Пример #1
0
 //* Client->Server
 //* Server->Client
 protected void Send(NeutronStream stream, NeutronPlayer player, bool isServerSide, Protocol protocol)
 {
     NeutronStream.IWriter writer = stream.Writer;
     if (!isServerSide)
     {
         Send(stream, protocol);
     }
     else
     {
         var packet = Helper.PollPacket(writer.ToArray(), player, player, protocol);
         Neutron.Server.AddPacket(packet);
     }
 }
Пример #2
0
 public static void AddCache(int id, int viewId, NeutronStream.IWriter writer, NeutronPlayer player, CacheMode cache, CachedPacket cachedPacket)
 {
     //LogHelper.Error(ThreadHelper.GetThreadID());
     if (cache != CacheMode.None)
     {
         INeutronMatchmaking neutronMatchmaking = player.Matchmaking;
         if (neutronMatchmaking != null)
         {
             NeutronCache dataCache = new NeutronCache(id, writer.ToArray(), player, cachedPacket, cache);
             neutronMatchmaking.Add(dataCache, viewId);
         }
         else
         {
             LogHelper.Error("Cache: Matchmaking not found!");
         }
     }
 }
Пример #3
0
        //* Usado para enviar os dados para o servidor.
        //* Client->Server
        protected void Send(NeutronStream stream, Protocol protocol = Protocol.Tcp)
        {
            try
            {
                if (IsServer)
                {
                    throw new NeutronException("To use this packet on the server side it is necessary to assign the \"Player\" parameter.");
                }
#if !UNITY_SERVER || UNITY_EDITOR
                if (This.IsConnected)
                {
                    NeutronStream.IWriter wHeader = stream.hWriter;
                    NeutronStream.IWriter wPacket = stream.Writer;
                    byte[] pBuffer = wPacket.ToArray().Compress(); //! Otimizado para evitar alocações, bom isso depende de como você usa o Neutron :p
                    switch (protocol)
                    {
                    //* ValueTask ainda não funciona na Unity, isso mesmo, em 2021 com .net 6 e standard 2.1, e a unity atrasada com essa merda de Mono, vê se pode?
                    case Protocol.Tcp:
                    {
                        if (wHeader.GetPosition() == 0)
                        {
                            wHeader.WriteByteArrayWithAutoSize(pBuffer);         //* Pre-fixa o tamanho da mensagem no cabeçalho, um inteiro/short/byte(4/2/1 bytes), e a mensagem.
                            byte[] hBuffer = wHeader.ToArray();
                            wHeader.Write();

                            NetworkStream networkStream = TcpClient.GetStream();
                            switch (Helper.GetConstants().SendModel)
                            {
                            case SendType.Synchronous:
                                networkStream.Write(hBuffer, 0, hBuffer.Length);             //* Envia os dados pro servidor de modo síncrono, esta opção é melhor, não aloca e tem performance de CPU.
                                break;

                            default:
                                if (Helper.GetConstants().SendAsyncPattern == AsynchronousType.APM)
                                {
                                    networkStream.Write(hBuffer, 0, hBuffer.Length);             //* Envia os dados pro servidor de modo assíncrono, mentira, envia da mesma forma de "SendType.Synchronous", preguiça mesmo. :p, porque BeginReceive e Endreceive é chato de fazer pro TCP :D
                                }
                                else
                                {
                                    SocketHelper.SendTcpAsync(networkStream, hBuffer, TokenSource.Token);             //* Envia os dados pro servidor de forma assíncrona., faz alocações pra caralho, no tcp não tanto, mas no UDP..... é foda. e usa muita cpu, evite, se souber como resolver, sinta-se a vontade para contribuir.
                                }
                                break;
                            }
                            //* Adiciona no profiler a quantidade de dados de saída(Outgoing).
                            NeutronStatistics.ClientTCP.AddOutgoing(hBuffer.Length);
                        }
                        else
                        {
                            throw new Exception($"Send(Tcp): Invalid position, is not zero! Pos -> {wHeader.GetPosition()} Capacity -> {wHeader.GetCapacity()}. You called Finish() ?");
                        }
                    }
                    break;

                    case Protocol.Udp:
                    {
                        if (UdpEndPoint == null)
                        {
                            LogHelper.Error("Unauthenticated!");
                        }
                        else
                        {
                            StateObject.SendDatagram = pBuffer;
                            switch (Helper.GetConstants().SendModel)
                            {
                            case SendType.Synchronous:
                                SocketHelper.SendBytes(UdpClient, pBuffer, UdpEndPoint);             //* envia de modo síncrono, evita alocações e performance boa.
                                break;

                            default:
                            {
                                switch (Helper.GetConstants().SendAsyncPattern)
                                {
                                case AsynchronousType.APM:
                                {
                                    //* aloca, mas não tanto, boa performance.
                                    SocketHelper.BeginSendBytes(UdpClient, pBuffer, UdpEndPoint, (ar) =>
                                                {
                                                    SocketHelper.EndSendBytes(UdpClient, ar);
                                                });
                                    break;
                                }

