Ejemplo n.º 1
0
        protected void SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool ignoreAuthority = false)
        {
            // this was in Weaver before
            // NOTE: we could remove this later to allow calling Cmds on Server
            //       to avoid Wrapper functions. a lot of people requested this.
            if (!NetworkClient.active)
            {
                logger.LogError($"Command Function {cmdName} called without an active client.");
                return;
            }
            // local players can always send commands, regardless of authority, other objects must have authority.
            if (!(ignoreAuthority || isLocalPlayer || hasAuthority || isServer)) // Wappen: Fix for Mirror3->6
            {
                logger.LogWarning($"Trying to send command for object without authority. {invokeClass.ToString()}.{cmdName}");
                return;
            }

            if (ClientScene.readyConnection == null)
            {
                logger.LogError("Send command attempted with no client running [client=" + connectionToServer + "].");
                return;
            }

            // construct the message
            CommandMessage message = new CommandMessage
            {
                netId          = netId,
                componentIndex = ComponentIndex,
                // type+func so Inventory.RpcUse != Equipment.RpcUse
                functionHash = RemoteCallHelper.GetMethodHash(invokeClass, cmdName),
                // segment to avoid reader allocations
                payload = writer.ToArraySegment()
            };

            ClientScene.readyConnection.Send(message, channelId);
        }
Ejemplo n.º 2
0
        public void CommandMessageCallsCommandTest()
        {
            // listen
            NetworkServer.Listen(1);
            Assert.That(NetworkServer.connections.Count, Is.EqualTo(0));

            // add connection
            LocalConnectionToClient connection = new LocalConnectionToClient();

            connection.connectionToServer = new LocalConnectionToServer();
            NetworkServer.AddConnection(connection);

            // set as authenticated, otherwise removeplayer is rejected
            connection.isAuthenticated = true;

            // add an identity with two networkbehaviour components
            GameObject      go       = new GameObject();
            NetworkIdentity identity = go.AddComponent <NetworkIdentity>();

            identity.netId = 42;
            // for authority check
            identity.connectionToClient = connection;
            CommandTestNetworkBehaviour comp0 = go.AddComponent <CommandTestNetworkBehaviour>();

            Assert.That(comp0.called, Is.EqualTo(0));
            CommandTestNetworkBehaviour comp1 = go.AddComponent <CommandTestNetworkBehaviour>();

            Assert.That(comp1.called, Is.EqualTo(0));
            connection.identity = identity;

            // register the command delegate, otherwise it's not found
            int registeredHash = RemoteCallHelper.RegisterDelegate(typeof(CommandTestNetworkBehaviour),
                                                                   nameof(CommandTestNetworkBehaviour.CommandGenerated),
                                                                   MirrorInvokeType.Command,
                                                                   CommandTestNetworkBehaviour.CommandGenerated,
                                                                   true);

            // identity needs to be in spawned dict, otherwise command handler
            // won't find it
            NetworkIdentity.spawned[identity.netId] = identity;

            // serialize a removeplayer message into an arraysegment
            CommandMessage message = new CommandMessage
            {
                componentIndex = 0,
                functionHash   = RemoteCallHelper.GetMethodHash(typeof(CommandTestNetworkBehaviour), nameof(CommandTestNetworkBehaviour.CommandGenerated)),
                netId          = identity.netId,
                payload        = new ArraySegment <byte>(new byte[0])
            };
            NetworkWriter writer = new NetworkWriter();

            MessagePacking.Pack(message, writer);
            ArraySegment <byte> segment = writer.ToArraySegment();

            // call transport.OnDataReceived with the message
            // -> calls NetworkServer.OnRemovePlayerMessage
            //    -> destroys conn.identity and sets it to null
            Transport.activeTransport.OnServerDataReceived.Invoke(0, segment, 0);

            // was the command called in the first component, not in the second one?
            Assert.That(comp0.called, Is.EqualTo(1));
            Assert.That(comp1.called, Is.EqualTo(0));

            //  send another command for the second component
            comp0.called           = 0;
            message.componentIndex = 1;
            writer = new NetworkWriter();
            MessagePacking.Pack(message, writer);
            segment = writer.ToArraySegment();
            Transport.activeTransport.OnServerDataReceived.Invoke(0, segment, 0);

