mirror of
				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-11-04 15:18:59 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			307 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			307 lines
		
	
	
		
			9.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
 | 
						|
using System.Text;
 | 
						|
using UnityEngine;
 | 
						|
 | 
						|
namespace Mirror
 | 
						|
{
 | 
						|
    // a transport that can listen to multiple underlying transport at the same time
 | 
						|
    [DisallowMultipleComponent]
 | 
						|
    public class MultiplexTransport : Transport
 | 
						|
    {
 | 
						|
        public Transport[] transports;
 | 
						|
 | 
						|
        Transport available;
 | 
						|
 | 
						|
        public void Awake()
 | 
						|
        {
 | 
						|
            if (transports == null || transports.Length == 0)
 | 
						|
            {
 | 
						|
                Debug.LogError("Multiplex transport requires at least 1 underlying transport");
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ClientEarlyUpdate()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.ClientEarlyUpdate();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerEarlyUpdate()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.ServerEarlyUpdate();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ClientLateUpdate()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.ClientLateUpdate();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerLateUpdate()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.ServerLateUpdate();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        void OnEnable()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.enabled = true;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        void OnDisable()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.enabled = false;
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override bool Available()
 | 
						|
        {
 | 
						|
            // available if any of the transports is available
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                if (transport.Available())
 | 
						|
                {
 | 
						|
                    return true;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            return false;
 | 
						|
        }
 | 
						|
 | 
						|
        #region Client
 | 
						|
 | 
						|
        public override void ClientConnect(string address)
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                if (transport.Available())
 | 
						|
                {
 | 
						|
                    available = transport;
 | 
						|
                    transport.OnClientConnected = OnClientConnected;
 | 
						|
                    transport.OnClientDataReceived = OnClientDataReceived;
 | 
						|
                    transport.OnClientError = OnClientError;
 | 
						|
                    transport.OnClientDisconnected = OnClientDisconnected;
 | 
						|
                    transport.ClientConnect(address);
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            throw new ArgumentException("No transport suitable for this platform");
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ClientConnect(Uri uri)
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                if (transport.Available())
 | 
						|
                {
 | 
						|
                    try
 | 
						|
                    {
 | 
						|
                        available = transport;
 | 
						|
                        transport.OnClientConnected = OnClientConnected;
 | 
						|
                        transport.OnClientDataReceived = OnClientDataReceived;
 | 
						|
                        transport.OnClientError = OnClientError;
 | 
						|
                        transport.OnClientDisconnected = OnClientDisconnected;
 | 
						|
                        transport.ClientConnect(uri);
 | 
						|
                        return;
 | 
						|
                    }
 | 
						|
                    catch (ArgumentException)
 | 
						|
                    {
 | 
						|
                        // transport does not support the schema, just move on to the next one
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
            throw new ArgumentException("No transport suitable for this platform");
 | 
						|
        }
 | 
						|
 | 
						|
        public override bool ClientConnected()
 | 
						|
        {
 | 
						|
            return (object)available != null && available.ClientConnected();
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ClientDisconnect()
 | 
						|
        {
 | 
						|
            if ((object)available != null)
 | 
						|
                available.ClientDisconnect();
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ClientSend(ArraySegment<byte> segment, int channelId)
 | 
						|
        {
 | 
						|
            available.ClientSend(segment, channelId);
 | 
						|
        }
 | 
						|
 | 
						|
        #endregion
 | 
						|
 | 
						|
        #region Server
 | 
						|
        // connection ids get mapped to base transports
 | 
						|
        // if we have 3 transports,  then
 | 
						|
        // transport 0 will produce connection ids [0, 3, 6, 9, ...]
 | 
						|
        // transport 1 will produce connection ids [1, 4, 7, 10, ...]
 | 
						|
        // transport 2 will produce connection ids [2, 5, 8, 11, ...]
