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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror.Authenticators
{
[AddComponentMenu("Network/ Authenticators/Basic Authenticator")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/basic-authenticator")]
public class BasicAuthenticator : NetworkAuthenticator
{
[Header("Server Credentials")]
public string serverUsername;
public string serverPassword;
[Header("Client Credentials")]
public string username;
public string password;
readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>();
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
// use whatever credentials make sense for your game
// for example, you might want to pass the accessToken if using oauth
public string authUsername;
public string authPassword;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerConnectInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
// do nothing...wait for AuthRequestMessage from client
}
/// <summary>
/// Called on server when the client's AuthRequestMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
//Debug.Log($"Authentication Request: {msg.authUsername} {msg.authPassword}");
if (connectionsPendingDisconnect.Contains(conn)) return;
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (msg.authUsername == serverUsername && msg.authPassword == serverPassword)
{
// create and send msg to client so it knows to proceed
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
// Accept the successful authentication
ServerAccept(conn);
}
else
{
connectionsPendingDisconnect.Add(conn);
// create and send msg to client so it knows to disconnect
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Invalid Credentials"
};
conn.Send(authResponseMessage);
// must set NetworkConnection isAuthenticated = false
conn.isAuthenticated = false;
// disconnect the client after 1 second so that response message gets delivered
StartCoroutine(DelayedDisconnect(conn, 1f));
}
}
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
// Reject the unsuccessful authentication
ServerReject(conn);
yield return null;
// remove conn from pending connections
connectionsPendingDisconnect.Remove(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientConnectInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = username,
authPassword = password
};
NetworkClient.Send(authRequestMessage);
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
//Debug.Log($"Authentication Response: {msg.message}");
// Authentication has been accepted
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");
// Authentication has been rejected
ClientReject();
}
}
#endregion
}
}

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using System;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that identifies the user by their device.
/// <para>A GUID is used as a fallback when the platform doesn't support SystemInfo.deviceUniqueIdentifier.</para>
/// <para>Note: deviceUniqueIdentifier can be spoofed, so security is not guaranteed.</para>
/// <para>See https://docs.unity3d.com/ScriptReference/SystemInfo-deviceUniqueIdentifier.html for details.</para>
/// </summary>
[AddComponentMenu("Network/ Authenticators/Device Authenticator")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/device-authenticator")]
public class DeviceAuthenticator : NetworkAuthenticator
{
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
public string clientDeviceID;
}
public struct AuthResponseMessage : NetworkMessage { }
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerConnectInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
// do nothing, wait for client to send his id
}
void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
Debug.Log($"connection {conn.connectionId} authenticated with id {msg.clientDeviceID}");
// Store the device id for later reference, e.g. when spawning the player
conn.authenticationData = msg.clientDeviceID;
// Send a response to client telling it to proceed as authenticated
conn.Send(new AuthResponseMessage());
// Accept the successful authentication
ServerAccept(conn);
}
#endregion
#region Client
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientConnectInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
string deviceUniqueIdentifier = SystemInfo.deviceUniqueIdentifier;
// Not all platforms support this, so we use a GUID instead
if (deviceUniqueIdentifier == SystemInfo.unsupportedIdentifier)
{
// Get the value from PlayerPrefs if it exists, new GUID if it doesn't
deviceUniqueIdentifier = PlayerPrefs.GetString("deviceUniqueIdentifier", Guid.NewGuid().ToString());
// Store the deviceUniqueIdentifier to PlayerPrefs (in case we just made a new GUID)
PlayerPrefs.SetString("deviceUniqueIdentifier", deviceUniqueIdentifier);
}
// send the deviceUniqueIdentifier to the server
NetworkClient.Send(new AuthRequestMessage { clientDeviceID = deviceUniqueIdentifier } );
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
Debug.Log("Authentication Success");
ClientAccept();
}
#endregion
}
}

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using System.Collections;
using UnityEngine;
namespace Mirror.Authenticators
{
/// <summary>
/// An authenticator that disconnects connections if they don't
/// authenticate within a specified time limit.
/// </summary>
[AddComponentMenu("Network/ Authenticators/Timeout Authenticator")]
public class TimeoutAuthenticator : NetworkAuthenticator
{
public NetworkAuthenticator authenticator;
[Range(0, 600), Tooltip("Timeout to auto-disconnect in seconds. Set to 0 for no timeout.")]
public float timeout = 60;
public void Awake()
{
authenticator.OnServerAuthenticated.AddListener(connection => OnServerAuthenticated.Invoke(connection));
authenticator.OnClientAuthenticated.AddListener(OnClientAuthenticated.Invoke);
}
public override void OnStartServer()
{
authenticator.OnStartServer();
}
public override void OnStopServer()
{
authenticator.OnStopServer();
}
public override void OnStartClient()
{
authenticator.OnStartClient();
}
public override void OnStopClient()
{
authenticator.OnStopClient();
}
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
authenticator.OnServerAuthenticate(conn);
if (timeout > 0)
StartCoroutine(BeginAuthentication(conn));
}
public override void OnClientAuthenticate()
{
authenticator.OnClientAuthenticate();
if (timeout > 0)
StartCoroutine(BeginAuthentication(NetworkClient.connection));
}
IEnumerator BeginAuthentication(NetworkConnection conn)
{
//Debug.Log($"Authentication countdown started {conn} {timeout}");
yield return new WaitForSecondsRealtime(timeout);
if (!conn.isAuthenticated)
{
Debug.LogError($"Authentication Timeout - Disconnecting {conn}");
conn.Disconnect();
}
}
}
}

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{
"name": "Mirror.CompilerSymbols",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
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using System.Collections.Generic;
using UnityEditor;
namespace Mirror
{
static class PreprocessorDefine
{
/// <summary>
/// Add define symbols as soon as Unity gets done compiling.
