mirror of
				https://github.com/DerTyp7/defrain-shooter-unity.git
				synced 2025-11-04 07:08:59 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			170 lines
		
	
	
		
			6.8 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			6.8 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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    // a server's connection TO a LocalClient.
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    // sending messages on this connection causes the client's handler function to be invoked directly
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    public class LocalConnectionToClient : NetworkConnectionToClient
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    {
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        internal LocalConnectionToServer connectionToServer;
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        public LocalConnectionToClient() : base(LocalConnectionId) {}
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        public override string address => "localhost";
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        // Send stage two: serialized NetworkMessage as ArraySegment<byte>
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        internal override void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
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        {
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            // get a writer to copy the message into since the segment is only
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            // valid until returning.
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            // => pooled writer will be returned to pool when dequeuing.
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            // => WriteBytes instead of WriteArraySegment because the latter
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            //    includes a 4 bytes header. we just want to write raw.
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            //Debug.Log($"Enqueue {BitConverter.ToString(segment.Array, segment.Offset, segment.Count)}");
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            PooledNetworkWriter writer = NetworkWriterPool.GetWriter();
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            writer.WriteBytes(segment.Array, segment.Offset, segment.Count);
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            connectionToServer.queue.Enqueue(writer);
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        }
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        // true because local connections never timeout
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        internal override bool IsAlive(float timeout) => true;
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        internal void DisconnectInternal()
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        {
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            // set not ready and handle clientscene disconnect in any case
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            // (might be client or host mode here)
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            isReady = false;
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            RemoveFromObservingsObservers();
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        }
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        /// <summary>Disconnects this connection.</summary>
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        public override void Disconnect()
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        {
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            DisconnectInternal();
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            connectionToServer.DisconnectInternal();
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        }
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    }
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    // a localClient's connection TO a server.
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    // send messages on this connection causes the server's handler function to be invoked directly.
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    public class LocalConnectionToServer : NetworkConnectionToServer
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    {
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        internal LocalConnectionToClient connectionToClient;
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        // packet queue
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        internal readonly Queue<PooledNetworkWriter> queue = new Queue<PooledNetworkWriter>();
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        public override string address => "localhost";
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        // see caller for comments on why we need this
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        bool connectedEventPending;
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        bool disconnectedEventPending;
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        internal void QueueConnectedEvent() => connectedEventPending = true;
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        internal void QueueDisconnectedEvent() => disconnectedEventPending = true;
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        // Send stage two: serialized NetworkMessage as ArraySegment<byte>
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        internal override void Send(ArraySegment<byte> segment, int channelId = Channels.Reliable)
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        {
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            if (segment.Count == 0)
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            {
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                Debug.LogError("LocalConnection.SendBytes cannot send zero bytes");
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                return;
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            }
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            // OnTransportData assumes batching.
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            // so let's make a batch with proper timestamp prefix.
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            Batcher batcher = GetBatchForChannelId(channelId);
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            batcher.AddMessage(segment);
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            // flush it to the server's OnTransportData immediately.
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            // local connection to server always invokes immediately.
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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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                if (batcher.MakeNextBatch(writer, NetworkTime.localTime))
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                {
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                    NetworkServer.OnTransportData(connectionId, writer.ToArraySegment(), channelId);
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                }
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                else Debug.LogError("Local connection failed to make batch. This should never happen.");
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            }
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        }
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        internal override void Update()
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        {
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            base.Update();
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            // should we still process a connected event?
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            if (connectedEventPending)
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            {
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                connectedEventPending = false;
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                NetworkClient.OnConnectedEvent?.Invoke();
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            }
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            // process internal messages so they are applied at the correct time
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            while (queue.Count > 0)
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            {
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                // call receive on queued writer's content, return to pool
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                PooledNetworkWriter writer = queue.Dequeue();
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                ArraySegment<byte> message = writer.ToArraySegment();
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                // OnTransportData assumes a proper batch with timestamp etc.
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                // let's make a proper batch and pass it to OnTransportData.
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                Batcher batcher = GetBatchForChannelId(Channels.Reliable);
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                batcher.AddMessage(message);
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                using (PooledNetworkWriter batchWriter = NetworkWriterPool.GetWriter())
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                {
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                    // make a batch with our local time (double precision)
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                    if (batcher.MakeNextBatch(batchWriter, NetworkTime.localTime))
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                    {
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                        NetworkClient.OnTransportData(batchWriter.ToArraySegment(), Channels.Reliable);
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                    }
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                }
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                NetworkWriterPool.Recycle(writer);
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            }
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            // should we still process a disconnected event?
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            if (disconnectedEventPending)
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            {
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                disconnectedEventPending = false;
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                NetworkClient.OnDisconnectedEvent?.Invoke();
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            }
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        }
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        /// <summary>Disconnects this connection.</summary>
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        internal void DisconnectInternal()
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        {
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            // set not ready and handle clientscene disconnect in any case
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            // (might be client or host mode here)
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            // TODO remove redundant state. have one source of truth for .ready!
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            isReady = false;
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            NetworkClient.ready = false;
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        }
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        /// <summary>Disconnects this connection.</summary>
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        public override void Disconnect()
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        {
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            connectionToClient.DisconnectInternal();
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            DisconnectInternal();
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            // simulate what a true remote connection would do:
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            // first, the server should remove it:
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            // TODO should probably be in connectionToClient.DisconnectInternal
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            //      because that's the NetworkServer's connection!
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            NetworkServer.RemoveLocalConnection();
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            // then call OnTransportDisconnected for proper disconnect handling,
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            // callbacks & cleanups.
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            // => otherwise OnClientDisconnected() is never called!
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            // => see NetworkClientTests.DisconnectCallsOnClientDisconnect_HostMode()
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            NetworkClient.OnTransportDisconnected();
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        }
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        // true because local connections never timeout
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        internal override bool IsAlive(float timeout) => true;
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    }
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}
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