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

208 lines
9.7 KiB
C#

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