// received on both host and clients void OnPeerClientAuthority(NetworkMessage netMsg) { var msg = netMsg.ReadMessage <PeerAuthorityMessage>(); if (LogFilter.logDebug) { Debug.Log("OnPeerClientAuthority for netId:" + msg.netId); } if (m_Peers == null) { // havent received peers yet. just ignore this. the peer list will contain this data. return; } // find the peer for connId for (int peerId = 0; peerId < m_Peers.Length; peerId++) { var p = m_Peers[peerId]; if (p.connectionId == msg.connectionId) { if (p.playerIds == null) { p.playerIds = new PeerInfoPlayer[0]; } if (msg.authorityState) { for (int i = 0; i < p.playerIds.Length; i++) { if (p.playerIds[i].netId == msg.netId) { // already in list return; } } var newPlayerId = new PeerInfoPlayer(); newPlayerId.netId = msg.netId; newPlayerId.playerControllerId = -1; var pl = new List <PeerInfoPlayer>(p.playerIds); pl.Add(newPlayerId); p.playerIds = pl.ToArray(); } else { for (int i = 0; i < p.playerIds.Length; i++) { if (p.playerIds[i].netId == msg.netId) { var pl = new List <PeerInfoPlayer>(p.playerIds); pl.RemoveAt(i); p.playerIds = pl.ToArray(); break; } } } } } var foundObj = ClientScene.FindLocalObject(msg.netId); OnAuthorityUpdated(foundObj, msg.connectionId, msg.authorityState); }
// ------------------------ optional UI ------------------------ void OnGUI() { if (!ShowLobbyGUI) { return; } var lobby = GetLobbyManager(); if (lobby) { if (!lobby.showLobbyGUI) { return; } string loadedSceneName = SceneManager.GetSceneAt(0).name; if (loadedSceneName != lobby.lobbyScene) { return; } } Rect rec = new Rect(100 + m_Slot * 100, 200, 90, 20); if (isLocalPlayer) { string youStr; if (m_ReadyToBegin) { youStr = "(Ready)"; } else { youStr = "(Not Ready)"; } GUI.Label(rec, youStr); if (m_ReadyToBegin) { rec.y += 25; if (GUI.Button(rec, "STOP")) { SendNotReadyToBeginMessage(); } } else { rec.y += 25; if (GUI.Button(rec, "START")) { SendReadyToBeginMessage(); } rec.y += 25; if (GUI.Button(rec, "Remove")) { ClientScene.RemovePlayer(GetComponent <NetworkIdentity>().playerControllerId); } } } else { GUI.Label(rec, "Player [" + netId + "]"); rec.y += 25; GUI.Label(rec, "Ready [" + m_ReadyToBegin + "]"); } }
internal virtual void Update() { if (m_ClientId == -1) { return; } switch (m_AsyncConnect) { case ConnectState.None: case ConnectState.Resolving: case ConnectState.Disconnected: return; case ConnectState.Failed: GenerateConnectError((int)NetworkError.DNSFailure); m_AsyncConnect = ConnectState.Disconnected; return; case ConnectState.Resolved: m_AsyncConnect = ConnectState.Connecting; ContinueConnect(); return; case ConnectState.Connecting: case ConnectState.Connected: { break; } } if (m_Connection != null) { if ((int)Time.time != m_StatResetTime) { m_Connection.ResetStats(); m_StatResetTime = (int)Time.time; } } int numEvents = 0; NetworkEventType networkEvent; do { int connectionId; int channelId; int receivedSize; byte error; networkEvent = NetworkManager.activeTransport.ReceiveFromHost(m_ClientId, out connectionId, out channelId, m_MsgBuffer, (ushort)m_MsgBuffer.Length, out receivedSize, out error); if (m_Connection != null) { m_Connection.lastError = (NetworkError)error; } if (networkEvent != NetworkEventType.Nothing) { if (LogFilter.logDev) { Debug.Log("Client event: host=" + m_ClientId + " event=" + networkEvent + " error=" + error); } } switch (networkEvent) { case NetworkEventType.ConnectEvent: if (LogFilter.logDebug) { Debug.Log("Client connected"); } if (error != 0) { GenerateConnectError(error); return; } m_AsyncConnect = ConnectState.Connected; m_Connection.InvokeHandlerNoData(MsgType.Connect); break; case NetworkEventType.DataEvent: if (error != 0) { GenerateDataError(error); return; } #if UNITY_EDITOR //UnityEditor.NetworkDetailStats.IncrementStat( //UnityEditor.NetworkDetailStats.NetworkDirection.Incoming, //MsgType.LLAPIMsg, "msg", 1); #endif m_MsgReader.SeekZero(); m_Connection.TransportReceive(m_MsgBuffer, receivedSize, channelId); break; case NetworkEventType.DisconnectEvent: if (LogFilter.logDebug) { Debug.Log("Client disconnected"); } m_AsyncConnect = ConnectState.Disconnected; if (error != 0) { if ((NetworkError)error != NetworkError.Timeout) { GenerateDisconnectError(error); } } ClientScene.HandleClientDisconnect(m_Connection); if (m_Connection != null) { m_Connection.InvokeHandlerNoData(MsgType.Disconnect); } break; case NetworkEventType.Nothing: break; default: if (LogFilter.logError) { Debug.LogError("Unknown network message type received: " + networkEvent); } break; } if (++numEvents >= k_MaxEventsPerFrame) { if (LogFilter.logDebug) { Debug.Log("MaxEventsPerFrame hit (" + k_MaxEventsPerFrame + ")"); } break; } if (m_ClientId == -1) { break; } }while (networkEvent != NetworkEventType.Nothing); if (m_Connection != null && m_AsyncConnect == ConnectState.Connected) { m_Connection.FlushChannels(); } }
