Exemplo n.º 1
0
        internal void SendSpawnMessage(NetworkIdentity identity, INetworkConnection conn)
        {
            // for easier debugging
            if (logger.LogEnabled())
            {
                logger.Log("Server SendSpawnMessage: name=" + identity.name + " sceneId=" + identity.sceneId.ToString("X") + " netid=" + identity.NetId);
            }

            // one writer for owner, one for observers
            using (PooledNetworkWriter ownerWriter = NetworkWriterPool.GetWriter(), observersWriter = NetworkWriterPool.GetWriter())
            {
                bool isOwner = identity.ConnectionToClient == conn;

                ArraySegment <byte> payload = CreateSpawnMessagePayload(isOwner, identity, ownerWriter, observersWriter);

                conn.Send(new SpawnMessage
                {
                    netId         = identity.NetId,
                    isLocalPlayer = conn.Identity == identity,
                    isOwner       = isOwner,
                    sceneId       = identity.sceneId,
                    assetId       = identity.AssetId,
                    // use local values for VR support
                    position = identity.transform.localPosition,
                    rotation = identity.transform.localRotation,
                    scale    = identity.transform.localScale,

                    payload = payload,
                });
            }
        }
Exemplo n.º 2
0
 public void Dispose()
 {
     NetworkWriterPool.Recycle(this);
 }
Exemplo n.º 3
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");
                }
            }
        }
Exemplo n.º 4
0
        internal void SendSpawnMessage(NetworkIdentity identity, INetworkPlayer player)
        {
            if (logger.LogEnabled())
            {
                logger.Log($"Server SendSpawnMessage: name={identity.name} sceneId={identity.SceneId:X} netId={identity.NetId}");
            }

            // one writer for owner, one for observers
            using (PooledNetworkWriter ownerWriter = NetworkWriterPool.GetWriter(), observersWriter = NetworkWriterPool.GetWriter())
            {
                var isOwner = identity.Owner == player;

                var payload = CreateSpawnMessagePayload(isOwner, identity, ownerWriter, observersWriter);

                var prefabHash = identity.IsPrefab ? identity.PrefabHash : default(int?);
                var sceneId    = identity.IsSceneObject ? identity.SceneId : default(ulong?);
                var msg        = new SpawnMessage
                {
                    netId         = identity.NetId,
                    isLocalPlayer = player.Identity == identity,
                    isOwner       = isOwner,
                    sceneId       = sceneId,
                    prefabHash    = prefabHash,
                    payload       = payload,
                };

                // values in msg are nullable, so by default they are null
                // only set those values if the identity's settings say to send them
                if (identity.SpawnSettings.SendPosition)
                {
                    msg.position = identity.transform.localPosition;
                }
                if (identity.SpawnSettings.SendRotation)
                {
                    msg.rotation = identity.transform.localRotation;
                }
                if (identity.SpawnSettings.SendScale)
                {
                    msg.scale = identity.transform.localScale;
                }

                player.Send(msg);
            }
        }
Exemplo n.º 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);

            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");
                }
            }
        }