Boss Room 是一款使用 Unity MLAPI 制作的全功能合作多人 RPG。 它旨在作为学习样本,展示类似游戏中经常出现的某些典型游戏模式。
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#if UNITY_5_3_OR_NEWER
#define UNITY
#if UNITY_IOS && !UNITY_EDITOR
using UnityEngine;
#endif
#endif
#if NETSTANDARD || NETCOREAPP
using System.Runtime.InteropServices;
#endif
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
namespace LiteNetLib
{
#if UNITY_IOS && !UNITY_EDITOR
public class UnitySocketFix : MonoBehaviour
{
internal IPAddress BindAddrIPv4;
internal IPAddress BindAddrIPv6;
internal bool Reuse;
internal IPv6Mode IPv6;
internal int Port;
internal bool Paused;
internal NetSocket Socket;
private void Update()
{
if (Socket == null)
Destroy(gameObject);
}
private void OnApplicationPause(bool pause)
{
if (Socket == null)
return;
if (pause)
{
Paused = true;
Socket.Close(true);
}
else if (Paused)
{
if (!Socket.Bind(BindAddrIPv4, BindAddrIPv6, Port, Reuse, IPv6))
{
NetDebug.WriteError("[S] Cannot restore connection \"{0}\",\"{1}\" port {2}", BindAddrIPv4, BindAddrIPv6, Port);
Socket.OnErrorRestore();
}
}
}
}
#endif
internal interface INetSocketListener
{
void OnMessageReceived(byte[] data, int length, SocketError errorCode, IPEndPoint remoteEndPoint);
}
internal sealed class NetSocket
{
public const int ReceivePollingTime = 500000; //0.5 second
private Socket _udpSocketv4;
private Socket _udpSocketv6;
private Thread _threadv4;
private Thread _threadv6;
private readonly INetSocketListener _listener;
private const int SioUdpConnreset = -1744830452; //SIO_UDP_CONNRESET = IOC_IN | IOC_VENDOR | 12
private static readonly IPAddress MulticastAddressV6 = IPAddress.Parse("ff02::1");
internal static readonly bool IPv6Support;
#if UNITY_IOS && !UNITY_EDITOR
private UnitySocketFix _unitySocketFix;
public void OnErrorRestore()
{
Close(false);
_listener.OnMessageReceived(null, 0, SocketError.NotConnected, new IPEndPoint(0,0));
}
#endif
public int LocalPort { get; private set; }
public volatile bool IsRunning;
public short Ttl
{
get
{
#if UNITY_SWITCH
return 0;
#else
if (_udpSocketv4.AddressFamily == AddressFamily.InterNetworkV6)
return (short)_udpSocketv4.GetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.HopLimit);
return _udpSocketv4.Ttl;
#endif
}
set
{
#if !UNITY_SWITCH
if (_udpSocketv4.AddressFamily == AddressFamily.InterNetworkV6)
_udpSocketv4.SetSocketOption(SocketOptionLevel.IPv6, SocketOptionName.HopLimit, value);
else
_udpSocketv4.Ttl = value;
#endif
}
}
static NetSocket()
{
#if DISABLE_IPV6 || (!UNITY_EDITOR && ENABLE_IL2CPP && !UNITY_2018_3_OR_NEWER)
IPv6Support = false;
#elif !UNITY_2019_1_OR_NEWER && !UNITY_2018_4_OR_NEWER && (!UNITY_EDITOR && ENABLE_IL2CPP && UNITY_2018_3_OR_NEWER)
string version = UnityEngine.Application.unityVersion;
IPv6Support = Socket.OSSupportsIPv6 && int.Parse(version.Remove(version.IndexOf('f')).Split('.')[2]) >= 6;
#elif UNITY_2018_2_OR_NEWER
IPv6Support = Socket.OSSupportsIPv6;
#elif UNITY
#pragma warning disable 618
IPv6Support = Socket.SupportsIPv6;
#pragma warning restore 618
#else
IPv6Support = Socket.OSSupportsIPv6;
#endif
}
public NetSocket(INetSocketListener listener)
{
_listener = listener;
}
private bool IsActive()
{
#if UNITY_IOS && !UNITY_EDITOR
var unitySocketFix = _unitySocketFix; //save for multithread
if (unitySocketFix != null && unitySocketFix.Paused)
return false;
#endif
return IsRunning;
}
private void ReceiveLogic(object state)
{
Socket socket = (Socket)state;
EndPoint bufferEndPoint = new IPEndPoint(socket.AddressFamily == AddressFamily.InterNetwork ? IPAddress.Any : IPAddress.IPv6Any, 0);
byte[] receiveBuffer = new byte[NetConstants.MaxPacketSize];
while (IsActive())
{
int result;
//Reading data
try
{
if (socket.Available == 0 && !socket.Poll(ReceivePollingTime, SelectMode.SelectRead))
continue;
result = socket.ReceiveFrom(receiveBuffer, 0, receiveBuffer.Length, SocketFlags.None,
ref bufferEndPoint);
}
catch (SocketException ex)
{
switch (ex.SocketErrorCode)
{
#if UNITY_IOS && !UNITY_EDITOR
case SocketError.NotConnected:
#endif
case SocketError.Interrupted:
case SocketError.NotSocket:
return;
case SocketError.ConnectionReset:
case SocketError.MessageSize:
case SocketError.TimedOut:
NetDebug.Write(NetLogLevel.Trace, "[R]Ignored error: {0} - {1}",
(int)ex.SocketErrorCode, ex.ToString());
break;
default:
NetDebug.WriteError("[R]Error code: {0} - {1}", (int)ex.SocketErrorCode,
ex.ToString());
_listener.OnMessageReceived(null, 0, ex.SocketErrorCode, (IPEndPoint)bufferEndPoint);
break;
}
continue;
}
catch (ObjectDisposedException)
{
return;
}
//All ok!