public bool ReconnectToNewHost(EndPoint secureTunnelEndPoint) { if (!NetworkClient.active) { if (LogFilter.logError) { Debug.LogError("Reconnect - NetworkClient must be active"); } return(false); } if (m_Connection == null) { if (LogFilter.logError) { Debug.LogError("Reconnect - no old connection exists"); } return(false); } if (LogFilter.logInfo) { Debug.Log("NetworkClient Reconnect to remoteSockAddr"); } ClientScene.HandleClientDisconnect(m_Connection); ClientScene.ClearLocalPlayers(); m_Connection.Disconnect(); m_Connection = null; m_ClientId = NetworkManager.activeTransport.AddHost(m_HostTopology, m_HostPort, null); if (secureTunnelEndPoint == null) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: null endpoint passed in"); } m_AsyncConnect = ConnectState.Failed; return(false); } // Make sure it's either IPv4 or IPv6 if (secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetwork && secureTunnelEndPoint.AddressFamily != AddressFamily.InterNetworkV6) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6"); } m_AsyncConnect = ConnectState.Failed; return(false); } // Make sure it's an Endpoint we know what to do with string endPointType = secureTunnelEndPoint.GetType().FullName; if (endPointType == "System.Net.IPEndPoint") { IPEndPoint tmp = (IPEndPoint)secureTunnelEndPoint; Connect(tmp.Address.ToString(), tmp.Port); return(m_AsyncConnect != ConnectState.Failed); } if ((endPointType != "UnityEngine.XboxOne.XboxOneEndPoint") && (endPointType != "UnityEngine.PS4.SceEndPoint")) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)"); } m_AsyncConnect = ConnectState.Failed; return(false); } byte error = 0; // regular non-relay connect m_RemoteEndPoint = secureTunnelEndPoint; m_AsyncConnect = ConnectState.Connecting; try { m_ClientConnectionId = NetworkManager.activeTransport.ConnectEndPoint(m_ClientId, m_RemoteEndPoint, 0, out error); } catch (Exception ex) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Exception when trying to connect to EndPoint: " + ex); } m_AsyncConnect = ConnectState.Failed; return(false); } if (m_ClientConnectionId == 0) { if (LogFilter.logError) { Debug.LogError("Reconnect failed: Unable to connect to EndPoint (" + error + ")"); } m_AsyncConnect = ConnectState.Failed; return(false); } m_Connection = (NetworkConnection)Activator.CreateInstance(m_NetworkConnectionClass); m_Connection.SetHandlers(m_MessageHandlers); m_Connection.Initialize(m_ServerIp, m_ClientId, m_ClientConnectionId, m_HostTopology); return(true); }
public bool ReconnectToNewHost(string serverIp, int serverPort) { if (!NetworkClient.active) { if (LogFilter.logError) { Debug.LogError("Reconnect - NetworkClient must be active"); } return(false); } if (m_Connection == null) { if (LogFilter.logError) { Debug.LogError("Reconnect - no old connection exists"); } return(false); } if (LogFilter.logInfo) { Debug.Log("NetworkClient Reconnect " + serverIp + ":" + serverPort); } ClientScene.HandleClientDisconnect(m_Connection); ClientScene.ClearLocalPlayers(); m_Connection.Disconnect(); m_Connection = null; m_ClientId = NetworkManager.activeTransport.AddHost(m_HostTopology, m_HostPort, null); string hostnameOrIp = serverIp; m_ServerPort = serverPort; //TODO: relay reconnect /* * if (Match.NetworkMatch.matchSingleton != null) * { * hostnameOrIp = Match.NetworkMatch.matchSingleton.address; * m_ServerPort = Match.NetworkMatch.matchSingleton.port; * }*/ if (UnityEngine.Application.platform == RuntimePlatform.WebGLPlayer) { m_ServerIp = hostnameOrIp; m_AsyncConnect = ConnectState.Resolved; } else if (serverIp.Equals("127.0.0.1") || serverIp.Equals("localhost")) { m_ServerIp = "127.0.0.1"; m_AsyncConnect = ConnectState.Resolved; } else { if (LogFilter.logDebug) { Debug.Log("Async DNS START:" + hostnameOrIp); } m_AsyncConnect = ConnectState.Resolving; Dns.BeginGetHostAddresses(hostnameOrIp, new AsyncCallback(GetHostAddressesCallback), this); } return(true); }
internal void RegisterSystemHandlers(bool localClient) { ClientScene.RegisterSystemHandlers(this, localClient); RegisterHandlerSafe(MsgType.CRC, OnCRC); RegisterHandlerSafe(MsgType.Fragment, NetworkConnection.OnFragment); }