slowpoker/Assets/Mirror/Core/NetworkClient.cs
2024-10-17 17:23:05 +03:00

1843 lines
84 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Mirror.RemoteCalls;
using UnityEngine;
namespace Mirror
{
public enum ConnectState
{
None,
// connecting between Connect() and OnTransportConnected()
Connecting,
Connected,
// disconnecting between Disconnect() and OnTransportDisconnected()
Disconnecting,
Disconnected
}
/// <summary>NetworkClient with connection to server.</summary>
public static partial class NetworkClient
{
// 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.
//
// additionally, server & client need to use the same send interval.
// otherwise it's too easy to accidentally cause interpolation issues if
// a component sends with client.interval but interpolates with
// server.interval, etc.
public static int sendRate => NetworkServer.sendRate;
public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms
static double lastSendTime;
// 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
// message handlers by messageId
internal static readonly Dictionary<ushort, NetworkMessageDelegate> handlers =
new Dictionary<ushort, NetworkMessageDelegate>();
/// <summary>All spawned NetworkIdentities by netId.</summary>
// client sees OBSERVED spawned ones.
public static readonly Dictionary<uint, NetworkIdentity> spawned =
new Dictionary<uint, NetworkIdentity>();
/// <summary>Client's NetworkConnection to server.</summary>
public static NetworkConnection connection { get; internal set; }
/// <summary>True if client is ready (= joined world).</summary>
// TODO redundant state. point it to .connection.isReady instead (& test)
// TODO OR remove NetworkConnection.isReady? unless it's used on server
//
// TODO maybe ClientState.Connected/Ready/AddedPlayer/etc.?
// way better for security if we can check states in callbacks
public static bool ready;
/// <summary>NetworkIdentity of the localPlayer </summary>
public static NetworkIdentity localPlayer { get; internal set; }
// NetworkClient state
internal static ConnectState connectState = ConnectState.None;
/// <summary>active is true while a client is connecting/connected either as standalone or as host client.</summary>
// (= while the network is active)
public static bool active => connectState == ConnectState.Connecting ||
connectState == ConnectState.Connected;
/// <summary>active is true while the client is connected in host mode.</summary>
// naming consistent with NetworkServer.activeHost.
public static bool activeHost => connection is LocalConnectionToServer;
/// <summary>Check if client is connecting (before connected).</summary>
public static bool isConnecting => connectState == ConnectState.Connecting;
/// <summary>Check if client is connected (after connecting).</summary>
public static bool isConnected => connectState == ConnectState.Connected;
// 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<TransportError, string> OnErrorEvent;
/// <summary>Registered spawnable prefabs by assetId.</summary>
public static readonly Dictionary<uint, GameObject> prefabs =
new Dictionary<uint, GameObject>();
// custom spawn / unspawn handlers by assetId.
// useful to support prefab pooling etc.:
// https://mirror-networking.gitbook.io/docs/guides/gameobjects/custom-spawnfunctions
internal static readonly Dictionary<uint, SpawnHandlerDelegate> spawnHandlers =
new Dictionary<uint, SpawnHandlerDelegate>();
internal static readonly Dictionary<uint, UnSpawnDelegate> unspawnHandlers =
new Dictionary<uint, UnSpawnDelegate>();
// spawning
// internal for tests
internal static bool isSpawnFinished;
// Disabled scene objects that can be spawned again, by sceneId.
internal static readonly Dictionary<ulong, NetworkIdentity> spawnableObjects =
new Dictionary<ulong, NetworkIdentity>();
internal static Unbatcher unbatcher = new Unbatcher();
// interest management component (optional)
// only needed for SetHostVisibility
public static InterestManagementBase aoi;
// scene loading
public static bool isLoadingScene;
// connection quality
// this is set by a virtual function in NetworkManager,
// which allows users to overwrite it with their own estimations.
public static ConnectionQuality connectionQuality = ConnectionQuality.ESTIMATING;
public static ConnectionQuality lastConnectionQuality = ConnectionQuality.ESTIMATING;
public static ConnectionQualityMethod connectionQualityMethod = ConnectionQualityMethod.Simple;
public static float connectionQualityInterval = 3;
static double lastConnectionQualityUpdate;
/// <summary>
/// Invoked when connection quality changes.
/// <para>First argument is the old quality, second argument is the new quality.</para>
/// </summary>
public static event Action<ConnectionQuality, ConnectionQuality> onConnectionQualityChanged;
// initialization //////////////////////////////////////////////////////
static void AddTransportHandlers()
{
// community Transports may forget to call OnDisconnected.
// which could cause handlers to be added twice with +=.
// ensure we always clear the old ones first.
// fixes: https://github.com/vis2k/Mirror/issues/3152
RemoveTransportHandlers();
// += so that other systems can also hook into it (i.e. statistics)
Transport.active.OnClientConnected += OnTransportConnected;
Transport.active.OnClientDataReceived += OnTransportData;
Transport.active.OnClientDisconnected += OnTransportDisconnected;
Transport.active.OnClientError += OnTransportError;
}
static void RemoveTransportHandlers()
{
// -= so that other systems can also hook into it (i.e. statistics)
Transport.active.OnClientConnected -= OnTransportConnected;
Transport.active.OnClientDataReceived -= OnTransportData;
Transport.active.OnClientDisconnected -= OnTransportDisconnected;
Transport.active.OnClientError -= OnTransportError;
}
// connect /////////////////////////////////////////////////////////////
// initialize is called before every connect
static void Initialize(bool hostMode)
{
// 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 Connect calls.
throw new Exception("NetworkClient won't start because Weaving failed or didn't run.");
}
// Debug.Log($"Client Connect: {address}");
Debug.Assert(Transport.active != null, "There was no active transport when calling NetworkClient.Connect, If you are calling Connect manually then make sure to set 'Transport.active' first");
// reset unbatcher in case any batches from last session remain.
// need to do this in Initialize() so it runs for the host as well.
// fixes host mode scene transition receiving data from previous scene.
// credits: BigBoxVR
unbatcher = new Unbatcher();
// reset time interpolation on every new connect.
// ensures last sessions' state is cleared before starting again.
InitTimeInterpolation();
RegisterMessageHandlers(hostMode);
Transport.active.enabled = true;
}
/// <summary>Connect client to a NetworkServer by address.</summary>
public static void Connect(string address)
{
Initialize(false);
AddTransportHandlers();
connectState = ConnectState.Connecting;
Transport.active.ClientConnect(address);
connection = new NetworkConnectionToServer();
}
/// <summary>Connect client to a NetworkServer by Uri.</summary>
public static void Connect(Uri uri)
{
Initialize(false);
AddTransportHandlers();
connectState = ConnectState.Connecting;
Transport.active.ClientConnect(uri);
connection = new NetworkConnectionToServer();
}
// TODO why are there two connect host methods?