/// </summary>
[InitializeOnLoadMethod]
public static void AddDefineSymbols()
{
#if UNITY_2021_2_OR_NEWER
string currentDefines = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
#else
// Deprecated in Unity 2023.1
string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
#endif
// Remove oldest when adding next month's symbol.
// Keep a rolling 12 months of symbols.
HashSet<string> defines = new HashSet<string>(currentDefines.Split(';'))
{
"MIRROR",
"MIRROR_89_OR_NEWER",
"MIRROR_90_OR_NEWER",
"MIRROR_93_OR_NEWER",
"MIRROR_96_OR_NEWER"
};
// only touch PlayerSettings if we actually modified it,
// otherwise it shows up as changed in git each time.
string newDefines = string.Join(";", defines);
if (newDefines != currentDefines)
{
#if UNITY_2021_2_OR_NEWER
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), newDefines);
#else
// Deprecated in Unity 2023.1
PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newDefines);
#endif
}
}
}
}

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using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("Mirror.Tests.Common")]
[assembly: InternalsVisibleTo("Mirror.Tests")]
// need to use Unity.*.CodeGen assembly name to import Unity.CompilationPipeline
// for ILPostProcessor tests.
[assembly: InternalsVisibleTo("Unity.Mirror.Tests.CodeGen")]
[assembly: InternalsVisibleTo("Mirror.Tests.Generated")]
[assembly: InternalsVisibleTo("Mirror.Tests.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Editor")]
[assembly: InternalsVisibleTo("Mirror.Tests.Performance.Runtime")]
[assembly: InternalsVisibleTo("Mirror.Editor")]

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using System;
using System.Net;
using UnityEngine;
using UnityEngine.Events;
namespace Mirror.Discovery
{
[Serializable]
public class ServerFoundUnityEvent<TResponseType> : UnityEvent<TResponseType> {};
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Discovery")]
public class NetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
{
#region Server
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
{
// In this case we don't do anything with the request
// but other discovery implementations might want to use the data
// in there, This way the client can ask for
// specific game mode or something
try
{
// this is an example reply message, return your own
// to include whatever is relevant for your game
return new ServerResponse
{
serverId = ServerId,
uri = transport.ServerUri()
};
}
catch (NotImplementedException)
{
Debug.LogError($"Transport {transport} does not support network discovery");
throw;
}
}
#endregion
#region Client
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected override ServerRequest GetRequest() => new ServerRequest();
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
{
// we received a message from the remote endpoint
response.EndPoint = endpoint;
// although we got a supposedly valid url, we may not be able to resolve
// the provided host
// However we know the real ip address of the server because we just
// received a packet from it, so use that as host.
UriBuilder realUri = new UriBuilder(response.uri)
{
Host = response.EndPoint.Address.ToString()
};
response.uri = realUri.Uri;
OnServerFound.Invoke(response);
}
#endregion
}
}

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using System;
using System.Net;
using System.Net.Sockets;
using System.Threading.Tasks;
using UnityEngine;
// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
// forked from https://github.com/in0finite/MirrorNetworkDiscovery
// Both are MIT Licensed
namespace Mirror.Discovery
{
/// <summary>
/// Base implementation for Network Discovery. Extend this component
/// to provide custom discovery with game specific data
/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
/// </summary>
[DisallowMultipleComponent]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
where Request : NetworkMessage
where Response : NetworkMessage
{
public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
[SerializeField]
[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
public bool enableActiveDiscovery = true;
// broadcast address needs to be configurable on iOS:
// https://github.com/vis2k/Mirror/pull/3255
[Tooltip("iOS may require LAN IP address here (e.g. 192.168.x.x), otherwise leave blank.")]