            // was the command called in the second component, not in the first one?
            Assert.That(comp0.called, Is.EqualTo(0));
            Assert.That(comp1.called, Is.EqualTo(1));

            // sending a command without authority should fail
            // (= if connectionToClient is not what we received the data on)
            // set wrong authority
            identity.connectionToClient = new LocalConnectionToClient();
            comp0.called = 0;
            comp1.called = 0;
            Transport.activeTransport.OnServerDataReceived.Invoke(0, segment, 0);
            Assert.That(comp0.called, Is.EqualTo(0));
            Assert.That(comp1.called, Is.EqualTo(0));
            // restore authority
            identity.connectionToClient = connection;

            // sending a component with wrong netId should fail
            // wrong netid
            message.netId += 1;
            writer         = new NetworkWriter();
            // need to serialize the message again with wrong netid
            MessagePacking.Pack(message, writer);
            ArraySegment <byte> segmentWrongNetId = writer.ToArraySegment();

            comp0.called = 0;
            comp1.called = 0;
            Transport.activeTransport.OnServerDataReceived.Invoke(0, segmentWrongNetId, 0);
            Assert.That(comp0.called, Is.EqualTo(0));
            Assert.That(comp1.called, Is.EqualTo(0));

            // clean up
            NetworkIdentity.spawned.Clear();
            RemoteCallHelper.RemoveDelegate(registeredHash);
            NetworkServer.Shutdown();
            // destroy the test gameobject AFTER server was stopped.
            // otherwise isServer is true in OnDestroy, which means it would try
            // to call Destroy(go). but we need to use DestroyImmediate in
            // Editor
            GameObject.DestroyImmediate(go);
        }
Ejemplo n.º 3
0
        protected void SendCommandInternal(Type invokeClass, string cmdName, NetworkWriter writer, int channelId, bool requiresAuthority = true)
        {
            // this was in Weaver before
            // NOTE: we could remove this later to allow calling Cmds on Server
            //       to avoid Wrapper functions. a lot of people requested this.
            if (!NetworkClient.active)
            {
                Debug.LogError($"Command Function {cmdName} called without an active client.");
                return;
            }

            // previously we used NetworkClient.readyConnection.
            // now we check .ready separately.
            if (!NetworkClient.ready)
            {
                // Unreliable Cmds from NetworkTransform may be generated,
                // or client may have been set NotReady intentionally, so
                // only warn if on the reliable channel.
                if (channelId == Channels.Reliable)
                {
                    Debug.LogWarning("Send command attempted while NetworkClient is not ready.\nThis may be ignored if client intentionally set NotReady.");
                }
                return;
            }

            // local players can always send commands, regardless of authority, other objects must have authority.
            if (!(!requiresAuthority || isLocalPlayer || hasAuthority))
            {
                Debug.LogWarning($"Trying to send command for object without authority. {invokeClass}.{cmdName}");
                return;
            }

            // IMPORTANT: can't use .connectionToServer here because calling
            // a command on other objects is allowed if requireAuthority is
            // false. other objects don't have a .connectionToServer.
            // => so we always need to use NetworkClient.connection instead.
            // => see also: https://github.com/vis2k/Mirror/issues/2629
            if (NetworkClient.connection == null)
            {
                Debug.LogError("Send command attempted with no client running.");
                return;
            }

            // construct the message
            CommandMessage message = new CommandMessage
            {
                netId          = netId,
                componentIndex = (byte)ComponentIndex,
                // type+func so Inventory.RpcUse != Equipment.RpcUse
                functionHash = RemoteCallHelper.GetMethodHash(invokeClass, cmdName),
                // segment to avoid reader allocations
                payload = writer.ToArraySegment()
            };

            // IMPORTANT: can't use .connectionToServer here because calling
            // a command on other objects is allowed if requireAuthority is
            // false. other objects don't have a .connectionToServer.
            // => so we always need to use NetworkClient.connection instead.
            // => see also: https://github.com/vis2k/Mirror/issues/2629
            NetworkClient.connection.Send(message, channelId);
        }