// called from NetworkManager.FinishStartHost()
public static void ConnectHost()
{
Initialize(true);
connectState = ConnectState.Connected;
HostMode.SetupConnections();
}
// disconnect //////////////////////////////////////////////////////////
/// <summary>Disconnect from server.</summary>
public static void Disconnect()
{
// only if connected or connecting.
// don't disconnect() again if already in the process of
// disconnecting or fully disconnected.
if (connectState != ConnectState.Connecting &&
connectState != ConnectState.Connected)
return;
// we are disconnecting until OnTransportDisconnected is called.
// setting state to Disconnected would stop OnTransportDisconnected
// from calling cleanup code because it would think we are already
// disconnected fully.
// TODO move to 'cleanup' code below if safe
connectState = ConnectState.Disconnecting;
ready = false;
// call Disconnect on the NetworkConnection
connection?.Disconnect();
// IMPORTANT: do NOT clear connection here yet.
// we still need it in OnTransportDisconnected for callbacks.
// connection = null;
}
// transport events ////////////////////////////////////////////////////
// called by Transport
static void OnTransportConnected()
{
if (connection != null)
{
// reset network time stats
NetworkTime.ResetStatics();
// the handler may want to send messages to the client
// thus we should set the connected state before calling the handler
connectState = ConnectState.Connected;
// ping right away after connecting so client gets new time asap
NetworkTime.SendPing();
OnConnectedEvent?.Invoke();
}
else Debug.LogError("Skipped Connect message handling because connection is null.");
}
// helper function
static bool UnpackAndInvoke(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);
// message handler may disconnect client, making connection = null
// therefore must check for null to avoid NRE.
if (connection != null)
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}. 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.");
// simply return false. caller is responsible for disconnecting.
//connection.Disconnect();
return false;
}
}
// called by Transport
internal static void OnTransportData(ArraySegment<byte> data, int channelId)
{
if (connection != null)
{
// server 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 (!unbatcher.AddBatch(data))
{
if (exceptionsDisconnect)
{
Debug.LogError($"NetworkClient: failed to add batch, disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning($"NetworkClient: failed to add batch.");
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: is 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 &&
unbatcher.GetNextMessage(out ArraySegment<byte> 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(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($"NetworkClient: failed to unpack and invoke message. Disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning($"NetworkClient: failed to unpack and invoke message.");
return;
}
}
// otherwise disconnect
else
{
if (exceptionsDisconnect)
{
Debug.LogError($"NetworkClient: received Message was too short (messages should start with message id). Disconnecting.");
connection.Disconnect();
}
else
Debug.LogWarning("NetworkClient: received Message was too short (messages should start with message id)");
return;
}
}
}
// if we weren't interrupted by a scene change,
// then all batched messages should have been processed now.
// if not, we need to log an error to avoid debugging hell.
// otherwise batches would silently grow.
// we need to log an error to avoid debugging hell.
//
// EXAMPLE: https://github.com/vis2k/Mirror/issues/2882
// -> UnpackAndInvoke silently returned because no handler for id
// -> Reader would never be read past the end
// -> Batch would never be retired because end is never reached
//
// NOTE: prefixing every message in a batch with a length would
// avoid ever not reading to the end. for extra bandwidth.
//
// IMPORTANT: always keep this check to detect memory leaks.
// this took half a day to debug last time.
if (!isLoadingScene && unbatcher.BatchesCount > 0)
{
Debug.LogError($"Still had {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("Skipped Data message handling because connection is null.");
}
// 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 setting the state to Disconnected!
internal static void OnTransportDisconnected()
{
// StopClient called from user code triggers Disconnected event
// from transport which calls StopClient again, so check here
// and short circuit running the Shutdown process twice.
if (connectState == ConnectState.Disconnected) return;
// Raise the event before changing ConnectState
// because 'active' depends on this during shutdown
//
// previously OnDisconnected was only invoked if connection != null.
// however, if DNS resolve fails in Transport.Connect(),
// OnDisconnected would never be called because 'connection' is only
// created after the Transport.Connect() call.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3365
OnDisconnectedEvent?.Invoke();
connectState = ConnectState.Disconnected;
ready = false;
snapshots.Clear();
localTimeline = 0;
// now that everything was handled, clear the connection.
// previously this was done in Disconnect() already, but we still
// need it for the above OnDisconnectedEvent.
connection = null;
// transport handlers are only added when connecting.
// so only remove when actually disconnecting.
RemoveTransportHandlers();
}
// transport errors are forwarded to high level
static void OnTransportError(TransportError error, string reason)
{
// transport errors will happen. logging a warning is enough.
// make sure the user does not panic.
Debug.LogWarning($"Client Transport Error: {error}: {reason}. This is fine.");
OnErrorEvent?.Invoke(error, reason);
}
// send ////////////////////////////////////////////////////////////////
/// <summary>Send a NetworkMessage to the server over the given channel.</summary>
public static void Send<T>(T message, int channelId = Channels.Reliable)
where T : struct, NetworkMessage
{
if (connection != null)
{
if (connectState == ConnectState.Connected)
{
connection.Send(message, channelId);
}
else Debug.LogError("NetworkClient Send when not connected to a server");
}
else Debug.LogError("NetworkClient Send with no connection");
}
// message handlers ////////////////////////////////////////////////////
internal static void RegisterMessageHandlers(bool hostMode)
{
// host mode client / remote client react to some messages differently.
// but we still need to add handlers for all of them to avoid
// 'message id not found' errors.
if (hostMode)
{
RegisterHandler<ObjectDestroyMessage>(OnHostClientObjectDestroy);
RegisterHandler<ObjectHideMessage>(OnHostClientObjectHide);
RegisterHandler<NetworkPongMessage>(_ => { }, false);
RegisterHandler<SpawnMessage>(OnHostClientSpawn);
// host mode doesn't need spawning
RegisterHandler<ObjectSpawnStartedMessage>(_ => { });
// host mode doesn't need spawning
RegisterHandler<ObjectSpawnFinishedMessage>(_ => { });
// host mode doesn't need state updates
RegisterHandler<EntityStateMessage>(_ => { });
}
else
{
RegisterHandler<ObjectDestroyMessage>(OnObjectDestroy);
RegisterHandler<ObjectHideMessage>(OnObjectHide);
RegisterHandler<NetworkPongMessage>(NetworkTime.OnClientPong, false);
RegisterHandler<NetworkPingMessage>(NetworkTime.OnClientPing, false);
RegisterHandler<SpawnMessage>(OnSpawn);
RegisterHandler<ObjectSpawnStartedMessage>(OnObjectSpawnStarted);
RegisterHandler<ObjectSpawnFinishedMessage>(OnObjectSpawnFinished);
RegisterHandler<EntityStateMessage>(OnEntityStateMessage);
}
// These handlers are the same for host and remote clients
RegisterHandler<TimeSnapshotMessage>(OnTimeSnapshotMessage);
RegisterHandler<ChangeOwnerMessage>(OnChangeOwner);
RegisterHandler<RpcMessage>(OnRPCMessage);
}
/// <summary>Register a handler for a message type T. Most should require authentication.</summary>
public static void RegisterHandler<T>(Action<T> handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId<T>.Id;
if (handlers.ContainsKey(msgType))
{
Debug.LogWarning($"NetworkClient.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);
// we use the same WrapHandler function for server and client.