 | 
						|
        int FromBaseId(int transportId, int connectionId)
 | 
						|
        {
 | 
						|
            return connectionId * transports.Length + transportId;
 | 
						|
        }
 | 
						|
 | 
						|
        int ToBaseId(int connectionId)
 | 
						|
        {
 | 
						|
            return connectionId / transports.Length;
 | 
						|
        }
 | 
						|
 | 
						|
        int ToTransportId(int connectionId)
 | 
						|
        {
 | 
						|
            return connectionId % transports.Length;
 | 
						|
        }
 | 
						|
 | 
						|
        void AddServerCallbacks()
 | 
						|
        {
 | 
						|
            // wire all the base transports to my events
 | 
						|
            for (int i = 0; i < transports.Length; i++)
 | 
						|
            {
 | 
						|
                // this is required for the handlers,  if I use i directly
 | 
						|
                // then all the handlers will use the last i
 | 
						|
                int locali = i;
 | 
						|
                Transport transport = transports[i];
 | 
						|
 | 
						|
                transport.OnServerConnected = (baseConnectionId =>
 | 
						|
                {
 | 
						|
                    OnServerConnected.Invoke(FromBaseId(locali, baseConnectionId));
 | 
						|
                });
 | 
						|
 | 
						|
                transport.OnServerDataReceived = (baseConnectionId, data, channel) =>
 | 
						|
                {
 | 
						|
                    OnServerDataReceived.Invoke(FromBaseId(locali, baseConnectionId), data, channel);
 | 
						|
                };
 | 
						|
 | 
						|
                transport.OnServerError = (baseConnectionId, error) =>
 | 
						|
                {
 | 
						|
                    OnServerError.Invoke(FromBaseId(locali, baseConnectionId), error);
 | 
						|
                };
 | 
						|
                transport.OnServerDisconnected = baseConnectionId =>
 | 
						|
                {
 | 
						|
                    OnServerDisconnected.Invoke(FromBaseId(locali, baseConnectionId));
 | 
						|
                };
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        // for now returns the first uri,
 | 
						|
        // should we return all available uris?
 | 
						|
        public override Uri ServerUri()
 | 
						|
        {
 | 
						|
            return transports[0].ServerUri();
 | 
						|
        }
 | 
						|
 | 
						|
 | 
						|
        public override bool ServerActive()
 | 
						|
        {
 | 
						|
            // avoid Linq.All allocations
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                if (!transport.ServerActive())
 | 
						|
                {
 | 
						|
                    return false;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            return true;
 | 
						|
        }
 | 
						|
 | 
						|
        public override string ServerGetClientAddress(int connectionId)
 | 
						|
        {
 | 
						|
            int baseConnectionId = ToBaseId(connectionId);
 | 
						|
            int transportId = ToTransportId(connectionId);
 | 
						|
            return transports[transportId].ServerGetClientAddress(baseConnectionId);
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerDisconnect(int connectionId)
 | 
						|
        {
 | 
						|
            int baseConnectionId = ToBaseId(connectionId);
 | 
						|
            int transportId = ToTransportId(connectionId);
 | 
						|
            transports[transportId].ServerDisconnect(baseConnectionId);
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerSend(int connectionId, ArraySegment<byte> segment, int channelId)
 | 
						|
        {
 | 
						|
            int baseConnectionId = ToBaseId(connectionId);
 | 
						|
            int transportId = ToTransportId(connectionId);
 | 
						|
 | 
						|
            for (int i = 0; i < transports.Length; ++i)
 | 
						|
            {
 | 
						|
                if (i == transportId)
 | 
						|
                {
 | 
						|
                    transports[i].ServerSend(baseConnectionId, segment, channelId);
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerStart()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                AddServerCallbacks();
 | 
						|
                transport.ServerStart();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override void ServerStop()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.ServerStop();
 | 
						|
            }
 | 
						|
        }
 | 
						|
        #endregion
 | 
						|
 | 
						|
        public override int GetMaxPacketSize(int channelId = 0)
 | 
						|
        {
 | 
						|
            // finding the max packet size in a multiplex environment has to be
 | 
						|
            // done very carefully:
 | 
						|
            // * servers run multiple transports at the same time
 | 
						|
            // * different clients run different transports
 | 
						|
            // * there should only ever be ONE true max packet size for everyone,
 | 
						|
            //   otherwise a spawn message might be sent to all tcp sockets, but
 | 
						|
            //   be too big for some udp sockets. that would be a debugging
 | 
						|
            //   nightmare and allow for possible exploits and players on
 | 
						|
            //   different platforms seeing a different game state.
 | 
						|
            // => the safest solution is to use the smallest max size for all
 | 
						|
            //    transports. that will never fail.
 | 
						|
            int mininumAllowedSize = int.MaxValue;
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                int size = transport.GetMaxPacketSize(channelId);
 | 
						|
                mininumAllowedSize = Mathf.Min(size, mininumAllowedSize);
 | 
						|
            }
 | 
						|
            return mininumAllowedSize;
 | 
						|
        }
 | 
						|
 | 
						|
        public override void Shutdown()
 | 
						|
        {
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                transport.Shutdown();
 | 
						|
            }
 | 
						|
        }
 | 
						|
 | 
						|
        public override string ToString()
 | 
						|
        {
 | 
						|
            StringBuilder builder = new StringBuilder();
 | 
						|
            foreach (Transport transport in transports)
 | 
						|
            {
 | 
						|
                builder.AppendLine(transport.ToString());
 | 
						|
            }
 | 
						|
            return builder.ToString().Trim();
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 |