public string BroadcastAddress = "";
[SerializeField]
[Tooltip("The UDP port the server will listen for multi-cast messages")]
protected int serverBroadcastListenPort = 47777;
[SerializeField]
[Tooltip("Time in seconds between multi-cast messages")]
[Range(1, 60)]
float ActiveDiscoveryInterval = 3;
[Tooltip("Transport to be advertised during discovery")]
public Transport transport;
[Tooltip("Invoked when a server is found")]
public ServerFoundUnityEvent<Response> OnServerFound;
// Each game should have a random unique handshake,
// this way you can tell if this is the same game or not
[HideInInspector]
public long secretHandshake;
public long ServerId { get; private set; }
protected UdpClient serverUdpClient;
protected UdpClient clientUdpClient;
#if UNITY_EDITOR
public virtual void OnValidate()
{
if (transport == null)
transport = GetComponent<Transport>();
if (secretHandshake == 0)
{
secretHandshake = RandomLong();
UnityEditor.Undo.RecordObject(this, "Set secret handshake");
}
}
#endif
/// <summary>
/// virtual so that inheriting classes' Start() can call base.Start() too
/// </summary>
public virtual void Start()
{
ServerId = RandomLong();
// active transport gets initialized in Awake
// so make sure we set it here in Start() after Awake
// Or just let the user assign it in the inspector
if (transport == null)
transport = Transport.active;
// Server mode? then start advertising
if (Utils.IsHeadless())
{
AdvertiseServer();
}
}
public static long RandomLong()
{
int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
return value1 + ((long)value2 << 32);
}
// Ensure the ports are cleared no matter when Game/Unity UI exits
void OnApplicationQuit()
{
//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
Shutdown();
}
void OnDisable()
{
//Debug.Log("NetworkDiscoveryBase OnDisable");
Shutdown();
}
void OnDestroy()
{
//Debug.Log("NetworkDiscoveryBase OnDestroy");
Shutdown();
}
void Shutdown()
{
EndpMulticastLock();
if (serverUdpClient != null)
{
try
{
serverUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
serverUdpClient = null;
}
if (clientUdpClient != null)
{
try
{
clientUdpClient.Close();
}
catch (Exception)
{
// it is just close, swallow the error
}
clientUdpClient = null;
}
CancelInvoke();
}
#region Server
/// <summary>
/// Advertise this server in the local network
/// </summary>
public void AdvertiseServer()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
// Setup port -- may throw exception
serverUdpClient = new UdpClient(serverBroadcastListenPort)
{
EnableBroadcast = true,
MulticastLoopback = false
};
//Debug.Log($"Discovery: Advertising Server {Dns.GetHostName()}");
// listen for client pings
_ = ServerListenAsync();
}
public async Task ServerListenAsync()
{
BeginMulticastLock();
while (true)
{
try
{
await ReceiveRequestAsync(serverUdpClient);
}
catch (ObjectDisposedException)
{
// socket has been closed
break;
}
catch (Exception) {}
}
}
async Task ReceiveRequestAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
{
long handshake = networkReader.ReadLong();
if (handshake != secretHandshake)
{
// message is not for us
throw new ProtocolViolationException("Invalid handshake");
}
Request request = networkReader.Read<Request>();
ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Reply to the client to inform it of this server
/// </summary>
/// <remarks>
/// Override if you wish to ignore server requests based on
/// custom criteria such as language, full server game mode or difficulty
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
{
Response info = ProcessRequest(request, endpoint);
if (info == null)
return;
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
try
{
writer.WriteLong(secretHandshake);
writer.Write(info);
ArraySegment<byte> data = writer.ToArraySegment();
// signature matches
// send response
serverUdpClient.Send(data.Array, data.Count, endpoint);
}
catch (Exception ex)
{
Debug.LogException(ex, this);
}
}
}
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
// Android Multicast fix: https://github.com/vis2k/Mirror/pull/2887
#if UNITY_ANDROID
AndroidJavaObject multicastLock;
bool hasMulticastLock;
#endif
void BeginMulticastLock()
{
#if UNITY_ANDROID
if (hasMulticastLock) return;
if (Application.platform == RuntimePlatform.Android)
{
using (AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity"))
{
using (var wifiManager = activity.Call<AndroidJavaObject>("getSystemService", "wifi"))
{
multicastLock = wifiManager.Call<AndroidJavaObject>("createMulticastLock", "lock");
multicastLock.Call("acquire");
hasMulticastLock = true;
}
}
}
#endif
}
void EndpMulticastLock()
{
#if UNITY_ANDROID
if (!hasMulticastLock) return;
multicastLock?.Call("release");
hasMulticastLock = false;
#endif
}
#endregion
#region Client
/// <summary>
/// Start Active Discovery
/// </summary>
public void StartDiscovery()
{
if (!SupportedOnThisPlatform)
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
StopDiscovery();
try
{
// Setup port
clientUdpClient = new UdpClient(0)
{
EnableBroadcast = true,
MulticastLoopback = false
};
}
catch (Exception)
{
// Free the port if we took it
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
Shutdown();
throw;
}
_ = ClientListenAsync();
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
}
/// <summary>
/// Stop Active Discovery
/// </summary>
public void StopDiscovery()
{
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
Shutdown();
}
/// <summary>
/// Awaits for server response
/// </summary>
/// <returns>ClientListenAsync Task</returns>
public async Task ClientListenAsync()
{
// while clientUpdClient to fix:
// https://github.com/vis2k/Mirror/pull/2908
//
// If, you cancel discovery the clientUdpClient is set to null.
// However, nothing cancels ClientListenAsync. If we change the if(true)
// to check if the client is null. You can properly cancel the discovery,
// and kill the listen thread.
//
// Prior to this fix, if you cancel the discovery search. It crashes the
// thread, and is super noisy in the output. As well as causes issues on
// the quest.