// so let's wrap it to ignore the NetworkConnection parameter.
// it's not needed on client. it's always NetworkClient.connection.
void HandlerWrapped(NetworkConnection _, T value) => handler(value);
handlers[msgType] = NetworkMessages.WrapHandler((Action<NetworkConnection, T>)HandlerWrapped, requireAuthentication, exceptionsDisconnect);
}
/// <summary>Register a handler for a message type T. Most should require authentication.</summary>
// This version passes channelId to the handler.
public static void RegisterHandler<T>(Action<T, int> handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
ushort msgType = NetworkMessageId<T>.Id;
if (handlers.ContainsKey(msgType))
{
Debug.LogWarning($"NetworkClient.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);
// we use the same WrapHandler function for server and client.
// so let's wrap it to ignore the NetworkConnection parameter.
// it's not needed on client. it's always NetworkClient.connection.
void HandlerWrapped(NetworkConnection _, T value, int channelId) => handler(value, channelId);
handlers[msgType] = NetworkMessages.WrapHandler((Action<NetworkConnection, T, int>)HandlerWrapped, requireAuthentication, exceptionsDisconnect);
}
// Deprecated 2024-01-21
[Obsolete("Use ReplaceHandler without the NetworkConnection parameter instead. This version is obsolete and will be removed soon.")]
public static void ReplaceHandler<T>(Action<NetworkConnection, T> handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
// we use the same WrapHandler function for server and client.
// so let's wrap it to ignore the NetworkConnection parameter.
// it's not needed on client. it's always NetworkClient.connection.
ushort msgType = NetworkMessageId<T>.Id;
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
void HandlerWrapped(NetworkConnection _, T value) => handler(_, value);
handlers[msgType] = NetworkMessages.WrapHandler((Action<NetworkConnection, T>)HandlerWrapped, requireAuthentication, exceptionsDisconnect);
}
/// <summary>Replace a handler for a particular message type. Should require authentication by default.</summary>
// RegisterHandler throws a warning (as it should) if a handler is assigned twice
// Use of ReplaceHandler makes it clear the user intended to replace the handler
public static void ReplaceHandler<T>(Action<T> handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
// we use the same WrapHandler function for server and client.
// so let's wrap it to ignore the NetworkConnection parameter.
// it's not needed on client. it's always NetworkClient.connection.
ushort msgType = NetworkMessageId<T>.Id;
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
void HandlerWrapped(NetworkConnection _, T value) => handler(value);
handlers[msgType] = NetworkMessages.WrapHandler((Action<NetworkConnection, T>)HandlerWrapped, requireAuthentication, exceptionsDisconnect);
}
/// <summary>Replace a handler for a particular message type. Should require authentication by default. This version passes channelId to the handler.</summary>
// RegisterHandler throws a warning (as it should) if a handler is assigned twice
// Use of ReplaceHandler makes it clear the user intended to replace the handler
public static void ReplaceHandler<T>(Action<T, int> handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
{
// we use the same WrapHandler function for server and client.
// so let's wrap it to ignore the NetworkConnection parameter.
// it's not needed on client. it's always NetworkClient.connection.
ushort msgType = NetworkMessageId<T>.Id;
// register Id <> Type in lookup for debugging.
NetworkMessages.Lookup[msgType] = typeof(T);
void HandlerWrapped(NetworkConnection _, T value, int channelId) => handler(value, channelId);
handlers[msgType] = NetworkMessages.WrapHandler((Action<NetworkConnection, T, int>)HandlerWrapped, requireAuthentication, exceptionsDisconnect);
}
/// <summary>Unregister a message handler of type T.</summary>
public static bool UnregisterHandler<T>()
where T : struct, NetworkMessage
{
// use int to minimize collisions
ushort msgType = NetworkMessageId<T>.Id;
return handlers.Remove(msgType);
}
// spawnable prefabs ///////////////////////////////////////////////////
/// <summary>Find the registered prefab for this asset id.</summary>
// Useful for debuggers
public static bool GetPrefab(uint assetId, out GameObject prefab)
{
prefab = null;
return assetId != 0 &&
prefabs.TryGetValue(assetId, out prefab) &&
prefab != null;
}
/// <summary>Validates Prefab then adds it to prefabs dictionary.</summary>
static void RegisterPrefabIdentity(NetworkIdentity prefab)
{
if (prefab.assetId == 0)
{
Debug.LogError($"Can not Register '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
return;
}
if (prefab.sceneId != 0)
{
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
return;
}
// disallow child NetworkIdentities.
// TODO likely not necessary anymore due to the new check in
// NetworkIdentity.OnValidate.
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
if (identities.Length > 1)
{
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
}
if (prefabs.ContainsKey(prefab.assetId))
{
GameObject existingPrefab = prefabs[prefab.assetId];
Debug.LogWarning($"Replacing existing prefab with assetId '{prefab.assetId}'. Old prefab '{existingPrefab.name}', New prefab '{prefab.name}'");
}
if (spawnHandlers.ContainsKey(prefab.assetId) || unspawnHandlers.ContainsKey(prefab.assetId))
{
Debug.LogWarning($"Adding prefab '{prefab.name}' with assetId '{prefab.assetId}' when spawnHandlers with same assetId already exists. If you want to use custom spawn handling, then remove the prefab from NetworkManager's registered prefabs first.");
}
// Debug.Log($"Registering prefab '{prefab.name}' as asset:{prefab.assetId}");
prefabs[prefab.assetId] = prefab.gameObject;
}
/// <summary>Register spawnable prefab with custom assetId.</summary>
// Note: newAssetId can not be set on GameObjects that already have an assetId
// Note: registering with assetId is useful for assetbundles etc. a lot
// of people use this.
public static void RegisterPrefab(GameObject prefab, uint newAssetId)
{
if (prefab == null)
{
Debug.LogError("Could not register prefab because it was null");
return;
}
if (newAssetId == 0)
{
Debug.LogError($"Could not register '{prefab.name}' with new assetId because the new assetId was empty");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
if (identity.assetId != 0 && identity.assetId != newAssetId)
{
Debug.LogError($"Could not register '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
return;
}
identity.assetId = newAssetId;
RegisterPrefabIdentity(identity);
}
/// <summary>Register spawnable prefab.</summary>
public static void RegisterPrefab(GameObject prefab)
{
if (prefab == null)
{
Debug.LogError("Could not register prefab because it was null");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not register '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
RegisterPrefabIdentity(identity);
}
/// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
// Note: newAssetId can not be set on GameObjects that already have an assetId
// Note: registering with assetId is useful for assetbundles etc. a lot
// of people use this.