NetDebug.Write(NetLogLevel.Trace, "[R]Received data from {0}, result: {1}", bufferEndPoint.ToString(), result);
_listener.OnMessageReceived(receiveBuffer, result, 0, (IPEndPoint)bufferEndPoint);
}
}
public bool Bind(IPAddress addressIPv4, IPAddress addressIPv6, int port, bool reuseAddress, IPv6Mode ipv6Mode)
{
if (IsActive())
return false;
bool dualMode = ipv6Mode == IPv6Mode.DualMode && IPv6Support;
_udpSocketv4 = new Socket(
dualMode ? AddressFamily.InterNetworkV6 : AddressFamily.InterNetwork,
SocketType.Dgram,
ProtocolType.Udp);
if (!BindSocket(_udpSocketv4, new IPEndPoint(dualMode ? addressIPv6 : addressIPv4, port), reuseAddress, ipv6Mode))
return false;
LocalPort = ((IPEndPoint) _udpSocketv4.LocalEndPoint).Port;
#if UNITY_IOS && !UNITY_EDITOR
if (_unitySocketFix == null)
{
var unityFixObj = new GameObject("LiteNetLib_UnitySocketFix");
GameObject.DontDestroyOnLoad(unityFixObj);
_unitySocketFix = unityFixObj.AddComponent<UnitySocketFix>();
_unitySocketFix.Socket = this;
_unitySocketFix.BindAddrIPv4 = addressIPv4;
_unitySocketFix.BindAddrIPv6 = addressIPv6;
_unitySocketFix.Reuse = reuseAddress;
_unitySocketFix.Port = LocalPort;
_unitySocketFix.IPv6 = ipv6Mode;
}
else
{
_unitySocketFix.Paused = false;
}
#endif
if (dualMode)
_udpSocketv6 = _udpSocketv4;
IsRunning = true;
_threadv4 = new Thread(ReceiveLogic)
{
Name = "SocketThreadv4(" + LocalPort + ")",
IsBackground = true
};
_threadv4.Start(_udpSocketv4);
//Check IPv6 support
if (!IPv6Support || ipv6Mode != IPv6Mode.SeparateSocket)
return true;
_udpSocketv6 = new Socket(AddressFamily.InterNetworkV6, SocketType.Dgram, ProtocolType.Udp);
//Use one port for two sockets
if (BindSocket(_udpSocketv6, new IPEndPoint(addressIPv6, LocalPort), reuseAddress, ipv6Mode))
{
_threadv6 = new Thread(ReceiveLogic)
{
Name = "SocketThreadv6(" + LocalPort + ")",
IsBackground = true
};
_threadv6.Start(_udpSocketv6);
}
return true;
}
private bool BindSocket(Socket socket, IPEndPoint ep, bool reuseAddress, IPv6Mode ipv6Mode)
{
//Setup socket
socket.ReceiveTimeout = 500;
socket.SendTimeout = 500;
socket.ReceiveBufferSize = NetConstants.SocketBufferSize;
socket.SendBufferSize = NetConstants.SocketBufferSize;
#if !UNITY || UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
#if NETSTANDARD || NETCOREAPP
if(RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
#endif
try
{
socket.IOControl(SioUdpConnreset, new byte[] { 0 }, null);
}
catch
{
//ignored
}
#endif
try
{
socket.ExclusiveAddressUse = !reuseAddress;
socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, reuseAddress);
}
catch
{
//Unity with IL2CPP throws an exception here, it doesn't matter in most cases so just ignore it
}
if (socket.AddressFamily == AddressFamily.InterNetwork)
{
Ttl = NetConstants.SocketTTL;
#if NETSTANDARD || NETCOREAPP
if(!RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
#endif
try { socket.DontFragment = true; }
catch (SocketException e)
{
NetDebug.WriteError("[B]DontFragment error: {0}", e.SocketErrorCode);
}
try { socket.EnableBroadcast = true; }
catch (SocketException e)
{
NetDebug.WriteError("[B]Broadcast error: {0}", e.SocketErrorCode);
}
}
else //IPv6 specific
{
if (ipv6Mode == IPv6Mode.DualMode)
{
try
{
//Disable IPv6 only mode
socket.SetSocketOption(SocketOptionLevel.IPv6, (SocketOptionName)27, false);
}
catch(Exception e)
{