while (clientUdpClient != null)
{
try
{
await ReceiveGameBroadcastAsync(clientUdpClient);
}
catch (ObjectDisposedException)
{
// socket was closed, no problem
return;
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
}
/// <summary>
/// Sends discovery request from client
/// </summary>
public void BroadcastDiscoveryRequest()
{
if (clientUdpClient == null)
return;
if (NetworkClient.isConnected)
{
StopDiscovery();
return;
}
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
if (!string.IsNullOrWhiteSpace(BroadcastAddress))
{
try
{
endPoint = new IPEndPoint(IPAddress.Parse(BroadcastAddress), serverBroadcastListenPort);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
{
writer.WriteLong(secretHandshake);
try
{
Request request = GetRequest();
writer.Write(request);
ArraySegment<byte> data = writer.ToArraySegment();
//Debug.Log($"Discovery: Sending BroadcastDiscoveryRequest {request}");
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
}
catch (Exception)
{
// It is ok if we can't broadcast to one of the addresses
}
}
}
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected virtual Request GetRequest() => default;
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
{
// only proceed if there is available data in network buffer, or otherwise Receive() will block
// average time for UdpClient.Available : 10 us
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
{
if (networkReader.ReadLong() != secretHandshake)
return;
Response response = networkReader.Read<Response>();
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
}
}
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected abstract void ProcessResponse(Response response, IPEndPoint endpoint);
#endregion
}
}

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Mirror.Discovery
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Discovery HUD")]
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
[RequireComponent(typeof(NetworkDiscovery))]
public class NetworkDiscoveryHUD : MonoBehaviour
{
readonly Dictionary<long, ServerResponse> discoveredServers = new Dictionary<long, ServerResponse>();
Vector2 scrollViewPos = Vector2.zero;
public NetworkDiscovery networkDiscovery;
#if UNITY_EDITOR
void OnValidate()
{
if (Application.isPlaying) return;
Reset();
}
void Reset()
{
networkDiscovery = GetComponent<NetworkDiscovery>();
// Add default event handler if not already present
if (!Enumerable.Range(0, networkDiscovery.OnServerFound.GetPersistentEventCount())
.Any(i => networkDiscovery.OnServerFound.GetPersistentMethodName(i) == nameof(OnDiscoveredServer)))
{
UnityEditor.Events.UnityEventTools.AddPersistentListener(networkDiscovery.OnServerFound, OnDiscoveredServer);
UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, networkDiscovery }, "Set NetworkDiscovery");
}
}
#endif
void OnGUI()
{
if (NetworkManager.singleton == null)
return;
if (!NetworkClient.isConnected && !NetworkServer.active && !NetworkClient.active)
DrawGUI();
if (NetworkServer.active || NetworkClient.active)
StopButtons();
}
void DrawGUI()
{
GUILayout.BeginArea(new Rect(10, 10, 300, 500));
GUILayout.BeginHorizontal();
if (GUILayout.Button("Find Servers"))
{
discoveredServers.Clear();
networkDiscovery.StartDiscovery();
}
// LAN Host
if (GUILayout.Button("Start Host"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartHost();
networkDiscovery.AdvertiseServer();
}
// Dedicated server
if (GUILayout.Button("Start Server"))
{
discoveredServers.Clear();
NetworkManager.singleton.StartServer();
networkDiscovery.AdvertiseServer();
}
GUILayout.EndHorizontal();
// show list of found server
GUILayout.Label($"Discovered Servers [{discoveredServers.Count}]:");
// servers
scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);
foreach (ServerResponse info in discoveredServers.Values)
if (GUILayout.Button(info.EndPoint.Address.ToString()))
Connect(info);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
void StopButtons()
{
GUILayout.BeginArea(new Rect(10, 40, 100, 25));
// stop host if host mode
if (NetworkServer.active && NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Host"))
{
NetworkManager.singleton.StopHost();
networkDiscovery.StopDiscovery();
}
}
// stop client if client-only
else if (NetworkClient.isConnected)
{
if (GUILayout.Button("Stop Client"))
{
NetworkManager.singleton.StopClient();
networkDiscovery.StopDiscovery();
}
}
// stop server if server-only
else if (NetworkServer.active)
{
if (GUILayout.Button("Stop Server"))
{
NetworkManager.singleton.StopServer();
networkDiscovery.StopDiscovery();
}
}
GUILayout.EndArea();
}
void Connect(ServerResponse info)
{
networkDiscovery.StopDiscovery();
NetworkManager.singleton.StartClient(info.uri);
}
public void OnDiscoveredServer(ServerResponse info)
{
Debug.Log($"Discovered Server: {info.serverId} | {info.EndPoint} | {info.uri}");
// Note that you can check the versioning to decide if you can connect to the server or not using this method
discoveredServers[info.serverId] = info;
}
}
}

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namespace Mirror.Discovery
{
public struct ServerRequest : NetworkMessage {}
}

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using System;
using System.Net;
namespace Mirror.Discovery
{
public struct ServerResponse : NetworkMessage
{
// The server that sent this
// this is a property so that it is not serialized, but the
// client fills this up after we receive it
public IPEndPoint EndPoint { get; set; }
public Uri uri;
// Prevent duplicate server appearance when a connection can be made via LAN on multiple NICs
public long serverId;
}
}

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// People should be able to see and report errors to the developer very easily.
//
// Unity's Developer Console only works in development builds and it only shows
// errors. This class provides a console that works in all builds and also shows
// log and warnings in development builds.
//
// Note: we don't include the stack trace, because that can also be grabbed from
// the log files if needed.
//
// Note: there is no 'hide' button because we DO want people to see those errors
// and report them back to us.
//
// Note: normal Debug.Log messages can be shown by building in Debug/Development
// mode.
using UnityEngine;
using System.Collections.Generic;
namespace Mirror
{
struct LogEntry
{
public string message;
public LogType type;
public LogEntry(string message, LogType type)
{
this.message = message;
this.type = type;
}
}
public class GUIConsole : MonoBehaviour
{
public int height = 80;
public int offsetY = 40;
// only keep the recent 'n' entries. otherwise memory would grow forever
// and drawing would get slower and slower.
public int maxLogCount = 50;
// Unity Editor has the Console window, we don't need to show it there.
