61
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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namespace Mirror.Authenticators
|
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{
|
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[AddComponentMenu("Network/ Authenticators/Basic Authenticator")]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-authenticators/basic-authenticator")]
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public class BasicAuthenticator : NetworkAuthenticator
|
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{
|
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[Header("Server Credentials")]
|
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public string serverUsername;
|
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public string serverPassword;
|
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|
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[Header("Client Credentials")]
|
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public string username;
|
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public string password;
|
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|
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readonly HashSet<NetworkConnectionToClient> connectionsPendingDisconnect = new HashSet<NetworkConnectionToClient>();
|
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|
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#region Messages
|
||||
|
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public struct AuthRequestMessage : NetworkMessage
|
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{
|
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// use whatever credentials make sense for your game
|
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// for example, you might want to pass the accessToken if using oauth
|
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public string authUsername;
|
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public string authPassword;
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}
|
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public struct AuthResponseMessage : NetworkMessage
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{
|
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public byte code;
|
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public string message;
|
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}
|
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|
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#endregion
|
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#region Server
|
||||
|
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/// <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()
|
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{
|
||||
// register a handler for the authentication request we expect from client
|
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NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
|
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}
|
||||
|
||||
/// <summary>
|
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/// Called on server from StopServer to reset the Authenticator
|
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/// <para>Server message handlers should be unregistered in this method.</para>
|
||||
/// </summary>
|
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public override void OnStopServer()
|
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{
|
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// unregister the handler for the authentication request
|
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NetworkServer.UnregisterHandler<AuthRequestMessage>();
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}
|
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|
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/// <summary>
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/// Called on server from OnServerConnectInternal when a client needs to authenticate
|
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/// </summary>
|
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/// <param name="conn">Connection to client.</param>
|
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public override void OnServerAuthenticate(NetworkConnectionToClient conn)
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{
|
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// do nothing...wait for AuthRequestMessage from client
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}
|
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|
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/// <summary>
|
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/// Called on server when the client's AuthRequestMessage arrives
|
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/// </summary>
|
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/// <param name="conn">Connection to client.</param>
|
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/// <param name="msg">The message payload</param>
|
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public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
|
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{
|
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//Debug.Log($"Authentication Request: {msg.authUsername} {msg.authPassword}");
|
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|
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if (connectionsPendingDisconnect.Contains(conn)) return;
|
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|
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// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
|
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if (msg.authUsername == serverUsername && msg.authPassword == serverPassword)
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{
|
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// create and send msg to client so it knows to proceed
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
|
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code = 100,
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message = "Success"
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};
