2k/Mirror/pull/3153
//
// for example, host mode server doesn't set .targetFrameRate.
// Broadcast() would be called every tick.
// snapshots might be sent way too often, etc.
//
// during tests, we always call Broadcast() though.
//
// also important for syncInterval=0 components like
// NetworkTransform, so they can sync on same interval as time
// snapshots _but_ not every single tick.
// Unity 2019 doesn't have Time.timeAsDouble yet
if (!Application.isPlaying || AccurateInterval.Elapsed(NetworkTime.localTime, sendInterval, ref lastSendTime))
Broadcast();
}
// process all outgoing messages after updating the world
// (even if not active. still want to process disconnects etc.)
if (Transport.active != null)
Transport.active.ServerLateUpdate();
// measure actual tick rate every second.
if (active)
{
++actualTickRateCounter;
// NetworkTime.localTime has defines for 2019 / 2020 compatibility
if (NetworkTime.localTime >= actualTickRateStart + 1)
{
// calculate avg by exact elapsed time.
// assuming 1s wouldn't be accurate, usually a few more ms passed.
float elapsed = (float)(NetworkTime.localTime - actualTickRateStart);
actualTickRate = Mathf.RoundToInt(actualTickRateCounter / elapsed);
actualTickRateStart = NetworkTime.localTime;
actualTickRateCounter = 0;
}
// measure total update time. including transport.
// because in early update, transport update calls handlers.
lateUpdateDuration.End();
fullUpdateDuration.End();
}
}
}
}