using System;
using System.Collections.Generic;
using UnityEngine;
namespace Mirror
{
/// Base NetworkConnection class for server-to-client and client-to-server connection.
public abstract class NetworkConnection
{
public const int LocalConnectionId = 0;
// NetworkIdentities that this connection can see
// TODO move to server's NetworkConnectionToClient?
internal readonly HashSet observing = new HashSet();
/// Unique identifier for this connection that is assigned by the transport layer.
// assigned by transport, this id is unique for every connection on server.
// clients don't know their own id and they don't know other client's ids.
public readonly int connectionId;
/// Flag that indicates the client has been authenticated.
public bool isAuthenticated;
/// General purpose object to hold authentication data, character selection, tokens, etc.
public object authenticationData;
/// A server connection is ready after joining the game world.
// TODO move this to ConnectionToClient so the flag only lives on server
// connections? clients could use NetworkClient.ready to avoid redundant
// state.
public bool isReady;
/// IP address of the connection. Can be useful for game master IP bans etc.
public abstract string address { get; }
/// Last time a message was received for this connection. Includes system and user messages.
public float lastMessageTime;
/// This connection's main object (usually the player object).
public NetworkIdentity identity { get; internal set; }
/// All NetworkIdentities owned by this connection. Can be main player, pets, etc.
// IMPORTANT: this needs to be , not .
// fixes a bug where DestroyOwnedObjects wouldn't find the
// netId anymore: https://github.com/vis2k/Mirror/issues/1380
// Works fine with NetworkIdentity pointers though.
public readonly HashSet clientOwnedObjects = new HashSet();
internal NetworkConnection()
{
// set lastTime to current time when creating connection to make
// sure it isn't instantly kicked for inactivity
lastMessageTime = Time.time;
}
internal NetworkConnection(int networkConnectionId) : this()
{
connectionId = networkConnectionId;
// TODO why isn't lastMessageTime set in here like in the other ctor?
}
/// Disconnects this connection.
// for future reference, here is how Disconnects work in Mirror.
//
// first, there are two types of disconnects:
// * voluntary: the other end simply disconnected
// * involuntary: server disconnects a client by itself
//
// UNET had special (complex) code to handle both cases differently.
//
// Mirror handles both cases the same way:
// * Disconnect is called from TOP to BOTTOM
// NetworkServer/Client -> NetworkConnection -> Transport.Disconnect()
// * Disconnect is handled from BOTTOM to TOP
// Transport.OnDisconnected -> ...
//
// in other words, calling Disconnect() does no cleanup whatsoever.
// it simply asks the transport to disconnect.
// then later the transport events will do the clean up.
public abstract void Disconnect();
/// Send a NetworkMessage to this connection over the given channel.
public void Send(T msg, int channelId = Channels.Reliable)
where T : struct, NetworkMessage
{
using (PooledNetworkWriter writer = NetworkWriterPool.GetWriter())
{
// pack message and send allocation free
MessagePacking.Pack(msg, writer);
NetworkDiagnostics.OnSend(msg, channelId, writer.Position, 1);
Send(writer.ToArraySegment(), channelId);
}
}
// validate packet size before sending. show errors if too big/small.
// => it's best to check this here, we can't assume that all transports
// would check max size and show errors internally. best to do it
// in one place in hlapi.
// => it's important to log errors, so the user knows what went wrong.
protected static bool ValidatePacketSize(ArraySegment segment, int channelId)
{
if (segment.Count > Transport.activeTransport.GetMaxPacketSize(channelId))
{
Debug.LogError($"NetworkConnection.ValidatePacketSize: cannot send packet larger than {Transport.activeTransport.GetMaxPacketSize(channelId)} bytes, was {segment.Count} bytes");
return false;
}
if (segment.Count == 0)
{
// zero length packets getting into the packet queues are bad.
Debug.LogError("NetworkConnection.ValidatePacketSize: cannot send zero bytes");
return false;
}
// good size
return true;
}
// internal because no one except Mirror should send bytes directly to
// the client. they would be detected as a message. send messages instead.
internal abstract void Send(ArraySegment segment, int channelId = Channels.Reliable);
public override string ToString() => $"connection({connectionId})";
// TODO move to server's NetworkConnectionToClient?
internal void AddToObserving(NetworkIdentity netIdentity)
{
observing.Add(netIdentity);
// spawn identity for this conn
NetworkServer.ShowForConnection(netIdentity, this);
}
// TODO move to server's NetworkConnectionToClient?
internal void RemoveFromObserving(NetworkIdentity netIdentity, bool isDestroyed)
{
observing.Remove(netIdentity);
if (!isDestroyed)
{
// hide identity for this conn
NetworkServer.HideForConnection(netIdentity, this);
}
}
// TODO move to server's NetworkConnectionToClient?
internal void RemoveFromObservingsObservers()
{
foreach (NetworkIdentity netIdentity in observing)
{
netIdentity.RemoveObserverInternal(this);
}
observing.Clear();
}
/// Check if we received a message within the last 'timeout' seconds.
internal virtual bool IsAlive(float timeout) => Time.time - lastMessageTime < timeout;
internal void AddOwnedObject(NetworkIdentity obj)
{
clientOwnedObjects.Add(obj);
}
internal void RemoveOwnedObject(NetworkIdentity obj)
{
clientOwnedObjects.Remove(obj);
}
internal void DestroyOwnedObjects()
{
// create a copy because the list might be modified when destroying
HashSet tmp = new HashSet(clientOwnedObjects);
foreach (NetworkIdentity netIdentity in tmp)
{
if (netIdentity != null)
{
NetworkServer.Destroy(netIdentity.gameObject);
}
}
// clear the hashset because we destroyed them all
clientOwnedObjects.Clear();
}
}
}