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#pragma warning disable 618 // disable is obsolete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