internal static void OnServerWorldSerialization(QNetMessage message, QNetMessageReader reader, ref bool disallowRecycle) { // CLIENT: server qnet object send ends // server ends sending of serialized objects // now client can starts it's de-serialization but if client is also host, this operation is completely ignored // because all object was serialized at server startup if (QNetManager.IsServerActive) { // ignoring all operations and continuing by sending WORLD_SERIALIZED message JEMLogger.Log("Ignoring QNetObject serialization. (Host)"); QNetManager.Client.Send(QNetLocalChannel.DEFAULT, QNetMessageMethod.ReliableOrdered, QNetUnityLocalHeader.WORLD_SERIALIZED); } else { // run late client world serializer to load all serialized objects from memory JEMLogger.Log("Client received all QNetObjects. Starting serialization."); QNetGameInitializer.RunLateClientWorldSerializer(() => { // send WORLD_SERIALIZED message JEMLogger.Log("QNetObject serialized."); QNetManager.Client.Send(QNetLocalChannel.DEFAULT, QNetMessageMethod.ReliableOrdered, QNetUnityLocalHeader.WORLD_SERIALIZED); }); } }
internal static void OnServerLevelLoading(QNetMessage message, QNetMessageReader reader, ref bool disallowRecycle) { // write new object in to serializer if (QNetManager.IsServerActive) { JEMLogger.Log( $"We are on server. Client initialization from {nameof(OnServerLevelLoading)} will be ignored."); // send level loaded message instantly QNetManager.Client.Send(QNetLocalChannel.DEFAULT, QNetMessageMethod.ReliableOrdered, QNetUnityLocalHeader.LEVEL_LOADED); } else { QNetGameInitializer.RunClient(new QNetGameInitializerData { LevelName = reader.ReadString() }, () => { QNetManager.Client.Send(QNetLocalChannel.DEFAULT, QNetMessageMethod.ReliableOrdered, QNetUnityLocalHeader.LEVEL_LOADED); }); } }
/// <summary> /// Starts local server based on given or local configuration. /// </summary> public static void StartServer(QNetConfiguration configuration = null) { if (IsServerActive) { throw new InvalidOperationException( "QNet is unable to start server while there is already active instance of server."); } if (configuration == null) { configuration = new QNetConfiguration(); } var hostIsActive = IsHostActive; Server = new QNetServer(); Server = InternalStartPeer(Server, configuration, () => { QNetHandlerStack.RegisterServerHandlers(Server); OnServerRegisterHeaders?.Invoke(); }); OnServerPrepare?.Invoke(); Server.OnBeforeMessage += message => { // server should always send the server frame to the client! message.Write(QNetTime.ServerFrame); }; Server.OnConnectionAuthorizing += (QNetConnection connection, QNetMessageWriter writer, ref bool refuse) => { writer.WriteInt32(QNetTime.TickRate); writer.WriteUInt32(QNetTime.ServerFrame); OnServerAuthorizePlayer?.Invoke(connection, writer, ref refuse); }; Server.OnConnectionReady += reader => { // read player nickname and create its QNetPlayer instance var nickname = reader.ReadString(); var token = reader.ReadUInt32(); var version = reader.ReadString(); if (JEMBuild.BuildVersion != version) { JEMLogger.LogError( $"Newly received connection don't have right version of the game -> {version} ( is {JEMBuild.BuildVersion} )"); Server.CloseConnection(reader.Connection, "InvalidBuildVersion"); } else { if (IsHostActive && (reader.Connection.ConnectionIdentity == 0 || reader.Connection.ConnectionIdentity == Client.ConnectionIdentity)) { HostClientConnection = reader.Connection; JEMLogger.Log("QNetUnity received host client connection."); } if (QNetPlayer.GetQNetPlayerByToken(token) != null) { JEMLogger.LogError("Newly received connection is using already used token. Disconnecting!"); Server.CloseConnection(reader.Connection, "TokenAlreadyInUse"); return; } var qNetPlayer = QNetPlayer.CreateQNetPlayer(reader.Connection.ConnectionIdentity, nickname, token); if (qNetPlayer == null) { JEMLogger.LogError( "Newly received connection don't have his QNetPlayer instance. Disconnecting!"); Server.CloseConnection(reader.Connection, "InternalQNetPlayerError"); return; } OnServerNewPlayer?.Invoke(qNetPlayer, reader); QNetServerConnectionInit.PrepareNewConnection(reader.Connection); } }; Server.OnConnectionLost += (connection, reason) => { var qNetPlayer = QNetPlayer.GetQNetPlayer(connection); if (qNetPlayer != null) // if QNetPlayer of this connection not exists, just ignore { OnServerPlayerLost?.Invoke(qNetPlayer, reason); // the only thing to do here is to tag player as not ready (if ready) if (qNetPlayer.Ready) { qNetPlayer.TagAsNotReady(); } // and remove QNetPlayer from local machine QNetPlayer.DestroyQNetPlayer(qNetPlayer); } }; Server.OnServerStop += reason => { // server has been stopped, try to de-initialize game if (!ShuttingDownByApplicationQuit) { QNetGameInitializer.DeInitialize(() => { OnServerShutdown?.Invoke(hostIsActive); }); } else { OnServerShutdown?.Invoke(hostIsActive); } IsServerActive = false; IsHostActive = false; }; IsServerActive = true; OnServerStarted?.Invoke(); }
