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			285 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			285 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Mirror
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{
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    /// <summary>Base NetworkConnection class for server-to-client and client-to-server connection.</summary>
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    public abstract class NetworkConnection
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    {
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        public const int LocalConnectionId = 0;
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        // NetworkIdentities that this connection can see
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        // TODO move to server's NetworkConnectionToClient?
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        public readonly HashSet<NetworkIdentity> observing = new HashSet<NetworkIdentity>();
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        /// <summary>Unique identifier for this connection that is assigned by the transport layer.</summary>
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        // assigned by transport, this id is unique for every connection on server.
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        // clients don't know their own id and they don't know other client's ids.
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        public readonly int connectionId;
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        /// <summary>Flag that indicates the client has been authenticated.</summary>
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        public bool isAuthenticated;
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        /// <summary>General purpose object to hold authentication data, character selection, tokens, etc.</summary>
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        public object authenticationData;
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        /// <summary>A server connection is ready after joining the game world.</summary>
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        // TODO move this to ConnectionToClient so the flag only lives on server
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        // connections? clients could use NetworkClient.ready to avoid redundant
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        // state.
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        public bool isReady;
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        /// <summary>IP address of the connection. Can be useful for game master IP bans etc.</summary>
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        public abstract string address { get; }
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        /// <summary>Last time a message was received for this connection. Includes system and user messages.</summary>
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        public float lastMessageTime;
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        /// <summary>This connection's main object (usually the player object).</summary>
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        public NetworkIdentity identity { get; internal set; }
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        /// <summary>All NetworkIdentities owned by this connection. Can be main player, pets, etc.</summary>
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        // IMPORTANT: this needs to be <NetworkIdentity>, not <uint netId>.
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        //            fixes a bug where DestroyOwnedObjects wouldn't find the
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        //            netId anymore: https://github.com/vis2k/Mirror/issues/1380
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        //            Works fine with NetworkIdentity pointers though.
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        public readonly HashSet<NetworkIdentity> clientOwnedObjects = new HashSet<NetworkIdentity>();
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        // batching from server to client & client to server.
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        // fewer transport calls give us significantly better performance/scale.
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        //
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        // for a 64KB max message transport and 64 bytes/message on average, we
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        // reduce transport calls by a factor of 1000.
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        //
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        // depending on the transport, this can give 10x performance.
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        //
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        // Dictionary<channelId, batch> because we have multiple channels.
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        protected Dictionary<int, Batcher> batches = new Dictionary<int, Batcher>();
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        /// <summary>last batch's remote timestamp. not interpolated. useful for NetworkTransform etc.</summary>
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        // for any given NetworkMessage/Rpc/Cmd/OnSerialize, this was the time
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        // on the REMOTE END when it was sent.
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        //
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        // NOTE: this is NOT in NetworkTime, it needs to be per-connection
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        //       because the server receives different batch timestamps from
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        //       different connections.
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        public double remoteTimeStamp { get; internal set; }
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        internal NetworkConnection()
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        {
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            // set lastTime to current time when creating connection to make
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            // sure it isn't instantly kicked for inactivity
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            lastMessageTime = Time.time;
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        }
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        internal NetworkConnection(int networkConnectionId) : this()
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        {
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            connectionId = networkConnectionId;
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            // TODO why isn't lastMessageTime set in here like in the other ctor?
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        }
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        // TODO if we only have Reliable/Unreliable, then we could initialize
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        // two batches and avoid this code
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        protected Batcher GetBatchForChannelId(int channelId)
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        {
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            // get existing or create new writer for the channelId
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            Batcher batch;
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            if (!batches.TryGetValue(channelId, out batch))
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            {
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                // get max batch size for this channel
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                int threshold = Transport.activeTransport.GetBatchThreshold(channelId);
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                // create batcher
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                batch = new Batcher(threshold);
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                batches[channelId] = batch;
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            }
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            return batch;
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        }
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        // validate packet size before sending. show errors if too big/small.
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        // => it's best to check this here, we can't assume that all transports
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        //    would check max size and show errors internally. best to do it
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        //    in one place in Mirror.
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        // => it's important to log errors, so the user knows what went wrong.
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        protected static bool ValidatePacketSize(ArraySegment<byte> segment, int channelId)
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        {
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            int max = Transport.activeTransport.GetMaxPacketSize(channelId);
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            if (segment.Count > max)
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            {
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                Debug.LogError($"NetworkConnection.ValidatePacketSize: cannot send packet larger than {max} bytes, was {segment.Count} bytes");
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                return false;
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            }
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            if (segment.Count == 0)
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            {
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                // zero length packets getting into the packet queues are bad.
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                Debug.LogError("NetworkConnection.ValidatePacketSize: cannot send zero bytes");
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                return false;
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            }
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            // good size
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            return true;
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        }
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        // Send stage one: NetworkMessage<T>
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        /// <summary>Send a NetworkMessage to this connection over the given channel.</summary>
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        public void Send<T>(T message, int channelId = Channels.Reliable)
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            where T : struct, NetworkMessage
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        {
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            using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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            {
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                // pack message and send allocation free
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                MessagePacking.Pack(message, writer);
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                NetworkDiagnostics.OnSend(message, channelId, writer.Position, 1);
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                Send(writer.ToArraySegment(), channelId);
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            }
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        }
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        // Send stage two: serialized NetworkMessage as ArraySegment<byte>
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        // internal because no one except Mirror should send bytes directly to
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        // the client. they would be detected as a message. send messages instead.