|
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|
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conn.Send(authResponseMessage);
|
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|
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// Accept the successful authentication
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ServerAccept(conn);
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}
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else
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{
|
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connectionsPendingDisconnect.Add(conn);
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|
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// create and send msg to client so it knows to disconnect
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AuthResponseMessage authResponseMessage = new AuthResponseMessage
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{
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code = 200,
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message = "Invalid Credentials"
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};
|
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conn.Send(authResponseMessage);
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|
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// must set NetworkConnection isAuthenticated = false
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conn.isAuthenticated = false;
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|
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// disconnect the client after 1 second so that response message gets delivered
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StartCoroutine(DelayedDisconnect(conn, 1f));
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}
|
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}
|
||||
|
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IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
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{
|
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yield return new WaitForSeconds(waitTime);
|
||||
|
||||
// Reject the unsuccessful authentication
|
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ServerReject(conn);
|
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|
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yield return null;
|
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|
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// remove conn from pending connections
|
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connectionsPendingDisconnect.Remove(conn);
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}
|
||||
|
||||
#endregion
|
||||
|
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#region Client
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|
||||
/// <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
|
||||
}
|
||||
}
|
18
Assets/Mirror/Authenticators/BasicAuthenticator.cs.meta
Normal file
18
Assets/Mirror/Authenticators/BasicAuthenticator.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 28496b776660156428f00cf78289c1ec
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Authenticators/BasicAuthenticator.cs
|
||||
uploadId: 736421
|
129
Assets/Mirror/Authenticators/DeviceAuthenticator.cs
Normal file
129
Assets/Mirror/Authenticators/DeviceAuthenticator.cs
Normal file
@ -0,0 +1,129 @@
|
||||
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
|
||||
}
|
||||
}
|
18
Assets/Mirror/Authenticators/DeviceAuthenticator.cs.meta
Normal file
18
Assets/Mirror/Authenticators/DeviceAuthenticator.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60960a6ba81a842deb2fdcdc93788242
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Authenticators/DeviceAuthenticator.cs
|
||||
uploadId: 736421
|
16
Assets/Mirror/Authenticators/Mirror.Authenticators.asmdef
Normal file
16
Assets/Mirror/Authenticators/Mirror.Authenticators.asmdef
Normal file
@ -0,0 +1,16 @@
|
||||
{
|
||||
"name": "Mirror.Authenticators",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:30817c1a0e6d646d99c048fc403f5979"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e720aa64e3f58fb4880566a322584340
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
AssetOrigin:
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||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Authenticators/Mirror.Authenticators.asmdef
|
||||
uploadId: 736421
|
70
Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Normal file
70
Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
Normal file
@ -0,0 +1,70 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
18
Assets/Mirror/Authenticators/TimeoutAuthenticator.cs.meta
Normal file
18
Assets/Mirror/Authenticators/TimeoutAuthenticator.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24d8269a07b8e4edfa374753a91c946e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
|
||||
uploadId: 736421
|
8
Assets/Mirror/CompilerSymbols.meta
Normal file
8
Assets/Mirror/CompilerSymbols.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f8b918bcd89f5c488b06f5574f34760
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
14
Assets/Mirror/CompilerSymbols/Mirror.CompilerSymbols.asmdef
Normal file
14
Assets/Mirror/CompilerSymbols/Mirror.CompilerSymbols.asmdef
Normal file
@ -0,0 +1,14 @@
|
||||
{
|
||||
"name": "Mirror.CompilerSymbols",
|
||||
"references": [],
|
||||
"optionalUnityReferences": [],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": []
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 325984b52e4128546bc7558552f8b1d2
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/CompilerSymbols/Mirror.CompilerSymbols.asmdef
|
||||
uploadId: 736421
|
45
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
Normal file
45
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
Normal file
@ -0,0 +1,45 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
18
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs.meta
Normal file
18
Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f1d66fe74ec6f42dd974cba37d25d453
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
|
||||
uploadId: 736421
|
8
Assets/Mirror/Components.meta
Normal file
8