// unless for testing, so keep it as option.
public bool showInEditor = false;
// log as queue so we can remove the first entry easily
readonly Queue<LogEntry> log = new Queue<LogEntry>();
// hotkey to show/hide at runtime for easier debugging
// (sometimes we need to temporarily hide/show it)
// Default is BackQuote, because F keys are already assigned in browsers
[Tooltip("Hotkey to show/hide the console at runtime\nBack Quote is usually on the left above Tab\nChange with caution - F keys are generally already taken in Browsers")]
public KeyCode hotKey = KeyCode.BackQuote;
// GUI
bool visible;
Vector2 scroll = Vector2.zero;
// only show at runtime, or if showInEditor is enabled
bool show => !Application.isEditor || showInEditor;
void Awake()
{
// only show at runtime, or if showInEditor is enabled
if (show)
Application.logMessageReceived += OnLog;
}
// OnLog logs everything, even Debug.Log messages in release builds
// => this makes a lot of things easier. e.g. addon initialization logs.
// => it's really better to have than not to have those
void OnLog(string message, string stackTrace, LogType type)
{
// is this important?
// => always show exceptions & errors
// => usually a good idea to show warnings too, otherwise it's too
// easy to miss OnDeserialize warnings etc. in builds
bool isImportant = type == LogType.Error || type == LogType.Exception || type == LogType.Warning;
// use stack trace only if important
// (otherwise users would have to find and search the log file.
// seeing it in the console directly is way easier to deal with.)
// => only add \n if stack trace is available (only in debug builds)
if (isImportant && !string.IsNullOrWhiteSpace(stackTrace))
message += $"\n{stackTrace}";
// add to queue
log.Enqueue(new LogEntry(message, type));
// respect max entries
if (log.Count > maxLogCount)
log.Dequeue();
// become visible if it was important
// (no need to become visible for regular log. let the user decide.)
if (isImportant)
visible = true;
// auto scroll
scroll.y = float.MaxValue;
}
void Update()
{
if (show && Input.GetKeyDown(hotKey))
visible = !visible;
}
void OnGUI()
{
if (!visible) return;
// If this offset is changed, also change width in NetworkManagerHUD::OnGUI
int offsetX = 300 + 20;
GUILayout.BeginArea(new Rect(offsetX, offsetY, Screen.width - offsetX - 10, height));
scroll = GUILayout.BeginScrollView(scroll, "Box", GUILayout.Width(Screen.width - offsetX - 10), GUILayout.Height(height));
foreach (LogEntry entry in log)
{
if (entry.type == LogType.Error || entry.type == LogType.Exception)
GUI.color = Color.red;
else if (entry.type == LogType.Warning)
GUI.color = Color.yellow;
GUILayout.Label(entry.message);
GUI.color = Color.white;
}
GUILayout.EndScrollView();
GUILayout.EndArea();
}
}
}

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// straight forward Vector3.Distance based interest management.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Distance/Distance Interest Management")]
public class DistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 500;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// cache custom ranges to avoid runtime TryGetComponent lookups
readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
// helper function to get vis range for a given object, or default.
[ServerCallback]
int GetVisRange(NetworkIdentity identity)
{
return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
}
[ServerCallback]
public override void ResetState()
{
lastRebuildTime = 0D;
CustomRanges.Clear();
}
public override void OnSpawned(NetworkIdentity identity)
{
if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
CustomRanges[identity] = custom;
}
public override void OnDestroyed(NetworkIdentity identity)
{
CustomRanges.Remove(identity);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// cache range and .transform because both call GetComponent.
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
foreach (NetworkConnectionToClient conn in NetworkServer.connections.Values)
{
// authenticated and joined world with a player?
if (conn != null && conn.isAuthenticated && conn.identity != null)
{
// check distance
if (Vector3.Distance(conn.identity.transform.position, position) < range)
{
newObservers.Add(conn);
}
}
}
}
[ServerCallback]
void LateUpdate()
{
// rebuild all spawned NetworkIdentity's observers every interval
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
}
}
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// add this to NetworkIdentities for custom range if needed.
// only works with DistanceInterestManagement.
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/ Interest Management/ Distance/Distance Custom Range")]
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
public class DistanceInterestManagementCustomRange : NetworkBehaviour
{
[Tooltip("The maximum range that objects will be visible at.")]
public int visRange = 100;
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Match/Match Interest Management")]
public class MatchInterestManagement : InterestManagement
{
[Header("Diagnostics")]
[ReadOnly, SerializeField]
internal ushort matchCount;
readonly Dictionary<Guid, HashSet<NetworkMatch>> matchObjects =
new Dictionary<Guid, HashSet<NetworkMatch>>();
readonly HashSet<Guid> dirtyMatches = new HashSet<Guid>();
// LateUpdate so that all spawns/despawns/changes are done
[ServerCallback]
void LateUpdate()
{
// Rebuild all dirty matches
// dirtyMatches will be empty if no matches changed members
// by spawning or destroying or changing matchId in this frame.
foreach (Guid dirtyMatch in dirtyMatches)
{
// rebuild always, even if matchObjects[dirtyMatch] is empty.
// Players might have left the match, but they may still be spawned.