/// <summary> /// Starts client connection. /// </summary> public static void StartClient([NotNull] string ipAddress, ushort port, string password) { if (IsClientActive) { throw new InvalidOperationException( "QNet is unable to start client while there is already active instance of client."); } if (ipAddress == null) { throw new ArgumentNullException(nameof(ipAddress)); } var configuration = new QNetConfiguration { IpAddress = ipAddress, Port = port, MaxConnections = 2 }; if (OnClientPrepare == null) { throw new NullReferenceException("QNet is unable to start client. OnClientPrepare event is not set."); } Client = new QNetClient(); Client = InternalStartPeer(Client, configuration, () => { QNetHandlerStack.RegisterClientHandlers(Client); OnClientRegisterHeaders?.Invoke(); }); OnClientPrepare.Invoke(out var nickname, out var token); Client.OnMessagePoll += reader => { // as the server always send the server frame // we need to read that right here QNetSimulation.ReceivedServerFrame = reader.ReadUInt32(); QNetSimulation.AdjustServerFrames = QNetSimulation.ReceivedServerFrame > QNetTime.ServerFrame; }; Client.OnConnectionReady += (reader, writer) => { var tickRate = reader.ReadInt32(); var frameNumber = reader.ReadUInt32(); // set TickRate QNetTime.TickRate = tickRate; // initialize server frame count QNetSimulation.ReceivedServerFrame = frameNumber; QNetSimulation.EstimatedServerFrame = frameNumber; // write player data writer.WriteString(nickname); writer.WriteUInt32(token); writer.WriteString(JEMBuild.BuildVersion); OnClientReady?.Invoke(reader, writer); }; Client.OnDisconnection += (lostConnection, reason) => { // stop peer if (InternalRunningPeers.Contains(Client)) { InternalStopPeer(Client, reason); } // update active state IsClientActive = false; // and de-initialize game if (!IsHostActive && QNetGameInitializer.GameInitialized && !QNetGameInitializer.GameIsDeInitializing ) // ignore if host, server will de-initialize it anyway { QNetGameInitializer.DeInitialize(() => { OnClientDisconnected?.Invoke(IsHostActive, lostConnection, reason); }); } else { if (!QNetGameInitializer.GameInitialized && !QNetGameInitializer.GameIsInitializing) { OnClientDisconnected?.Invoke(IsHostActive, lostConnection, reason); } } }; IsClientActive = true; }
private IEnumerator InternalDeSerializeObjectsInMemory(Action onDone, Action <string> onChange) { JEMLogger.Log($"QNetUnity is de-serializing {InternalSerializedObjectsInMemory.Count} objects in memory."); for (var index = 0; index < InternalSerializedObjectsInMemory.Count; index++) { var obj = InternalSerializedObjectsInMemory[index]; if (obj.Equals(default(QNetWorldSerializerObject))) { continue; } onChange?.Invoke($"fromSerializedObject '{obj.Object.ObjectIdentity}/{obj.Object.PrefabIdentity}'"); var time = DateTime.Now; var isWorking = true; StartCoroutine(InternalFromSerializedObject(obj, () => { isWorking = false; })); while (isWorking && QNetGameInitializer.DeserializingOnceTimeout >= (DateTime.Now - time).Seconds) { yield return(new WaitForEndOfFrame()); } if (isWorking) { if (obj.SerializedServerState?.GetMessage() != null) { QNetManager.Client.OriginalClient.Recycle(obj.SerializedServerState.GetMessage()); } var str = $"QNetUnity failed fromSerializedObject on '{obj.Object.ObjectIdentity}/{obj.Object.PrefabIdentity}' (timeout)"; if (QNetManager.ShutdownOnSerializationTimeout) { QNetGameInitializer.ShutdownInitializing(str); yield break; } JEMLogger.LogError(str); } } JEMLogger.Log($"{InternalSerializedAndInstancedObjects.Count} objects loaded."); JEMLogger.Log($"QNetUnity is loading {QNetObjectBehaviour.PredefinedBehaviours.Length} predefined objects."); for (var index = 0; index < QNetObjectBehaviour.PredefinedBehaviours.Length; index++) { var obj = QNetObjectBehaviour.PredefinedBehaviours[index]; onChange?.Invoke($"predefinedUpdated '{obj.ObjectIdentity}'"); // just set set active obj.gameObject.SetActive(true); // and call spawned event obj.OnInternalSpawned(); yield return(new WaitForEndOfFrame()); } IsSerializing = false; WorldIsSerialized = true; ClearSerializedObjectsFromMemory(); onChange?.Invoke("finishing"); JEMLogger.Log("All objects de-serialized. QNetUnity's world serialization is done."); onDone?.Invoke(); }