Assets/Mirror/Components.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bee879fbc8ef4b1a9a9f7088bfbf726
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
12
Assets/Mirror/Components/AssemblyInfo.cs
Normal file
12
Assets/Mirror/Components/AssemblyInfo.cs
Normal file
@ -0,0 +1,12 @@
|
||||
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")]
|
18
Assets/Mirror/Components/AssemblyInfo.cs.meta
Normal file
18
Assets/Mirror/Components/AssemblyInfo.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a65b9283f7a724e70b8e17cb277f4c1e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/AssemblyInfo.cs
|
||||
uploadId: 736421
|
8
Assets/Mirror/Components/Discovery.meta
Normal file
8
Assets/Mirror/Components/Discovery.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5dcf9618f5e14a4eb60bff5480284a6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
93
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
Normal file
93
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
Normal file
@ -0,0 +1,93 @@
|
||||
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
|
||||
}
|
||||
}
|
18
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs.meta
Normal file
18
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c761308e733c51245b2e8bb4201f46dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
|
||||
uploadId: 736421
|
473
Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
Normal file
473
Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
Normal file
@ -0,0 +1,473 @@
|
||||
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
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9971d60ce61f4e39b07cd9e7e0c68fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
|
||||
uploadId: 736421
|
144
Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
Normal file
144
Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
Normal file
@ -0,0 +1,144 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 88c37d3deca7a834d80cfd8d3cfcc510
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
|
||||
uploadId: 736421
|
4
Assets/Mirror/Components/Discovery/ServerRequest.cs
Normal file
4
Assets/Mirror/Components/Discovery/ServerRequest.cs
Normal file
@ -0,0 +1,4 @@
|
||||
namespace Mirror.Discovery
|
||||
{
|
||||
public struct ServerRequest : NetworkMessage {}
|
||||
}
|
18
Assets/Mirror/Components/Discovery/ServerRequest.cs.meta
Normal file
18
Assets/Mirror/Components/Discovery/ServerRequest.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea7254bf7b9454da4adad881d94cd141
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/ServerRequest.cs
|
||||
uploadId: 736421
|
18
Assets/Mirror/Components/Discovery/ServerResponse.cs
Normal file
18
Assets/Mirror/Components/Discovery/ServerResponse.cs
Normal file
@ -0,0 +1,18 @@
|
||||
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;
|
||||
}
|
||||
}
|
18
Assets/Mirror/Components/Discovery/ServerResponse.cs.meta
Normal file
18
Assets/Mirror/Components/Discovery/ServerResponse.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36f97227fdf2d7a4e902db5bfc43039c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/ServerResponse.cs
|
||||
uploadId: 736421
|
133
Assets/Mirror/Components/GUIConsole.cs
Normal file
133
Assets/Mirror/Components/GUIConsole.cs
Normal file
@ -0,0 +1,133 @@
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
18
Assets/Mirror/Components/GUIConsole.cs.meta
Normal file
18
Assets/Mirror/Components/GUIConsole.cs.meta
Normal file
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9021b6cc314944290986ab6feb48db79
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/GUIConsole.cs
|
||||
uploadId: 736421
|
8
Assets/Mirror/Components/InterestManagement.meta
Normal file
8
Assets/Mirror/Components/InterestManagement.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c66f27e006ab94253b39a55a3b213651
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa4cbc6b9c584db4971985cb9f369077
|
||||
timeCreated: 1613110605
|
@ -0,0 +1,89 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f60becab051427fbdd3c8ac9ab4712b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/Distance/DistanceInterestManagement.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,15 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2e242ee38a14076a39934172a19079b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/Distance/DistanceInterestManagementCustomRange.cs
|
||||
uploadId: 736421
|
3
Assets/Mirror/Components/InterestManagement/Match.meta
Normal file
3
Assets/Mirror/Components/InterestManagement/Match.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5eca5245ae6bb460e9a92f7e14d5493a
|
||||
timeCreated: 1622649517
|
@ -0,0 +1,164 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d09f5c8bf2f4747b7a9284ef5d9ce2a7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,42 @@
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d17e718851449a6879986e45c458fb7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/Match/NetworkMatch.cs
|
||||
uploadId: 736421
|
3
Assets/Mirror/Components/InterestManagement/Scene.meta
Normal file
3
Assets/Mirror/Components/InterestManagement/Scene.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7655d309a46a4bd4860edf964228b3f6
|
||||
timeCreated: 1622649517
|
@ -0,0 +1,117 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b979f26c95d34324ba005bfacfa9c4fc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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assetBundleName:
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assetBundleVariant:
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|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/Scene/SceneInterestManagement.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4d8c634a8103664db5f90fe8bab9544
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||||
folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,178 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
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||||
guid: 6471bc9a8f893944783fd54e9bfb6ed2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/InterestManagement/SceneDistance/SceneDistanceInterestManagement.cs
|
||||
uploadId: 736421
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfa12b73503344d49b398b01bcb07967
|
||||
timeCreated: 1613110634
|
@ -0,0 +1,104 @@
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user