RebuildMatchObservers(dirtyMatch);
// clean up empty entries in the dict
if (matchObjects[dirtyMatch].Count == 0)
matchObjects.Remove(dirtyMatch);
}
dirtyMatches.Clear();
matchCount = (ushort)matchObjects.Count;
}
[ServerCallback]
void RebuildMatchObservers(Guid matchId)
{
foreach (NetworkMatch networkMatch in matchObjects[matchId])
if (networkMatch.netIdentity != null)
NetworkServer.RebuildObservers(networkMatch.netIdentity, false);
}
// called by NetworkMatch.matchId setter
[ServerCallback]
internal void OnMatchChanged(NetworkMatch networkMatch, Guid oldMatch)
{
// This object is in a new match so observers in the prior match
// and the new match need to rebuild their respective observers lists.
// Remove this object from the hashset of the match it just left
// Guid.Empty is never a valid matchId
if (oldMatch != Guid.Empty)
{
dirtyMatches.Add(oldMatch);
matchObjects[oldMatch].Remove(networkMatch);
}
// Guid.Empty is never a valid matchId
if (networkMatch.matchId == Guid.Empty)
return;
dirtyMatches.Add(networkMatch.matchId);
// Make sure this new match is in the dictionary
if (!matchObjects.ContainsKey(networkMatch.matchId))
matchObjects[networkMatch.matchId] = new HashSet<NetworkMatch>();
// Add this object to the hashset of the new match
matchObjects[networkMatch.matchId].Add(networkMatch);
}
[ServerCallback]
public override void OnSpawned(NetworkIdentity identity)
{
if (!identity.TryGetComponent(out NetworkMatch networkMatch))
return;
Guid networkMatchId = networkMatch.matchId;
// Guid.Empty is never a valid matchId...do not add to matchObjects collection
if (networkMatchId == Guid.Empty)
return;
// Debug.Log($"MatchInterestManagement.OnSpawned({identity.name}) currentMatch: {currentMatch}");
if (!matchObjects.TryGetValue(networkMatchId, out HashSet<NetworkMatch> objects))
{
objects = new HashSet<NetworkMatch>();
matchObjects.Add(networkMatchId, objects);
}
objects.Add(networkMatch);
// Match ID could have been set in NetworkBehaviour::OnStartServer on this object.
// Since that's after OnCheckObserver is called it would be missed, so force Rebuild here.
// Add the current match to dirtyMatches for LateUpdate to rebuild it.
dirtyMatches.Add(networkMatchId);
}
[ServerCallback]
public override void OnDestroyed(NetworkIdentity identity)
{
// Don't RebuildSceneObservers here - that will happen in LateUpdate.
// Multiple objects could be destroyed in same frame and we don't
// want to rebuild for each one...let LateUpdate do it once.
// We must add the current match to dirtyMatches for LateUpdate to rebuild it.
if (identity.TryGetComponent(out NetworkMatch currentMatch))
{
if (currentMatch.matchId != Guid.Empty &&
matchObjects.TryGetValue(currentMatch.matchId, out HashSet<NetworkMatch> objects) &&
objects.Remove(currentMatch))
dirtyMatches.Add(currentMatch.matchId);
}
}
[ServerCallback]
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Never observed if no NetworkMatch component
if (!identity.TryGetComponent(out NetworkMatch identityNetworkMatch))
return false;
// Guid.Empty is never a valid matchId
if (identityNetworkMatch.matchId == Guid.Empty)
return false;
// Never observed if no NetworkMatch component
if (!newObserver.identity.TryGetComponent(out NetworkMatch newObserverNetworkMatch))
return false;
// Guid.Empty is never a valid matchId
if (newObserverNetworkMatch.matchId == Guid.Empty)
return false;
return identityNetworkMatch.matchId == newObserverNetworkMatch.matchId;
}
[ServerCallback]
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
if (!identity.TryGetComponent(out NetworkMatch networkMatch))
return;
// Guid.Empty is never a valid matchId
if (networkMatch.matchId == Guid.Empty)
return;
// Abort if this match hasn't been created yet by OnSpawned or OnMatchChanged
if (!matchObjects.TryGetValue(networkMatch.matchId, out HashSet<NetworkMatch> objects))
return;
// Add everything in the hashset for this object's current match
foreach (NetworkMatch netMatch in objects)
if (netMatch.netIdentity != null && netMatch.netIdentity.connectionToClient != null)
newObservers.Add(netMatch.netIdentity.connectionToClient);
}
}
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// simple component that holds match information
using System;
using UnityEngine;
namespace Mirror
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/ Interest Management/ Match/Network Match")]
[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
public class NetworkMatch : NetworkBehaviour
{
Guid _matchId;
#pragma warning disable IDE0052 // Suppress warning for unused field...this is for debugging purposes
[SerializeField, ReadOnly]
[Tooltip("Match ID is shown here on server for debugging purposes.")]
string MatchID = string.Empty;
#pragma warning restore IDE0052
///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
public Guid matchId
{
get => _matchId;
set
{
if (!NetworkServer.active)
throw new InvalidOperationException("matchId can only be set at runtime on active server");
if (_matchId == value)
return;
Guid oldMatch = _matchId;
_matchId = value;
MatchID = value.ToString();
// Only inform the AOI if this netIdentity has been spawned (isServer) and only if using a MatchInterestManagement
if (isServer && NetworkServer.aoi is MatchInterestManagement matchInterestManagement)
matchInterestManagement.OnMatchChanged(this, oldMatch);
}
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Scene/Scene Interest Management")]
public class SceneInterestManagement : InterestManagement
{
// Use Scene instead of string scene.name because when additively
// loading multiples of a subscene the name won't be unique
readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
new Dictionary<Scene, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
new Dictionary<NetworkIdentity, Scene>();
HashSet<Scene> dirtyScenes = new HashSet<Scene>();
[ServerCallback]
public override void OnSpawned(NetworkIdentity identity)
{
Scene currentScene = identity.gameObject.scene;
lastObjectScene[identity] = currentScene;
// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
sceneObjects.Add(currentScene, objects);
}
objects.Add(identity);
}
[ServerCallback]
public override void OnDestroyed(NetworkIdentity identity)
{
// Don't RebuildSceneObservers here - that will happen in LateUpdate.