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
public static void RegisterPrefab(GameObject prefab, uint newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
// We need this check here because we don't want a null handler in the lambda expression below
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {newAssetId}");
return;
}
RegisterPrefab(prefab, newAssetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
}
/// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (prefab == null)
{
Debug.LogError("Could not register handler for prefab because the prefab was null");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
if (identity.sceneId != 0)
{
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
return;
}
if (identity.assetId == 0)
{
Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
return;
}
// We need this check here because we don't want a null handler in the lambda expression below
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {identity.assetId}");
return;
}
RegisterPrefab(prefab, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
}
/// <summary>Register a spawnable prefab with custom assetId and custom spawn/unspawn handlers.</summary>
// Note: newAssetId can not be set on GameObjects that already have an assetId
// Note: registering with assetId is useful for assetbundles etc. a lot
// of people use this.
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
public static void RegisterPrefab(GameObject prefab, uint newAssetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (newAssetId == 0)
{
Debug.LogError($"Could not register handler for '{prefab.name}' with new assetId because the new assetId was empty");
return;
}
if (prefab == null)
{
Debug.LogError("Could not register handler for prefab because the prefab was null");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
if (identity.assetId != 0 && identity.assetId != newAssetId)
{
Debug.LogError($"Could not register Handler for '{prefab.name}' to {newAssetId} because it already had an AssetId, Existing assetId {identity.assetId}");
return;
}
if (identity.sceneId != 0)
{
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
return;
}
identity.assetId = newAssetId;
uint assetId = identity.assetId;
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
return;
}
if (unspawnHandler == null)
{
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
return;
}
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
{
Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
}
if (prefabs.ContainsKey(assetId))
{
// this is error because SpawnPrefab checks prefabs before handler
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
}
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
if (identities.Length > 1)
{
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
}
//Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
spawnHandlers[assetId] = spawnHandler;
unspawnHandlers[assetId] = unspawnHandler;
}
/// <summary>Register a spawnable prefab with custom spawn/unspawn handlers.</summary>
// TODO why do we have one with SpawnDelegate and one with SpawnHandlerDelegate?
public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (prefab == null)
{
Debug.LogError("Could not register handler for prefab because the prefab was null");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not register handler for '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
if (identity.sceneId != 0)
{
Debug.LogError($"Can not Register '{prefab.name}' because it has a sceneId, make sure you are passing in the original prefab and not an instance in the scene.");
return;
}
uint assetId = identity.assetId;
if (assetId == 0)
{
Debug.LogError($"Can not Register handler for '{prefab.name}' because it had empty assetid. If this is a scene Object use RegisterSpawnHandler instead");
return;
}
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
return;
}
if (unspawnHandler == null)
{
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
return;
}
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
{
Debug.LogWarning($"Replacing existing spawnHandlers for prefab '{prefab.name}' with assetId '{assetId}'");
}
if (prefabs.ContainsKey(assetId))
{
// this is error because SpawnPrefab checks prefabs before handler
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}', unregister the prefab first before trying to add handler");
}
NetworkIdentity[] identities = prefab.GetComponentsInChildren<NetworkIdentity>();
if (identities.Length > 1)
{
Debug.LogError($"Prefab '{prefab.name}' has multiple NetworkIdentity components. There should only be one NetworkIdentity on a prefab, and it must be on the root object.");
}
//Debug.Log($"Registering custom prefab {prefab.name} as asset:{assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
spawnHandlers[assetId] = spawnHandler;
unspawnHandlers[assetId] = unspawnHandler;
}
/// <summary>Removes a registered spawn prefab that was setup with NetworkClient.RegisterPrefab.</summary>
public static void UnregisterPrefab(GameObject prefab)
{
if (prefab == null)
{
Debug.LogError("Could not unregister prefab because it was null");
return;
}
if (!prefab.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Could not unregister '{prefab.name}' since it contains no NetworkIdentity component");
return;
}
uint assetId = identity.assetId;
prefabs.Remove(assetId);
spawnHandlers.Remove(assetId);
unspawnHandlers.Remove(assetId);
}
// spawn handlers //////////////////////////////////////////////////////
/// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
// This can be used to register custom spawning methods for an assetId -
// instead of the usual method of registering spawning methods for a
// prefab. This should be used when no prefab exists for the spawned
// objects - such as when they are constructed dynamically at runtime
// from configuration data.
public static void RegisterSpawnHandler(uint assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
// We need this check here because we don't want a null handler in the lambda expression below
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
return;
}
RegisterSpawnHandler(assetId, msg => spawnHandler(msg.position, msg.assetId), unspawnHandler);
}
/// <summary>This is an advanced spawning function that registers a custom assetId with the spawning system.</summary>
// This can be used to register custom spawning methods for an assetId -
// instead of the usual method of registering spawning methods for a
// prefab. This should be used when no prefab exists for the spawned
// objects - such as when they are constructed dynamically at runtime
// from configuration data.
