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169 行
6.7 KiB
169 行
6.7 KiB
using Unity.Collections;
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namespace Unity.Netcode
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{
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internal struct ConnectionRequestMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong ConfigHash;
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public byte[] ConnectionData;
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public bool ShouldSendConnectionData;
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public NativeArray<MessageVersionData> MessageVersions;
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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BytePacker.WriteValueBitPacked(writer, MessageVersions.Length);
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foreach (var messageVersion in MessageVersions)
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{
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messageVersion.Serialize(writer);
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}
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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if (ShouldSendConnectionData)
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{
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writer.WriteValueSafe(ConfigHash);
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writer.WriteValueSafe(ConnectionData);
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}
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else
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{
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writer.WriteValueSafe(ConfigHash);
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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if (!networkManager.IsServer)
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{
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return false;
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}
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// ============================================================
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// BEGIN FORBIDDEN SEGMENT
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// DO NOT CHANGE THIS HEADER. Everything added to this message
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// must go AFTER the message version header.
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// ============================================================
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ByteUnpacker.ReadValueBitPacked(reader, out int length);
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for (var i = 0; i < length; ++i)
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{
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var messageVersion = new MessageVersionData();
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messageVersion.Deserialize(reader);
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networkManager.MessagingSystem.SetVersion(context.SenderId, messageVersion.Hash, messageVersion.Version);
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// Update the received version since this message will always be passed version 0, due to the map not
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// being initialized until just now.
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var messageType = networkManager.MessagingSystem.GetMessageForHash(messageVersion.Hash);
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if (messageType == typeof(ConnectionRequestMessage))
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{
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receivedMessageVersion = messageVersion.Version;
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}
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}
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// ============================================================
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// END FORBIDDEN SEGMENT
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// ============================================================
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if (networkManager.NetworkConfig.ConnectionApproval)
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{
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if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash) + FastBufferWriter.GetWriteSize<int>()))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Incomplete connection request message given config - possible {nameof(NetworkConfig)} mismatch.");
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}
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networkManager.DisconnectClient(context.SenderId);
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return false;
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}
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reader.ReadValue(out ConfigHash);
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if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
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}
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networkManager.DisconnectClient(context.SenderId);
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return false;
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}
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reader.ReadValueSafe(out ConnectionData);
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}
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else
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{
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if (!reader.TryBeginRead(FastBufferWriter.GetWriteSize(ConfigHash)))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"Incomplete connection request message.");
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}
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networkManager.DisconnectClient(context.SenderId);
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return false;
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}
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reader.ReadValue(out ConfigHash);
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if (!networkManager.NetworkConfig.CompareConfig(ConfigHash))
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{
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if (NetworkLog.CurrentLogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"{nameof(NetworkConfig)} mismatch. The configuration between the server and client does not match");
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}
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networkManager.DisconnectClient(context.SenderId);
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return false;
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}
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}
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = (NetworkManager)context.SystemOwner;
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var senderId = context.SenderId;
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if (networkManager.PendingClients.TryGetValue(senderId, out PendingClient client))
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{
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// Set to pending approval to prevent future connection requests from being approved
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client.ConnectionState = PendingClient.State.PendingApproval;
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}
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if (networkManager.NetworkConfig.ConnectionApproval)
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{
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// Note: Delegate creation allocates.
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// Note: ToArray() also allocates. :(
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var response = new NetworkManager.ConnectionApprovalResponse();
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networkManager.ClientsToApprove[senderId] = response;
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networkManager.ConnectionApprovalCallback(
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new NetworkManager.ConnectionApprovalRequest
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{
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Payload = ConnectionData,
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ClientNetworkId = senderId
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}, response);
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}
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else
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{
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var response = new NetworkManager.ConnectionApprovalResponse
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{
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Approved = true,
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CreatePlayerObject = networkManager.NetworkConfig.PlayerPrefab != null
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};
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networkManager.HandleConnectionApproval(senderId, response);
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}
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}
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}
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}
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