NetDebug.WriteError("[B]Bind exception (dualmode setting): {0}", e.ToString());
}
}
}
//Bind
try
{
socket.Bind(ep);
NetDebug.Write(NetLogLevel.Trace, "[B]Successfully binded to port: {0}", ((IPEndPoint)socket.LocalEndPoint).Port);
//join multicast
if (socket.AddressFamily == AddressFamily.InterNetworkV6)
{
try
{
#if !UNITY
socket.SetSocketOption(
SocketOptionLevel.IPv6,
SocketOptionName.AddMembership,
new IPv6MulticastOption(MulticastAddressV6));
#endif
}
catch (Exception)
{
// Unity3d throws exception - ignored
}
}
}
catch (SocketException bindException)
{
switch (bindException.SocketErrorCode)
{
//IPv6 bind fix
case SocketError.AddressAlreadyInUse:
if (socket.AddressFamily == AddressFamily.InterNetworkV6 && ipv6Mode != IPv6Mode.DualMode)
{
try
{
//Set IPv6Only
socket.SetSocketOption(SocketOptionLevel.IPv6, (SocketOptionName)27, true);
socket.Bind(ep);
}
#if UNITY_2018_3_OR_NEWER
catch (SocketException ex)
{
//because its fixed in 2018_3
NetDebug.WriteError("[B]Bind exception: {0}, errorCode: {1}", ex.ToString(), ex.SocketErrorCode);
#else
catch(SocketException)
{
#endif
return false;
}
return true;
}
break;
//hack for iOS (Unity3D)
case SocketError.AddressFamilyNotSupported:
return true;
}
NetDebug.WriteError("[B]Bind exception: {0}, errorCode: {1}", bindException.ToString(), bindException.SocketErrorCode);
return false;
}
return true;
}
public bool SendBroadcast(byte[] data, int offset, int size, int port)
{
if (!IsActive())
return false;
bool broadcastSuccess = false;
bool multicastSuccess = false;
try
{
broadcastSuccess = _udpSocketv4.SendTo(
data,
offset,
size,
SocketFlags.None,
new IPEndPoint(IPAddress.Broadcast, port)) > 0;
if (_udpSocketv6 != null)
{
multicastSuccess = _udpSocketv6.SendTo(
data,
offset,
size,
SocketFlags.None,
new IPEndPoint(MulticastAddressV6, port)) > 0;
}
}
catch (Exception ex)
{
NetDebug.WriteError("[S][MCAST]" + ex);
return broadcastSuccess;
}
return broadcastSuccess || multicastSuccess;
}
public int SendTo(byte[] data, int offset, int size, IPEndPoint remoteEndPoint, ref SocketError errorCode)
{
if (!IsActive())
return 0;
try
{
var socket = _udpSocketv4;
if (remoteEndPoint.AddressFamily == AddressFamily.InterNetworkV6 && IPv6Support)
socket = _udpSocketv6;
int result = socket.SendTo(data, offset, size, SocketFlags.None, remoteEndPoint);
NetDebug.Write(NetLogLevel.Trace, "[S]Send packet to {0}, result: {1}", remoteEndPoint, result);
return result;
}
catch (SocketException ex)
{
switch (ex.SocketErrorCode)
{
case SocketError.NoBufferSpaceAvailable:
case SocketError.Interrupted:
return 0;
case SocketError.MessageSize: //do nothing
break;
default:
NetDebug.WriteError("[S]" + ex);
break;
}
errorCode = ex.SocketErrorCode;
return -1;
}
catch (Exception ex)
{
NetDebug.WriteError("[S]" + ex);
return -1;
}
}
public void Close(bool suspend)
{
if (!suspend)
{
IsRunning = false;
#if UNITY_IOS && !UNITY_EDITOR
_unitySocketFix.Socket = null;
_unitySocketFix = null;
#endif
}
//cleanup dual mode
if (_udpSocketv4 == _udpSocketv6)
_udpSocketv6 = null;
if (_udpSocketv4 != null)
_udpSocketv4.Close();
if (_udpSocketv6 != null)
_udpSocketv6.Close();
_udpSocketv4 = null;
_udpSocketv6 = null;
if (_threadv4 != null && _threadv4 != Thread.CurrentThread)
_threadv4.Join();
if (_threadv6 != null && _threadv6 != Thread.CurrentThread)
_threadv6.Join();
_threadv4 = null;
_threadv6 = null;
}
}
}