public static void RegisterSpawnHandler(uint assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler)
{
if (spawnHandler == null)
{
Debug.LogError($"Can not Register null SpawnHandler for {assetId}");
return;
}
if (unspawnHandler == null)
{
Debug.LogError($"Can not Register null UnSpawnHandler for {assetId}");
return;
}
if (assetId == 0)
{
Debug.LogError("Can not Register SpawnHandler for empty assetId");
return;
}
if (spawnHandlers.ContainsKey(assetId) || unspawnHandlers.ContainsKey(assetId))
{
Debug.LogWarning($"Replacing existing spawnHandlers for {assetId}");
}
if (prefabs.ContainsKey(assetId))
{
// this is error because SpawnPrefab checks prefabs before handler
Debug.LogError($"assetId '{assetId}' is already used by prefab '{prefabs[assetId].name}'");
}
// Debug.Log("RegisterSpawnHandler asset {assetId} {spawnHandler.GetMethodName()}/{unspawnHandler.GetMethodName()}");
spawnHandlers[assetId] = spawnHandler;
unspawnHandlers[assetId] = unspawnHandler;
}
/// <summary> Removes a registered spawn handler function that was registered with NetworkClient.RegisterHandler().</summary>
public static void UnregisterSpawnHandler(uint assetId)
{
spawnHandlers.Remove(assetId);
unspawnHandlers.Remove(assetId);
}
/// <summary>This clears the registered spawn prefabs and spawn handler functions for this client.</summary>
public static void ClearSpawners()
{
prefabs.Clear();
spawnHandlers.Clear();
unspawnHandlers.Clear();
}
internal static bool InvokeUnSpawnHandler(uint assetId, GameObject obj)
{
if (unspawnHandlers.TryGetValue(assetId, out UnSpawnDelegate handler) && handler != null)
{
handler(obj);
return true;
}
return false;
}
// ready ///////////////////////////////////////////////////////////////
/// <summary>Sends Ready message to server, indicating that we loaded the scene, ready to enter the game.</summary>
// This could be for example when a client enters an ongoing game and
// has finished loading the current scene. The server should respond to
// the SYSTEM_READY event with an appropriate handler which instantiates
// the players object for example.
public static bool Ready()
{
// Debug.Log($"NetworkClient.Ready() called with connection {conn}");
if (ready)
{
Debug.LogError("NetworkClient is already ready. It shouldn't be called twice.");
return false;
}
// need a valid connection to become ready
if (connection == null)
{
Debug.LogError("Ready() called with invalid connection object: conn=null");
return false;
}
// Set these before sending the ReadyMessage, otherwise host client
// will fail in InternalAddPlayer with null readyConnection.
// TODO this is redundant. have one source of truth for .ready
ready = true;
connection.isReady = true;
// Tell server we're ready to have a player object spawned
connection.Send(new ReadyMessage());
return true;
}
// add player //////////////////////////////////////////////////////////
// called from message handler for Owner message
internal static void InternalAddPlayer(NetworkIdentity identity)
{
//Debug.Log("NetworkClient.InternalAddPlayer");
// NOTE: It can be "normal" when changing scenes for the player to be destroyed and recreated.
// But, the player structures are not cleaned up, we'll just replace the old player
localPlayer = identity;
// NOTE: we DONT need to set isClient=true here, because OnStartClient
// is called before OnStartLocalPlayer, hence it's already set.
// localPlayer.isClient = true;
// TODO this check might not be necessary
//if (readyConnection != null)
if (ready && connection != null)
{
connection.identity = identity;
}
else Debug.LogWarning("NetworkClient can't AddPlayer before being ready. Please call NetworkClient.Ready() first. Clients are considered ready after joining the game world.");
}
/// <summary>Sends AddPlayer message to the server, indicating that we want to join the world.</summary>
public static bool AddPlayer()
{
// ensure valid ready connection
if (connection == null)
{
Debug.LogError("AddPlayer requires a valid NetworkClient.connection.");
return false;
}
// UNET checked 'if readyConnection != null'.
// in other words, we need a connection and we need to be ready.
if (!ready)
{
Debug.LogError("AddPlayer requires a ready NetworkClient.");
return false;
}
if (connection.identity != null)
{
Debug.LogError("NetworkClient.AddPlayer: a PlayerController was already added. Did you call AddPlayer twice?");
return false;
}
// Debug.Log($"NetworkClient.AddPlayer() called with connection {readyConnection}");
connection.Send(new AddPlayerMessage());
return true;
}
// spawning ////////////////////////////////////////////////////////////
internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage message)
{
if (message.assetId != 0)
identity.assetId = message.assetId;
if (!identity.gameObject.activeSelf)
{
identity.gameObject.SetActive(true);
}
// apply local values for VR support
identity.transform.localPosition = message.position;
identity.transform.localRotation = message.rotation;
identity.transform.localScale = message.scale;
// configure flags
// the below DeserializeClient call invokes SyncVarHooks.
// flags always need to be initialized before that.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3259
identity.isOwned = message.isOwner;
identity.netId = message.netId;
if (message.isLocalPlayer)
InternalAddPlayer(identity);
// configure isClient/isLocalPlayer flags.
// => after InternalAddPlayer. can't initialize .isLocalPlayer
// before InternalAddPlayer sets .localPlayer
// => before DeserializeClient, otherwise SyncVar hooks wouldn't
// have isClient/isLocalPlayer set yet.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3259
InitializeIdentityFlags(identity);
// deserialize components if any payload
// (Count is 0 if there were no components)
if (message.payload.Count > 0)
{
using (NetworkReaderPooled payloadReader = NetworkReaderPool.Get(message.payload))
{
identity.DeserializeClient(payloadReader, true);
}
}
spawned[message.netId] = identity;
if (identity.isOwned) connection?.owned.Add(identity);
// the initial spawn with OnObjectSpawnStarted/Finished calls all
// object's OnStartClient/OnStartLocalPlayer after they were all
// spawned.
// this only happens once though.
// for all future spawns, we need to call OnStartClient/LocalPlayer
// here immediately since there won't be another OnObjectSpawnFinished.
if (isSpawnFinished)
{
InvokeIdentityCallbacks(identity);
}
}
// Finds Existing Object with NetId or spawns a new one using AssetId or sceneId
internal static bool FindOrSpawnObject(SpawnMessage message, out NetworkIdentity identity)
{
// was the object already spawned?
identity = GetExistingObject(message.netId);
// if found, return early
if (identity != null)
{
return true;
}
if (message.assetId == 0 && message.sceneId == 0)
{
Debug.LogError($"OnSpawn message with netId '{message.netId}' has no AssetId or sceneId");
return false;
}
identity = message.sceneId == 0 ? SpawnPrefab(message) : SpawnSceneObject(message.sceneId);
if (identity == null)
{
Debug.LogError($"Could not spawn assetId={message.assetId} scene={message.sceneId:X} netId={message.netId}");
return false;
}
return true;
}
static NetworkIdentity GetExistingObject(uint netid)
{
spawned.TryGetValue(netid, out NetworkIdentity identity);
return identity;
}
static NetworkIdentity SpawnPrefab(SpawnMessage message)
{
// custom spawn handler for this prefab? (for prefab pools etc.)
//
// IMPORTANT: look for spawn handlers BEFORE looking for registered
// prefabs. Unspawning also looks for unspawn handlers
// before falling back to regular Destroy. this needs to
// be consistent.
