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117 行
5.0 KiB
117 行
5.0 KiB
using System;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// The generic transport class all Netcode for GameObjects network transport implementations
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/// derive from. Use this class to add a custom transport.
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/// <seealso cref="Transports.UTP.UnityTransport"> for an example of how a transport is integrated</seealso>
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/// </summary>
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public abstract class NetworkTransport : MonoBehaviour
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{
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/// <summary>
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/// A constant `clientId` that represents the server
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/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
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/// </summary>
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public abstract ulong ServerClientId { get; }
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/// <summary>
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/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
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/// This is used by multiplex adapters
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/// </summary>
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/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
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public virtual bool IsSupported => true;
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internal INetworkMetrics NetworkMetrics;
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/// <summary>
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/// Delegate for transport network events
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/// </summary>
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public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
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/// <summary>
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/// Occurs when the transport has a new transport network event.
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/// Can be used to make an event based transport instead of a poll based.
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/// Invocation has to occur on the Unity thread in the Update loop.
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/// </summary>
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public event TransportEventDelegate OnTransportEvent;
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/// <summary>
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/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
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/// </summary>
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/// <param name="eventType">The event type</param>
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/// <param name="clientId">The clientId this event is for</param>
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/// <param name="payload">The incoming data payload</param>
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/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
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protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
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{
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OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
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}
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/// <summary>
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/// Send a payload to the specified clientId, data and networkDelivery.
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/// </summary>
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/// <param name="clientId">The clientId to send to</param>
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/// <param name="payload">The data to send</param>
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/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
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public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
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/// <summary>
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/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
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/// </summary>
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/// <param name="clientId">The clientId this event is for</param>
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/// <param name="payload">The incoming data payload</param>
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/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
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/// <returns>Returns the event type</returns>
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public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
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/// <summary>
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/// Connects client to the server
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/// </summary>
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/// <returns>Returns success or failure</returns>
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public abstract bool StartClient();
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/// <summary>
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/// Starts to listening for incoming clients
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/// </summary>
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/// <returns>Returns success or failure</returns>
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public abstract bool StartServer();
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/// <summary>
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/// Disconnects a client from the server
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/// </summary>
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/// <param name="clientId">The clientId to disconnect</param>
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public abstract void DisconnectRemoteClient(ulong clientId);
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/// <summary>
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/// Disconnects the local client from the server
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/// </summary>
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public abstract void DisconnectLocalClient();
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/// <summary>
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/// Gets the round trip time for a specific client. This method is optional
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/// </summary>
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/// <param name="clientId">The clientId to get the RTT from</param>
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/// <returns>Returns the round trip time in milliseconds </returns>
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public abstract ulong GetCurrentRtt(ulong clientId);
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/// <summary>
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/// Shuts down the transport
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/// </summary>
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public abstract void Shutdown();
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/// <summary>
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/// Initializes the transport
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/// </summary>
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/// /// <param name="networkManager">optionally pass in NetworkManager</param>
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public abstract void Initialize(NetworkManager networkManager = null);
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}
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#if UNITY_INCLUDE_TESTS
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public abstract class TestingNetworkTransport : NetworkTransport
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{
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}
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#endif
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}
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