Exemple #1
0
        void OnServerStopped()
        {
            foreach (NetworkIdentity obj in Server.World.SpawnedIdentities.Reverse())
            {
                // Unspawn all, but only destroy non-scene objects on server
                DestroyObject(obj, obj.sceneId == 0);
            }

            Server.World.ClearSpawnedObjects();
            SyncVarSender = null;
            // reset so ids stay small in each session
            nextNetworkId = 1;
        }
Exemple #2
0
        void OnServerStopped()
        {
            foreach (NetworkIdentity obj in Server.World.SpawnedIdentities.Reverse())
            {
                if (obj.AssetId != Guid.Empty)
                {
                    DestroyObject(obj, true);
                }
            }

            Server.World.ClearSpawnedObjects();
            SyncVarSender = null;
            // reset so ids stay small in each session
            nextNetworkId = 1;
        }
Exemple #3
0
 void OnServerStarted()
 {
     SyncVarSender = new SyncVarSender();
     SpawnOrActivate();
 }
Exemple #4
0
 internal void Update()
 {
     peer?.UpdateReceive();
     SyncVarSender?.Update();
     peer?.UpdateSent();
 }
Exemple #5
0
        /// <summary>
        /// Start the server
        /// <para>If <paramref name="localClient"/> is given then will start in host mode</para>
        /// </summary>
        /// <param name="config">Config for <see cref="Peer"/></param>
        /// <param name="localClient">if not null then start the server and client in hostmode</param>
        // Has to be called "StartServer" to stop unity complaining about "Start" method
        public void StartServer(NetworkClient localClient = null)
        {
            ThrowIfActive();
            ThrowIfSocketIsMissing();

            Application.quitting += Stop;
            if (logger.LogEnabled())
            {
                logger.Log($"NetworkServer Created, Mirage version: {Version.Current}");
            }

            logger.Assert(Players.Count == 0, "Player should have been reset since previous session");
            logger.Assert(connections.Count == 0, "Connections should have been reset since previous session");

            World         = new NetworkWorld();
            SyncVarSender = new SyncVarSender();

            LocalClient    = localClient;
            MessageHandler = new MessageHandler(World, DisconnectOnException);
            MessageHandler.RegisterHandler <NetworkPingMessage>(World.Time.OnServerPing);

            ISocket socket      = SocketFactory.CreateServerSocket();
            var     dataHandler = new DataHandler(MessageHandler, connections);

            Metrics = EnablePeerMetrics ? new Metrics(MetricsSize) : null;

            Config config = PeerConfig;

            if (config == null)
            {
                config = new Config
                {
                    // only use MaxConnections if config was null
                    MaxConnections = MaxConnections,
                };
            }

            NetworkWriterPool.Configure(config.MaxPacketSize);

            // Only create peer if listening
            if (Listening)
            {
                peer                 = new Peer(socket, dataHandler, config, LogFactory.GetLogger <Peer>(), Metrics);
                peer.OnConnected    += Peer_OnConnected;
                peer.OnDisconnected += Peer_OnDisconnected;

                peer.Bind(SocketFactory.GetBindEndPoint());
            }

            if (logger.LogEnabled())
            {
                logger.Log("Server started listening");
            }

            InitializeAuthEvents();
            Active = true;
            _started?.Invoke();

            if (LocalClient != null)
            {
                // we should call onStartHost after transport is ready to be used
                // this allows server methods like NetworkServer.Spawn to be called in there
                _onStartHost?.Invoke();

                localClient.ConnectHost(this, dataHandler);
                if (logger.LogEnabled())
                {
                    logger.Log("NetworkServer StartHost");
                }
            }
        }
Exemple #6
0
        /// <summary>
        /// Start the server
        /// <para>If <paramref name="localClient"/> is given then will start in host mode</para>
        /// </summary>
        /// <param name="config">Config for <see cref="Peer"/></param>
        /// <param name="localClient">if not null then start the server and client in hostmode</param>
        // Has to be called "StartServer" to stop unity complaining about "Start" method
        public void StartServer(NetworkClient localClient = null)
        {
            ThrowIfActive();
            ThrowIfSocketIsMissing();

            Application.quitting += Stop;
            if (logger.LogEnabled())
            {
                logger.Log($"NetworkServer created, Mirage version: {Version.Current}");
            }

            logger.Assert(Players.Count == 0, "Player should have been reset since previous session");
            logger.Assert(_connections.Count == 0, "Connections should have been reset since previous session");

            World         = new NetworkWorld();
            SyncVarSender = new SyncVarSender();

            LocalClient    = localClient;
            MessageHandler = new MessageHandler(World, DisconnectOnException);
            MessageHandler.RegisterHandler <NetworkPingMessage>(World.Time.OnServerPing);

            var dataHandler = new DataHandler(MessageHandler, _connections);

            Metrics = EnablePeerMetrics ? new Metrics(MetricsSize) : null;

            var config = PeerConfig;

            if (config == null)
            {
                config = new Config
                {
                    // only use MaxConnections if config was null
                    MaxConnections = MaxConnections,
                };
            }

            var maxPacketSize = SocketFactory.MaxPacketSize;

            NetworkWriterPool.Configure(maxPacketSize);

            // Are we listening for incoming connections?
            // If yes, set up a socket for incoming connections (we're a multiplayer game).
            // If not, that's okay. Some games use a non-listening server for their single player game mode (Battlefield, Call of Duty...)
            if (Listening)
            {
                // Create a server specific socket.
                var socket = SocketFactory.CreateServerSocket();

                // Tell the peer to use that newly created socket.
                _peer                 = new Peer(socket, maxPacketSize, dataHandler, config, LogFactory.GetLogger <Peer>(), Metrics);
                _peer.OnConnected    += Peer_OnConnected;
                _peer.OnDisconnected += Peer_OnDisconnected;
                // Bind it to the endpoint.
                _peer.Bind(SocketFactory.GetBindEndPoint());

                if (logger.LogEnabled())
                {
                    logger.Log($"Server started, listening for connections. Using socket {socket.GetType()}");
                }

                if (RunInBackground)
                {
                    Application.runInBackground = RunInBackground;
                }
            }
            else
            {
                // Nicely mention that we're going live, but not listening for connections.
                if (logger.LogEnabled())
                {
                    logger.Log("Server started, but not listening for connections: Attempts to connect to this instance will fail!");
                }
            }

            InitializeAuthEvents();
            Active = true;
            _started?.Invoke();

            if (LocalClient != null)
            {
                // we should call onStartHost after transport is ready to be used
                // this allows server methods like NetworkServer.Spawn to be called in there
                _onStartHost?.Invoke();

                localClient.ConnectHost(this, dataHandler);
                if (logger.LogEnabled())
                {
                    logger.Log("NetworkServer StartHost");
                }
            }
        }