// https://github.com/vis2k/Mirror/issues/2705
if (spawnHandlers.TryGetValue(message.assetId, out SpawnHandlerDelegate handler))
{
GameObject obj = handler(message);
if (obj == null)
{
Debug.LogError($"Spawn Handler returned null, Handler assetId '{message.assetId}'");
return null;
}
if (!obj.TryGetComponent(out NetworkIdentity identity))
{
Debug.LogError($"Object Spawned by handler did not have a NetworkIdentity, Handler assetId '{message.assetId}'");
return null;
}
return identity;
}
// otherwise look in NetworkManager registered prefabs
if (GetPrefab(message.assetId, out GameObject prefab))
{
GameObject obj = GameObject.Instantiate(prefab, message.position, message.rotation);
//Debug.Log($"Client spawn handler instantiating [netId{message.netId} asset ID:{message.assetId} pos:{message.position} rotation:{message.rotation}]");
return obj.GetComponent<NetworkIdentity>();
}
Debug.LogError($"Failed to spawn server object, did you forget to add it to the NetworkManager? assetId={message.assetId} netId={message.netId}");
return null;
}
static NetworkIdentity SpawnSceneObject(ulong sceneId)
{
NetworkIdentity identity = GetAndRemoveSceneObject(sceneId);
if (identity == null)
{
Debug.LogError($"Spawn scene object not found for {sceneId:X}. Make sure that client and server use exactly the same project. This only happens if the hierarchy gets out of sync.");
// dump the whole spawnable objects dict for easier debugging
//foreach (KeyValuePair<ulong, NetworkIdentity> kvp in spawnableObjects)
// Debug.Log($"Spawnable: SceneId={kvp.Key:X} name={kvp.Value.name}");
}
//else Debug.Log($"Client spawn for [netId:{msg.netId}] [sceneId:{msg.sceneId:X}] obj:{identity}");
return identity;
}
static NetworkIdentity GetAndRemoveSceneObject(ulong sceneId)
{
if (spawnableObjects.TryGetValue(sceneId, out NetworkIdentity identity))
{
spawnableObjects.Remove(sceneId);
return identity;
}
return null;
}
/// <summary>Call this after loading/unloading a scene in the client after connection to register the spawnable objects</summary>
public static void PrepareToSpawnSceneObjects()
{
// remove existing items, they will be re-added below
spawnableObjects.Clear();
// finds all NetworkIdentity currently loaded by unity (includes disabled objects)
NetworkIdentity[] allIdentities = Resources.FindObjectsOfTypeAll<NetworkIdentity>();
foreach (NetworkIdentity identity in allIdentities)
{
// add all unspawned NetworkIdentities to spawnable objects
// need to check netId to make sure object is not spawned
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3541
// PrepareToSpawnSceneObjects may be called multiple times in case
// the ObjectSpawnStarted message is received multiple times.
if (Utils.IsSceneObject(identity) &&
identity.netId == 0)
{
if (spawnableObjects.TryGetValue(identity.sceneId, out NetworkIdentity existingIdentity))
{
string msg = $"NetworkClient: Duplicate sceneId {identity.sceneId} detected on {identity.gameObject.name} and {existingIdentity.gameObject.name}\n" +
$"This can happen if a networked object is persisted in DontDestroyOnLoad through loading / changing to the scene where it originated,\n" +
$"otherwise you may need to open and re-save the {identity.gameObject.scene} to reset scene id's.";
Debug.LogWarning(msg, identity.gameObject);
}
else
{
spawnableObjects.Add(identity.sceneId, identity);
}
}
}
}
internal static void OnObjectSpawnStarted(ObjectSpawnStartedMessage _)
{
// Debug.Log("SpawnStarted");
PrepareToSpawnSceneObjects();
isSpawnFinished = false;
}
internal static void OnObjectSpawnFinished(ObjectSpawnFinishedMessage _)
{
// paul: Initialize the objects in the same order as they were
// initialized in the server. This is important if spawned objects
// use data from scene objects
foreach (NetworkIdentity identity in spawned.Values.OrderBy(uv => uv.netId))
{
// NetworkIdentities should always be removed from .spawned when
// they are destroyed. for safety, let's double check here.
if (identity != null)
{
BootstrapIdentity(identity);
}
else Debug.LogWarning("Found null entry in NetworkClient.spawned. This is unexpected. Was the NetworkIdentity not destroyed properly?");
}
isSpawnFinished = true;
}
// host mode callbacks /////////////////////////////////////////////////
static void OnHostClientObjectDestroy(ObjectDestroyMessage message)
{
//Debug.Log($"NetworkClient.OnLocalObjectObjDestroy netId:{message.netId}");
// remove from owned (if any)
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity))
connection.owned.Remove(identity);
spawned.Remove(message.netId);
}
static void OnHostClientObjectHide(ObjectHideMessage message)
{
//Debug.Log($"ClientScene::OnLocalObjectObjHide netId:{message.netId}");
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) &&
identity != null)
{
if (aoi != null)
aoi.SetHostVisibility(identity, false);
}
}
internal static void OnHostClientSpawn(SpawnMessage message)
{
// on host mode, the object already exist in NetworkServer.spawned.
// simply add it to NetworkClient.spawned too.
if (NetworkServer.spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null)
{
spawned[message.netId] = identity;
if (message.isOwner) connection.owned.Add(identity);
// now do the actual 'spawning' on host mode
if (message.isLocalPlayer)
InternalAddPlayer(identity);
// set visibility before invoking OnStartClient etc. callbacks
if (aoi != null)
aoi.SetHostVisibility(identity, true);
identity.isOwned = message.isOwner;
BootstrapIdentity(identity);
}
}
// client-only mode callbacks //////////////////////////////////////////
static void OnEntityStateMessage(EntityStateMessage message)
{
// Debug.Log($"NetworkClient.OnUpdateVarsMessage {msg.netId}");
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity) && identity != null)
{
using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload))
identity.DeserializeClient(reader, false);
}
else Debug.LogWarning($"Did not find target for sync message for {message.netId}. Were all prefabs added to the NetworkManager's spawnable list?\nNote: this can be completely normal because UDP messages may arrive out of order, so this message might have arrived after a Destroy message.");
}
static void OnRPCMessage(RpcMessage message)
{
// Debug.Log($"NetworkClient.OnRPCMessage hash:{message.functionHash} netId:{message.netId}");
if (spawned.TryGetValue(message.netId, out NetworkIdentity identity))
{
using (NetworkReaderPooled reader = NetworkReaderPool.Get(message.payload))
identity.HandleRemoteCall(message.componentIndex, message.functionHash, RemoteCallType.ClientRpc, reader);
}
// Rpcs often can't be applied if interest management unspawned them
}
static void OnObjectHide(ObjectHideMessage message) => DestroyObject(message.netId);
internal static void OnObjectDestroy(ObjectDestroyMessage message) => DestroyObject(message.netId);
internal static void OnSpawn(SpawnMessage message)
{
// Debug.Log($"Client spawn handler instantiating netId={msg.netId} assetID={msg.assetId} sceneId={msg.sceneId:X} pos={msg.position}");
if (FindOrSpawnObject(message, out NetworkIdentity identity))
{
ApplySpawnPayload(identity, message);
}
}
internal static void OnChangeOwner(ChangeOwnerMessage message)
{
NetworkIdentity identity = GetExistingObject(message.netId);
if (identity != null)
ChangeOwner(identity, message);
else
Debug.LogError($"OnChangeOwner: Could not find object with netId {message.netId}");
}
// ChangeOwnerMessage contains new 'owned' and new 'localPlayer'
// that we need to apply to the identity.
