#if UNITY_UNET_PRESENT #pragma warning disable 618 // disable is obsolete #pragma warning disable CS1591 // Missing XML comment for publicly visible type or member using System; using UnityEngine; using UnityEngine.Networking; namespace Unity.Netcode.Transports.UNET { [AddComponentMenu("Netcode/UNet Transport")] public class UNetTransport : NetworkTransport { public enum SendMode { Immediately, Queued } private int m_UnreliableChannelId; private int m_UnreliableSequencedChannelId; private int m_ReliableChannelId; private int m_ReliableSequencedChannelId; private int m_ReliableFragmentedSequencedChannelId; // Inspector / settings public int MessageBufferSize = 1024 * 5; public int MaxConnections = 100; public int MaxSentMessageQueueSize = 128; public string ConnectAddress = "127.0.0.1"; public int ConnectPort = 7777; public int ServerListenPort = 7777; public SendMode MessageSendMode = SendMode.Immediately; // Runtime / state private byte[] m_MessageBuffer; private WeakReference m_TemporaryBufferReference; // Lookup / translation private int m_ServerConnectionId; private int m_ServerHostId; public override ulong ServerClientId => GetNetcodeClientId(0, 0, true); internal NetworkManager NetworkManager; protected void LateUpdate() { if (UnityEngine.Networking.NetworkTransport.IsStarted && MessageSendMode == SendMode.Queued) { #if UNITY_WEBGL Debug.LogError("Cannot use queued sending mode for WebGL"); #else if (NetworkManager != null && NetworkManager.IsServer) { foreach (var targetClient in NetworkManager.Singleton.ConnectedClientsList) { SendQueued(targetClient.ClientId); } } else { SendQueued(NetworkManager.Singleton.LocalClientId); } #endif } } public override void Send(ulong clientId, ArraySegment payload, NetworkDelivery networkDelivery) { GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId); byte[] buffer; if (payload.Offset > 0) { // UNET cant handle this, do a copy if (m_MessageBuffer.Length >= payload.Count) { buffer = m_MessageBuffer; } else { object bufferRef; if (m_TemporaryBufferReference != null && ((bufferRef = m_TemporaryBufferReference.Target) != null) && ((byte[])bufferRef).Length >= payload.Count) { buffer = (byte[])bufferRef; } else { buffer = new byte[payload.Count]; m_TemporaryBufferReference = new WeakReference(buffer); } } Buffer.BlockCopy(payload.Array, payload.Offset, buffer, 0, payload.Count); } else { buffer = payload.Array; } int channelId = -1; switch (networkDelivery) { case NetworkDelivery.Unreliable: channelId = m_UnreliableChannelId; break; case NetworkDelivery.UnreliableSequenced: channelId = m_UnreliableSequencedChannelId; break; case NetworkDelivery.Reliable: channelId = m_ReliableChannelId; break; case NetworkDelivery.ReliableSequenced: channelId = m_ReliableSequencedChannelId; break; case NetworkDelivery.ReliableFragmentedSequenced: channelId = m_ReliableFragmentedSequencedChannelId; break; } if (MessageSendMode == SendMode.Queued) { #if UNITY_WEBGL Debug.LogError("Cannot use queued sending mode for WebGL"); #else UnityEngine.Networking.NetworkTransport.QueueMessageForSending(hostId, connectionId, channelId, buffer, payload.Count, out byte error); #endif } else { UnityEngine.Networking.NetworkTransport.Send(hostId, connectionId, channelId, buffer, payload.Count, out byte error); } } #if !UNITY_WEBGL private void SendQueued(ulong clientId) { GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId); UnityEngine.Networking.NetworkTransport.SendQueuedMessages(hostId, connectionId, out _); } #endif public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment payload, out float receiveTime) { var eventType = UnityEngine.Networking.NetworkTransport.Receive(out int hostId, out int connectionId, out _, m_MessageBuffer, m_MessageBuffer.Length, out int receivedSize, out byte error); clientId = GetNetcodeClientId((byte)hostId, (ushort)connectionId, false); receiveTime = Time.realtimeSinceStartup; var networkError = (NetworkError)error; if (networkError == NetworkError.MessageToLong) { byte[] tempBuffer; if (m_TemporaryBufferReference != null && m_TemporaryBufferReference.IsAlive && ((byte[])m_TemporaryBufferReference.Target).Length >= receivedSize) { tempBuffer = (byte[])m_TemporaryBufferReference.Target; } else { tempBuffer = new byte[receivedSize]; m_TemporaryBufferReference = new WeakReference(tempBuffer); } eventType = UnityEngine.Networking.NetworkTransport.Receive(out hostId, out connectionId, out _, tempBuffer, tempBuffer.Length, out receivedSize, out error); payload = new ArraySegment(tempBuffer, 0, receivedSize); } else { payload = new ArraySegment(m_MessageBuffer, 0, receivedSize); } if (networkError == NetworkError.Timeout) { // In UNET. Timeouts are not disconnects. We have to translate that here. eventType = NetworkEventType.DisconnectEvent; } // Translate NetworkEventType to NetEventType switch (eventType) { case NetworkEventType.DataEvent: return NetworkEvent.Data; case NetworkEventType.ConnectEvent: return NetworkEvent.Connect; case NetworkEventType.DisconnectEvent: return NetworkEvent.Disconnect; case NetworkEventType.BroadcastEvent: case NetworkEventType.Nothing: default: return NetworkEvent.Nothing; } } public override bool StartClient() { m_ServerHostId = UnityEngine.Networking.NetworkTransport.AddHost(new HostTopology(GetConfig(), 1), 0, null); m_ServerConnectionId = UnityEngine.Networking.NetworkTransport.Connect(m_ServerHostId, ConnectAddress, ConnectPort, 0, out byte error); return (NetworkError)error == NetworkError.Ok; } public override bool StartServer() { var topology = new HostTopology(GetConfig(), MaxConnections); // Undocumented, but AddHost returns -1 in case of any type of failure. See UNET::NetLibraryManager::AddHost return -1 != UnityEngine.Networking.NetworkTransport.AddHost(topology, ServerListenPort, null); } public override void DisconnectRemoteClient(ulong clientId) { GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId); UnityEngine.Networking.NetworkTransport.Disconnect((int)hostId, (int)connectionId, out byte error); } public override void DisconnectLocalClient() { UnityEngine.Networking.NetworkTransport.Disconnect(m_ServerHostId, m_ServerConnectionId, out byte error); } public override ulong GetCurrentRtt(ulong clientId) { GetUNetConnectionDetails(clientId, out byte hostId, out ushort connectionId); return (ulong)UnityEngine.Networking.NetworkTransport.GetCurrentRTT((int)hostId, (int)connectionId, out byte error); } public override void Shutdown() { UnityEngine.Networking.NetworkTransport.Shutdown(); } public override void Initialize(NetworkManager networkManager = null) { NetworkManager = networkManager; m_MessageBuffer = new byte[MessageBufferSize]; UnityEngine.Networking.NetworkTransport.Init(); } private ulong GetNetcodeClientId(byte hostId, ushort connectionId, bool isServer) { if (isServer) { return 0; } return (connectionId | (ulong)hostId << 16) + 1; } private void GetUNetConnectionDetails(ulong clientId, out byte hostId, out ushort connectionId) { if (clientId == 0) { hostId = (byte)m_ServerHostId; connectionId = (ushort)m_ServerConnectionId; } else { hostId = (byte)((clientId - 1) >> 16); connectionId = (ushort)((clientId - 1)); } } private ConnectionConfig GetConfig() { var connectionConfig = new ConnectionConfig(); m_UnreliableChannelId = connectionConfig.AddChannel(QosType.Unreliable); m_UnreliableSequencedChannelId = connectionConfig.AddChannel(QosType.UnreliableSequenced); m_ReliableChannelId = connectionConfig.AddChannel(QosType.Reliable); m_ReliableSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableSequenced); m_ReliableFragmentedSequencedChannelId = connectionConfig.AddChannel(QosType.ReliableFragmentedSequenced); connectionConfig.MaxSentMessageQueueSize = (ushort)MaxSentMessageQueueSize; return connectionConfig; } } } #pragma warning restore CS1591 // Missing XML comment for publicly visible type or member #pragma warning restore 618 // restore is obsolete #endif