// Multiple objects could be destroyed in same frame and we don't
// want to rebuild for each one...let LateUpdate do it once.
// We must add the current scene to dirtyScenes for LateUpdate to rebuild it.
if (lastObjectScene.TryGetValue(identity, out Scene currentScene))
{
lastObjectScene.Remove(identity);
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
dirtyScenes.Add(currentScene);
}
}
[ServerCallback]
void LateUpdate()
{
// for each spawned:
// if scene changed:
// add previous to dirty
// add new to dirty
foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
{
if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
continue;
Scene newScene = identity.gameObject.scene;
if (newScene == currentScene)
continue;
// Mark new/old scenes as dirty so they get rebuilt
dirtyScenes.Add(currentScene);
dirtyScenes.Add(newScene);
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneObjects[currentScene].Remove(identity);
// Set this to the new scene this object just entered
lastObjectScene[identity] = newScene;
// Make sure this new scene is in the dictionary
if (!sceneObjects.ContainsKey(newScene))
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneObjects[newScene].Add(identity);
}
// rebuild all dirty scenes
foreach (Scene dirtyScene in dirtyScenes)
RebuildSceneObservers(dirtyScene);
dirtyScenes.Clear();
}
void RebuildSceneObservers(Scene scene)
{
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
return identity.gameObject.scene == newObserver.identity.gameObject.scene;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
return;
// Add everything in the hashset for this object's current scene
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
newObservers.Add(networkIdentity.connectionToClient);
}
}
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror
{
[AddComponentMenu("Network/ Interest Management/ Scene/Scene Distance Interest Management")]
public class SceneDistanceInterestManagement : InterestManagement
{
[Tooltip("The maximum range that objects will be visible at. Add DistanceInterestManagementCustomRange onto NetworkIdentities for custom ranges.")]
public int visRange = 500;
[Tooltip("Rebuild all every 'rebuildInterval' seconds.")]
public float rebuildInterval = 1;
double lastRebuildTime;
// cache custom ranges to avoid runtime TryGetComponent lookups
readonly Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange> CustomRanges = new Dictionary<NetworkIdentity, DistanceInterestManagementCustomRange>();
// helper function to get vis range for a given object, or default.
[ServerCallback]
int GetVisRange(NetworkIdentity identity)
{
return CustomRanges.TryGetValue(identity, out DistanceInterestManagementCustomRange custom) ? custom.visRange : visRange;
}
[ServerCallback]
public override void ResetState()
{
lastRebuildTime = 0D;
CustomRanges.Clear();
}
// Use Scene instead of string scene.name because when additively
// loading multiples of a subscene the name won't be unique
readonly Dictionary<Scene, HashSet<NetworkIdentity>> sceneObjects =
new Dictionary<Scene, HashSet<NetworkIdentity>>();
readonly Dictionary<NetworkIdentity, Scene> lastObjectScene =
new Dictionary<NetworkIdentity, Scene>();
HashSet<Scene> dirtyScenes = new HashSet<Scene>();
[ServerCallback]
public override void OnSpawned(NetworkIdentity identity)
{
if (identity.TryGetComponent(out DistanceInterestManagementCustomRange custom))
CustomRanges[identity] = custom;
Scene currentScene = identity.gameObject.scene;
lastObjectScene[identity] = currentScene;
// Debug.Log($"SceneInterestManagement.OnSpawned({identity.name}) currentScene: {currentScene}");
if (!sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects))
{
objects = new HashSet<NetworkIdentity>();
sceneObjects.Add(currentScene, objects);
}
objects.Add(identity);
}
[ServerCallback]
public override void OnDestroyed(NetworkIdentity identity)
{
CustomRanges.Remove(identity);
// Don't RebuildSceneObservers here - that will happen in LateUpdate.
// Multiple objects could be destroyed in same frame and we don't
// want to rebuild for each one...let LateUpdate do it once.
// We must add the current scene to dirtyScenes for LateUpdate to rebuild it.
if (lastObjectScene.TryGetValue(identity, out Scene currentScene))
{
lastObjectScene.Remove(identity);
if (sceneObjects.TryGetValue(currentScene, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
dirtyScenes.Add(currentScene);
}
}
[ServerCallback]
void LateUpdate()
{
// for each spawned:
// if scene changed:
// add previous to dirty
// add new to dirty
// else
// if rebuild interval reached:
// rebuild all
foreach (NetworkIdentity identity in NetworkServer.spawned.Values)
{
if (!lastObjectScene.TryGetValue(identity, out Scene currentScene))
continue;
Scene newScene = identity.gameObject.scene;
if (newScene == currentScene)
{
if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
{
RebuildAll();
lastRebuildTime = NetworkTime.localTime;
}
// no scene change, so we're done here
continue;
}
// Mark new/old scenes as dirty so they get rebuilt
dirtyScenes.Add(currentScene);
dirtyScenes.Add(newScene);
// This object is in a new scene so observers in the prior scene
// and the new scene need to rebuild their respective observers lists.