internal static void ChangeOwner(NetworkIdentity identity, ChangeOwnerMessage message)
{
// local player before, but not anymore?
// call OnStopLocalPlayer before setting new values.
if (identity.isLocalPlayer && !message.isLocalPlayer)
{
identity.OnStopLocalPlayer();
}
// set ownership flag (aka authority)
identity.isOwned = message.isOwner;
// Add / Remove to client's connectionToServer.owned hashset.
if (identity.isOwned)
connection?.owned.Add(identity);
else
connection?.owned.Remove(identity);
// Call OnStartAuthority / OnStopAuthority
identity.NotifyAuthority();
// set localPlayer flag
identity.isLocalPlayer = message.isLocalPlayer;
// identity is now local player. set our static helper field to it.
if (identity.isLocalPlayer)
{
localPlayer = identity;
identity.connectionToServer = connection;
identity.OnStartLocalPlayer();
}
// identity's isLocalPlayer was set to false.
// clear our static localPlayer IF (and only IF) it was that one before.
else if (localPlayer == identity)
{
localPlayer = null;
// TODO set .connectionToServer to null for old local player?
// since we set it in the above 'if' case too.
}
}
// set up NetworkIdentity flags on the client.
// needs to be separate from invoking callbacks.
// cleaner, and some places need to set flags first.
static void InitializeIdentityFlags(NetworkIdentity identity)
{
// initialize flags before invoking callbacks.
// this way isClient/isLocalPlayer is correct during callbacks.
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3362
identity.isClient = true;
identity.isLocalPlayer = localPlayer == identity;
// .connectionToServer is only available for local players.
// set it here, before invoking any callbacks.
// this way it's available in _all_ callbacks.
if (identity.isLocalPlayer)
identity.connectionToServer = connection;
}
// invoke NetworkIdentity callbacks on the client.
// needs to be separate from configuring flags.
// cleaner, and some places need to set flags first.
static void InvokeIdentityCallbacks(NetworkIdentity identity)
{
// invoke OnStartAuthority
identity.NotifyAuthority();
// invoke OnStartClient
identity.OnStartClient();
// invoke OnStartLocalPlayer
if (identity.isLocalPlayer)
identity.OnStartLocalPlayer();
}
// configure flags & invoke callbacks
static void BootstrapIdentity(NetworkIdentity identity)
{
InitializeIdentityFlags(identity);
InvokeIdentityCallbacks(identity);
}
// broadcast ///////////////////////////////////////////////////////////
static void BroadcastTimeSnapshot()
{
Send(new TimeSnapshotMessage(), Channels.Unreliable);
}
// make sure Broadcast() is only called every sendInterval.
// calling it every update() would require too much bandwidth.
static void Broadcast()
{
// joined the world yet?
if (!connection.isReady) return;
// nothing to do in host mode. server already knows the state.
if (NetworkServer.active) return;
// send time snapshot every sendInterval.
BroadcastTimeSnapshot();
// for each entity that the client owns
foreach (NetworkIdentity identity in connection.owned)
{
// make sure it's not null or destroyed.
// (which can happen if someone uses
// GameObject.Destroy instead of
// NetworkServer.Destroy)
if (identity != null)
{
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
// get serialization for this entity viewed by this connection
// (if anything was serialized this time)
identity.SerializeClient(writer);
if (writer.Position > 0)
{
// send state update message
EntityStateMessage message = new EntityStateMessage
{
netId = identity.netId,
payload = writer.ToArraySegment()
};
Send(message);
}
}
}
// spawned list should have no null entries because we
// always call Remove in OnObjectDestroy everywhere.
// if it does have null then we missed something.
else Debug.LogWarning($"Found 'null' entry in owned list for client. This is unexpected behaviour.");
}
}
// update //////////////////////////////////////////////////////////////
// NetworkEarlyUpdate called before any Update/FixedUpdate
// (we add this to the UnityEngine in NetworkLoop)
internal static void NetworkEarlyUpdate()
{
// process all incoming messages first before updating the world
if (Transport.active != null)
Transport.active.ClientEarlyUpdate();
// time snapshot interpolation
UpdateTimeInterpolation();
}
// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
// (we add this to the UnityEngine in NetworkLoop)
internal static void NetworkLateUpdate()
{
// broadcast ClientToServer components while active
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();
}
UpdateConnectionQuality();
}
// Connection Quality //////////////////////////////////////////////////
// uses 'pragmatic' version based on snapshot interpolation by default.
void UpdateConnectionQuality()
{
// only recalculate every few seconds
// we don't want to fire Good->Bad->Good->Bad dozens of times per second.
if (connectionQualityInterval > 0 && NetworkTime.time > lastConnectionQualityUpdate + connectionQualityInterval)
{
lastConnectionQualityUpdate = NetworkTime.time;
switch (connectionQualityMethod)
{
case ConnectionQualityMethod.Simple:
connectionQuality = ConnectionQualityHeuristics.Simple(NetworkTime.rtt, NetworkTime.rttVariance);
break;
case ConnectionQualityMethod.Pragmatic:
connectionQuality = ConnectionQualityHeuristics.Pragmatic(initialBufferTime, bufferTime);
break;
}
if (lastConnectionQuality != connectionQuality)
{
// Invoke the event before assigning the new value so
// the event handler can compare old and new values.
onConnectionQualityChanged?.Invoke(lastConnectionQuality, connectionQuality);
lastConnectionQuality = connectionQuality;
}
}
}
// update connections to flush out messages _after_ broadcast
// local connection?
if (connection is LocalConnectionToServer localConnection)
{
localConnection.Update();
}
// remote connection?