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        internal virtual void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
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        {
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            //Debug.Log($"ConnectionSend {this} bytes:{BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}");
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            // add to batch no matter what.
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            // batching will try to fit as many as possible into MTU.
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            // but we still allow > MTU, e.g. kcp max packet size 144kb.
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            // those are simply sent as single batches.
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            //
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            // IMPORTANT: do NOT send > batch sized messages directly:
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            // - data race: large messages would be sent directly. small
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            //   messages would be sent in the batch at the end of frame
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            // - timestamps: if batching assumes a timestamp, then large
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            //   messages need that too.
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            //
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            // NOTE: we ALWAYS batch. it's not optional, because the
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            //       receiver needs timestamps for NT etc.
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            //
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            // NOTE: we do NOT ValidatePacketSize here yet. the final packet
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            //       will be the full batch, including timestamp.
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            GetBatchForChannelId(channelId).AddMessage(segment);
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        }
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        // Send stage three: hand off to transport
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        protected abstract void SendToTransport(ArraySegment<byte> segment, int channelId = Channels.Reliable);
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        // flush batched messages at the end of every Update.
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        internal virtual void Update()
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        {
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            // go through batches for all channels
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            foreach (KeyValuePair<int, Batcher> kvp in batches)
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            {
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                // make and send as many batches as necessary from the stored
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                // messages.
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                Batcher batcher = kvp.Value;
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                using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
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                {
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                    // make a batch with our local time (double precision)
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                    while (batcher.MakeNextBatch(writer, NetworkTime.localTime))
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                    {
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                        // validate packet before handing the batch to the
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                        // transport. this guarantees that we always stay
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                        // within transport's max message size limit.
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                        // => just in case transport forgets to check it
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                        // => just in case mirror miscalulated it etc.
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                        ArraySegment<byte> segment = writer.ToArraySegment();
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                        if (ValidatePacketSize(segment, kvp.Key))
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                        {
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                            // send to transport
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                            SendToTransport(segment, kvp.Key);
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                            //UnityEngine.Debug.Log($"sending batch of {writer.Position} bytes for channel={kvp.Key} connId={connectionId}");
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                            // reset writer for each new batch
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                            writer.Position = 0;
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                        }
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                    }
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                }
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            }
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        }
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        /// <summary>Disconnects this connection.</summary>
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        // for future reference, here is how Disconnects work in Mirror.
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        //
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        // first, there are two types of disconnects:
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        // * voluntary: the other end simply disconnected
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        // * involuntary: server disconnects a client by itself
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        //
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        // UNET had special (complex) code to handle both cases differently.
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        //
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        // Mirror handles both cases the same way:
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        // * Disconnect is called from TOP to BOTTOM
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        //   NetworkServer/Client -> NetworkConnection -> Transport.Disconnect()
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        // * Disconnect is handled from BOTTOM to TOP
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        //   Transport.OnDisconnected -> ...
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        //
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        // in other words, calling Disconnect() does no cleanup whatsoever.
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        // it simply asks the transport to disconnect.
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        // then later the transport events will do the clean up.
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        public abstract void Disconnect();
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        public override string ToString() => $"connection({connectionId})";
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        // TODO move to server's NetworkConnectionToClient?
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        internal void AddToObserving(NetworkIdentity netIdentity)
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        {
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            observing.Add(netIdentity);
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            // spawn identity for this conn
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            NetworkServer.ShowForConnection(netIdentity, this);
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        }
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        // TODO move to server's NetworkConnectionToClient?
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        internal void RemoveFromObserving(NetworkIdentity netIdentity, bool isDestroyed)
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        {
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            observing.Remove(netIdentity);
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            if (!isDestroyed)
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            {
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                // hide identity for this conn
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                NetworkServer.HideForConnection(netIdentity, this);
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            }
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        }
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        // TODO move to server's NetworkConnectionToClient?
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        internal void RemoveFromObservingsObservers()
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        {
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            foreach (NetworkIdentity netIdentity in observing)
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            {
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                netIdentity.RemoveObserver(this);
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            }
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            observing.Clear();
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        }
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        /// <summary>Check if we received a message within the last 'timeout' seconds.</summary>
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        internal virtual bool IsAlive(float timeout) => Time.time - lastMessageTime < timeout;
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        internal void AddOwnedObject(NetworkIdentity obj)
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        {
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            clientOwnedObjects.Add(obj);
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        }
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        internal void RemoveOwnedObject(NetworkIdentity obj)
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        {
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            clientOwnedObjects.Remove(obj);
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        }
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        internal void DestroyOwnedObjects()
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        {
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            // create a copy because the list might be modified when destroying
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            HashSet<NetworkIdentity> tmp = new HashSet<NetworkIdentity>(clientOwnedObjects);
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            foreach (NetworkIdentity netIdentity in tmp)
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            {
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                if (netIdentity != null)
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                {
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                    NetworkServer.Destroy(netIdentity.gameObject);
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                }
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            }
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            // clear the hashset because we destroyed them all
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            clientOwnedObjects.Clear();
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        }
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    }
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}
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