                                default:
                                    SocketHelper.SendUdpAsync(UdpClient, StateObject, UdpEndPoint);                     //* se foder, aloca pra caralho e usa cpu como a unreal engine, ValueTask poderia resolver, mas......
                                    break;
                                }
                                break;
                            }
                            }
                            //* Adiciona no profiler a quantidade de dados de saída(Outgoing).
                            NeutronStatistics.ClientUDP.AddOutgoing(pBuffer.Length);
                        }
                    }
                    break;
                    }
                }
                else
                {
                    LogHelper.Error("Non-connected socket, sending failed!");
                }
#else
                throw new Exception("To use this packet on the server side it is necessary to assign the \"Player\" parameter.");
#endif
            }
            catch (ObjectDisposedException) { }
            catch (SocketException) { }
            catch (Exception ex)
            {
                LogHelper.Stacktrace(ex);
            }
        }
Пример #4
0
 public static void Write(this NeutronPlayer owner, NeutronPlayer sender, NeutronStream.IWriter writer, TargetTo targetTo, MatchmakingTo matchmakingTo, Protocol protocol)
 {
     MatchmakingHelper.Internal.Redirect(owner, sender, protocol, targetTo, writer.ToArray(), MatchmakingHelper.Internal.GetPlayersByMatchmakingTo(owner, matchmakingTo));
 }
Пример #5
0
 public static void Write(this NeutronPlayer owner, NeutronStream.IWriter writer)
 {
     MatchmakingHelper.Internal.Redirect(owner, owner, Protocol.Tcp, TargetTo.Me, writer.ToArray(), MatchmakingHelper.Internal.GetPlayersByMatchmakingTo(owner, MatchmakingTo.Me));
 }
Пример #6
0
 public static void Write(this NeutronPlayer owner, NeutronStream.IWriter writer, HandlerOptions handler)
 {
     MatchmakingHelper.Internal.Redirect(owner, owner, handler.Protocol, handler.TargetTo, writer.ToArray(), MatchmakingHelper.Internal.GetPlayersByMatchmakingTo(owner, handler.MatchmakingTo));
 }
Пример #7
0
        //* Aqui os dados são enviados aos seus clientes.
        public void OnSendingData(NeutronPlayer player, NeutronPacket neutronPacket)
        {
            try
            {
                using (NeutronStream stream = Neutron.PooledNetworkStreams.Pull())
                {
                    var    playerId = (short)neutronPacket.Sender.Id;  //* Get the player id.
                    byte[] pBuffer  = neutronPacket.Buffer.Compress(); //* Compress the packet.
                    switch (neutronPacket.Protocol)
                    {
                    case Protocol.Tcp:
                    {
                        NeutronStream.IWriter wHeader = stream.Writer;
                        wHeader.WriteByteArrayWithAutoSize(pBuffer);                //* Write the packet and its size.
                        wHeader.Write(playerId);                                    //* Write the player id in header.
                        byte[] hBuffer = wHeader.ToArray();                         //* Get the header buffer.
                        wHeader.Write();                                            //* End the header.

                        NetworkStream networkStream = player.TcpClient.GetStream(); //* Get the network stream.
                        switch (Helper.GetConstants().SendModel)
                        {
                        case SendType.Synchronous:
                            networkStream.Write(hBuffer, 0, hBuffer.Length);             //* Send the header.
                            break;

                        default:
                            if (Helper.GetConstants().SendAsyncPattern == AsynchronousType.APM)
                            {
                                networkStream.Write(hBuffer, 0, hBuffer.Length);             //* Send the header.
                            }
                            else
                            {
                                SocketHelper.SendTcpAsync(networkStream, hBuffer, player.TokenSource.Token);             //* Send the header.
                            }
                            break;
                        }
                        NeutronStatistics.ServerTCP.AddOutgoing(hBuffer.Length);         //* Add the outgoing bytes to the statistics.
                    }
                    break;

                    case Protocol.Udp:
                    {
                        NeutronStream.IWriter wHeader = stream.Writer;
                        wHeader.Write(playerId);                                                               //* Write the player id in header.
                        wHeader.WriteNext(pBuffer);                                                            //* Write the packet and its size.
                        byte[] hBuffer = wHeader.ToArray();                                                    //* Get the header buffer.
                        wHeader.Write();                                                                       //* End the header.

                        player.StateObject.SendDatagram = hBuffer;                                             //* Set the datagram to send.
                        if (player.StateObject.UdpIsReady())                                                   //* Check if the player is ready to send.
                        {
                            NonAllocEndPoint remoteEp = (NonAllocEndPoint)player.StateObject.NonAllocEndPoint; //* Get the remote end point, prevent GC pressure/allocations.
                            switch (Helper.GetConstants().SendModel)
                            {
                            case SendType.Synchronous:
                                SocketHelper.SendBytes(player.UdpClient, hBuffer, remoteEp);             //* Send the datagram.
                                break;

                            default:
                            {
                                switch (Helper.GetConstants().SendAsyncPattern)
                                {
                                case AsynchronousType.APM:
                                {
                                    SocketHelper.BeginSendBytes(player.UdpClient, hBuffer, remoteEp, (ar) =>
                                                {
                                                    SocketHelper.EndSendBytes(player.UdpClient, ar); //* End the send.
                                                });                                                  //* Begin the send.
                                    break;
                                }

                                default:
                                    SocketHelper.SendUdpAsync(player.UdpClient, player.StateObject, remoteEp);                     //* Send the datagram.
                                    break;
                                }
                                break;
                            }
                            }
                            NeutronStatistics.ServerUDP.AddOutgoing(hBuffer.Length);         //* Add the outgoing bytes to the statistics.
                        }
                        else
                        {
                            LogHelper.Error($"{player.StateObject.TcpRemoteEndPoint} Cannot receive UDP data. trying... if you are running on WSL2, change the ip from \"localhost\" to the IP address of WSL2 on the client.");
                        }
                    }
                    break;
                    }
                }
            }
            catch (ThreadAbortException) { }
            catch (SocketException) { }
            catch (ObjectDisposedException) { }
            catch (OperationCanceledException) { }
            catch (Exception) { }
        }