else if (connection is NetworkConnectionToServer remoteConnection)
{
// only update things while connected
if (active && connectState == ConnectState.Connected)
{
// update NetworkTime
NetworkTime.UpdateClient();
// update connection to flush out batched messages
remoteConnection.Update();
}
}
// process all outgoing messages after updating the world
if (Transport.active != null)
Transport.active.ClientLateUpdate();
}
// destroy /////////////////////////////////////////////////////////////
/// <summary>Destroys all networked objects on the client.</summary>
// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
public static void DestroyAllClientObjects()
{
// user can modify spawned lists which causes InvalidOperationException
// list can modified either in UnSpawnHandler or in OnDisable/OnDestroy
// we need the Try/Catch so that the rest of the shutdown does not get stopped
try
{
foreach (NetworkIdentity identity in spawned.Values)
{
if (identity != null && identity.gameObject != null)
{
if (identity.isLocalPlayer)
identity.OnStopLocalPlayer();
identity.OnStopClient();
// NetworkClient.Shutdown calls DestroyAllClientObjects.
// which destroys all objects in NetworkClient.spawned.
// => NC.spawned contains owned & observed objects
// => in host mode, we CAN NOT destroy observed objects.
// => that would destroy them other connection's objects
// on the host server, making them disconnect.
// https://github.com/vis2k/Mirror/issues/2954
bool hostOwned = identity.connectionToServer is LocalConnectionToServer;
bool shouldDestroy = !identity.isServer || hostOwned;
if (shouldDestroy)
{
bool wasUnspawned = InvokeUnSpawnHandler(identity.assetId, identity.gameObject);
// unspawned objects should be reset for reuse later.
if (wasUnspawned)
{
identity.ResetState();
}
// without unspawn handler, we need to disable/destroy.
else
{
// scene objects are reset and disabled.
// they always stay in the scene, we don't destroy them.
if (identity.sceneId != 0)
{
identity.ResetState();
identity.gameObject.SetActive(false);
}
// spawned objects are destroyed
else
{
GameObject.Destroy(identity.gameObject);
}
}
}
}
}
spawned.Clear();
connection?.owned.Clear();
}
catch (InvalidOperationException e)
{
Debug.LogException(e);
Debug.LogError("Could not DestroyAllClientObjects because spawned list was modified during loop, make sure you are not modifying NetworkIdentity.spawned by calling NetworkServer.Destroy or NetworkServer.Spawn in OnDestroy or OnDisable.");
}
}
static void DestroyObject(uint netId)
{
// Debug.Log($"NetworkClient.OnObjDestroy netId: {netId}");
if (spawned.TryGetValue(netId, out NetworkIdentity identity) && identity != null)
{
if (identity.isLocalPlayer)
identity.OnStopLocalPlayer();
identity.OnStopClient();
// custom unspawn handler for this prefab? (for prefab pools etc.)
if (InvokeUnSpawnHandler(identity.assetId, identity.gameObject))
{
// reset object after user's handler
identity.ResetState();
}
// otherwise fall back to default Destroy
else if (identity.sceneId == 0)
{
// don't call reset before destroy so that values are still set in OnDestroy
GameObject.Destroy(identity.gameObject);
}
// scene object.. disable it in scene instead of destroying
else
{
identity.gameObject.SetActive(false);
spawnableObjects[identity.sceneId] = identity;
// reset for scene objects
identity.ResetState();
}
// remove from dictionary no matter how it is unspawned
connection.owned.Remove(identity); // if any
spawned.Remove(netId);
}
//else Debug.LogWarning($"Did not find target for destroy message for {netId}");
}
// shutdown ////////////////////////////////////////////////////////////
/// <summary>Shutdown the client.</summary>
// RuntimeInitializeOnLoadMethod -> fast playmode without domain reload
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
public static void Shutdown()
{
//Debug.Log("Shutting down client.");
// objects need to be destroyed before spawners are cleared
// fixes: https://github.com/MirrorNetworking/Mirror/issues/3334
DestroyAllClientObjects();
// calls prefabs.Clear();
// calls spawnHandlers.Clear();
// calls unspawnHandlers.Clear();
ClearSpawners();
spawned.Clear();
connection?.owned.Clear();
handlers.Clear();
spawnableObjects.Clear();
// IMPORTANT: do NOT call NetworkIdentity.ResetStatics() here!
// calling StopClient() in host mode would reset nextNetId to 1,
// causing next connection to have a duplicate netId accidentally.
// => see also: https://github.com/vis2k/Mirror/issues/2954
//NetworkIdentity.ResetStatics();
// => instead, reset only the client sided statics.
NetworkIdentity.ResetClientStatics();
// disconnect the client connection.
// we do NOT call Transport.Shutdown, because someone only called
// NetworkClient.Shutdown. we can't assume that the server is
// supposed to be shut down too!
if (Transport.active != null)
Transport.active.ClientDisconnect();
// reset statics
connectState = ConnectState.None;
connection = null;
localPlayer = null;
ready = false;
isSpawnFinished = false;
isLoadingScene = false;
lastSendTime = 0;
unbatcher = new Unbatcher();
// 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;
}
// GUI /////////////////////////////////////////////////////////////////
// called from NetworkManager to display timeline interpolation status.
// useful to indicate catchup / slowdown / dynamic adjustment etc.
public static void OnGUI()
{
// only if in world
if (!ready) return;
GUILayout.BeginArea(new Rect(10, 5, 1020, 50));
GUILayout.BeginHorizontal("Box");
GUILayout.Label("Snapshot Interp.:");
// color while catching up / slowing down
if (localTimescale > 1) GUI.color = Color.green; // green traffic light = go fast
else if (localTimescale < 1) GUI.color = Color.red; // red traffic light = go slow
else GUI.color = Color.white;
GUILayout.Box($"timeline: {localTimeline:F2}");
GUILayout.Box($"buffer: {snapshots.Count}");
GUILayout.Box($"DriftEMA: {NetworkClient.driftEma.Value:F2}");
GUILayout.Box($"DelTimeEMA: {NetworkClient.deliveryTimeEma.Value:F2}");
GUILayout.Box($"timescale: {localTimescale:F2}");
GUILayout.Box($"BTM: {NetworkClient.bufferTimeMultiplier:F2}"); // current dynamically adjusted multiplier
GUILayout.Box($"RTT: {NetworkTime.rtt * 1000:F0}ms");
GUILayout.Box($"PredErrUNADJ: {NetworkTime.predictionErrorUnadjusted * 1000:F0}ms");
GUILayout.Box($"PredErrADJ: {NetworkTime.predictionErrorAdjusted * 1000:F0}ms");
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
}
}