// Remove this object from the hashset of the scene it just left
sceneObjects[currentScene].Remove(identity);
// Set this to the new scene this object just entered
lastObjectScene[identity] = newScene;
// Make sure this new scene is in the dictionary
if (!sceneObjects.ContainsKey(newScene))
sceneObjects.Add(newScene, new HashSet<NetworkIdentity>());
// Add this object to the hashset of the new scene
sceneObjects[newScene].Add(identity);
}
// rebuild all dirty scenes
foreach (Scene dirtyScene in dirtyScenes)
RebuildSceneObservers(dirtyScene);
dirtyScenes.Clear();
}
void RebuildSceneObservers(Scene scene)
{
foreach (NetworkIdentity netIdentity in sceneObjects[scene])
if (netIdentity != null)
NetworkServer.RebuildObservers(netIdentity, false);
}
public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnectionToClient newObserver)
{
// Check for scene match first, then distance
if (identity.gameObject.scene != newObserver.identity.gameObject.scene) return false;
int range = GetVisRange(identity);
return Vector3.Distance(identity.transform.position, newObserver.identity.transform.position) < range;
}
public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnectionToClient> newObservers)
{
// abort if no entry in sceneObjects yet (created in OnSpawned)
if (!sceneObjects.TryGetValue(identity.gameObject.scene, out HashSet<NetworkIdentity> objects))
return;
int range = GetVisRange(identity);
Vector3 position = identity.transform.position;
// Add everything in the hashset for this object's current scene if within range
foreach (NetworkIdentity networkIdentity in objects)
if (networkIdentity != null && networkIdentity.connectionToClient != null)
{
// brute force distance check
// -> only player connections can be observers, so it's enough if we
// go through all connections instead of all spawned identities.
// -> compared to UNET's sphere cast checking, this one is orders of
// magnitude faster. if we have 10k monsters and run a sphere
// cast 10k times, we will see a noticeable lag even with physics
// layers. but checking to every connection is fast.
NetworkConnectionToClient conn = networkIdentity.connectionToClient;
if (conn != null && conn.isAuthenticated && conn.identity != null)
if (Vector3.Distance(conn.identity.transform.position, position) < range)
newObservers.Add(conn);
}
}
}
}

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// Grid2D from uMMORPG: get/set values of type T at any point
// -> not named 'Grid' because Unity already has a Grid type. causes warnings.
// -> struct to avoid memory indirection. it's accessed a lot.
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
// struct to avoid memory indirection. it's accessed a lot.
public struct Grid2D<T>
{
// the grid
// note that we never remove old keys.
// => over time, HashSet<T>s will be allocated for every possible
// grid position in the world
// => Clear() doesn't clear them so we don't constantly reallocate the
// entries when populating the grid in every Update() call
// => makes the code a lot easier too
// => this is FINE because in the worst case, every grid position in the
// game world is filled with a player anyway!
readonly Dictionary<Vector2Int, HashSet<T>> grid;
// cache a 9 neighbor grid of vector2 offsets so we can use them more easily
readonly Vector2Int[] neighbourOffsets;
public Grid2D(int initialCapacity)
{
grid = new Dictionary<Vector2Int, HashSet<T>>(initialCapacity);
neighbourOffsets = new[] {
Vector2Int.up,
Vector2Int.up + Vector2Int.left,
Vector2Int.up + Vector2Int.right,
Vector2Int.left,
Vector2Int.zero,
Vector2Int.right,
Vector2Int.down,
Vector2Int.down + Vector2Int.left,
Vector2Int.down + Vector2Int.right
};
}
// helper function so we can add an entry without worrying
public void Add(Vector2Int position, T value)
{
// initialize set in grid if it's not in there yet
if (!grid.TryGetValue(position, out HashSet<T> hashSet))
{
// each grid entry may hold hundreds of entities.
// let's create the HashSet with a large initial capacity
// in order to avoid resizing & allocations.
#if !UNITY_2021_3_OR_NEWER
// Unity 2019 doesn't have "new HashSet(capacity)" yet
hashSet = new HashSet<T>();
#else
hashSet = new HashSet<T>(128);
#endif
grid[position] = hashSet;
}
// add to it
hashSet.Add(value);
}
// helper function to get set at position without worrying
// -> result is passed as parameter to avoid allocations
// -> result is not cleared before. this allows us to pass the HashSet from
// GetWithNeighbours and avoid .UnionWith which is very expensive.
void GetAt(Vector2Int position, HashSet<T> result)
{
// return the set at position
if (grid.TryGetValue(position, out HashSet<T> hashSet))
{
foreach (T entry in hashSet)
result.Add(entry);
}
}
// helper function to get at position and it's 8 neighbors without worrying
// -> result is passed as parameter to avoid allocations
public void GetWithNeighbours(Vector2Int position, HashSet<T> result)
{
// clear result first
result.Clear();
// add neighbours
foreach (Vector2Int offset in neighbourOffsets)
GetAt(position + offset, result);
}
// clear: clears the whole grid
// IMPORTANT: we already allocated HashSet<T>s and don't want to do
// reallocate every single update when we rebuild the grid.
// => so simply remove each position's entries, but keep
// every position in there
// => see 'grid' comments above!
// => named ClearNonAlloc to make it more obvious!
public void ClearNonAlloc()
{
foreach (HashSet<T> hashSet in grid.Values)
hashSet.Clear();
}
}
}

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