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NetworkManager.cs
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1945 lines (1678 loc) · 77.4 KB
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using System;
using System.Collections.Generic;
using Unity.Collections;
using System.Linq;
using Unity.Netcode.Components;
using Unity.Netcode.Runtime;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using PackageInfo = UnityEditor.PackageManager.PackageInfo;
#endif
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
namespace Unity.Netcode
{
/// <summary>
/// The main component of the library
/// </summary>
[AddComponentMenu("Netcode/Network Manager", -100)]
[HelpURL(HelpUrls.NetworkManager)]
public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
{
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
/// </summary>
public static event Action<NetworkManager> OnInstantiated;
/// <summary>
/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
/// </summary>
public static event Action<NetworkManager> OnDestroying;
#if UNITY_EDITOR
// Inspector view expand/collapse settings for this derived child class
[HideInInspector]
public bool NetworkManagerExpanded;
#endif
// TODO: Deprecate...
// The following internal values are not used, but because ILPP makes them public in the assembly, they cannot
// be removed thanks to our semver validation.
#pragma warning disable IDE1006 // disable naming rule violation check
// RuntimeAccessModifiersILPP will make this `public`
internal delegate void RpcReceiveHandler(NetworkBehaviour behaviour, FastBufferReader reader, __RpcParams parameters);
// RuntimeAccessModifiersILPP will make this `public`
internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
// RuntimeAccessModifiersILPP will make this `public` (legacy table should be removed in v3.x.x)
internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
#pragma warning restore IDE1006 // restore naming rule violation check
#if DEVELOPMENT_BUILD || UNITY_EDITOR
private static List<Type> s_SerializedType = new List<Type>();
// This is used to control the serialized type not optimized messaging for integration test purposes
internal static bool DisableNotOptimizedSerializedType;
/// <summary>
/// Until all serialized types are optimized for the distributed authority network topology,
/// this will handle the notification to the user that the type being serialized is not yet
/// optimized but will only log the message once to prevent log spamming.
/// </summary>
internal static void LogSerializedTypeNotOptimized<T>()
{
if (DisableNotOptimizedSerializedType)
{
return;
}
var type = typeof(T);
if (!s_SerializedType.Contains(type))
{
s_SerializedType.Add(type);
if (NetworkLog.CurrentLogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"[{type.Name}] Serialized type has not been optimized for use with Distributed Authority!");
}
}
}
#endif
internal SessionConfig SessionConfig;
/// <summary>
/// Used for internal testing purposes
/// </summary>
internal delegate SessionConfig OnGetSessionConfigHandler();
internal OnGetSessionConfigHandler OnGetSessionConfig;
private SessionConfig GetSessionConfig()
{
return OnGetSessionConfig != null ? OnGetSessionConfig.Invoke() : new SessionConfig();
}
internal static bool IsDistributedAuthority;
/// <summary>
/// Distributed Authority Mode
/// Returns true if the current session is running in distributed authority mode.
/// </summary>
public bool DistributedAuthorityMode { get; private set; }
/// <summary>
/// Distributed Authority Mode
/// Gets whether the NetworkManager is connected to a distributed authority state service.
/// <see cref="NetworkClient.DAHost"/> to determine if the instance is mocking the state service.
/// </summary>
public bool CMBServiceConnection
{
get
{
return NetworkConfig.UseCMBService;
}
}
/// <summary>
/// Distributed Authority Mode
/// When enabled, the player prefab will be automatically spawned on the newly connected client-side.
/// </summary>
/// <remarks>
/// Refer to <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> to enable/disable automatic spawning of the player prefab.
/// Alternately, override the <see cref="FetchLocalPlayerPrefabToSpawn"/> to control what prefab the player should spawn.
/// </remarks>
public bool AutoSpawnPlayerPrefabClientSide
{
get
{
return NetworkConfig.AutoSpawnPlayerPrefabClientSide;
}
}
/// <summary>
/// Distributed Authority Mode
/// Delegate definition for <see cref="FetchLocalPlayerPrefabToSpawn"/>
/// </summary>
/// <returns>Player Prefab <see cref="GameObject"/></returns>
public delegate GameObject OnFetchLocalPlayerPrefabToSpawnDelegateHandler();
/// <summary>
/// Distributed Authority Mode
/// When a callback is assigned, this provides control over what player prefab a client will be using.
/// This is invoked only when <see cref="NetworkConfig.AutoSpawnPlayerPrefabClientSide"/> is enabled.
/// </summary>
public OnFetchLocalPlayerPrefabToSpawnDelegateHandler OnFetchLocalPlayerPrefabToSpawn;
internal GameObject FetchLocalPlayerPrefabToSpawn()
{
if (!AutoSpawnPlayerPrefabClientSide)
{
Debug.LogError($"[{nameof(FetchLocalPlayerPrefabToSpawn)}] Invoked when {nameof(NetworkConfig.AutoSpawnPlayerPrefabClientSide)} was not set! Check call paths!");
return null;
}
if (OnFetchLocalPlayerPrefabToSpawn == null && NetworkConfig.PlayerPrefab == null)
{
return null;
}
if (OnFetchLocalPlayerPrefabToSpawn != null)
{
return OnFetchLocalPlayerPrefabToSpawn();
}
return NetworkConfig.PlayerPrefab;
}
/// <summary>
/// Distributed Authority Mode
/// Gets whether the current NetworkManager is running as a mock distributed authority state service (DAHost)
/// </summary>
public bool DAHost
{
get
{
return LocalClient.DAHost;
}
}
// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
internal List<ulong> ClientsToRedistribute = new List<ulong>();
internal bool RedistributeToClients;
/// <summary>
/// Handles object redistribution when scene management is disabled.
/// <see cref="NetworkBehaviourUpdater.NetworkBehaviourUpdater_Tick"/>
/// DANGO-TODO: Determine if this needs to be removed once the service handles object distribution
/// </summary>
internal void HandleRedistributionToClients()
{
foreach (var clientId in ClientsToRedistribute)
{
SpawnManager.DistributeNetworkObjects(clientId);
}
RedistributeToClients = false;
ClientsToRedistribute.Clear();
}
internal List<NetworkObject> DeferredDespawnObjects = new List<NetworkObject>();
/// <summary>
/// Gets the client identifier of the current session owner in distributed authority mode
/// </summary>
public ulong CurrentSessionOwner { get; internal set; }
/// <summary>
/// Delegate declaration for <see cref="OnSessionOwnerPromoted"/>
/// </summary>
/// <param name="sessionOwnerPromoted">the new session owner client identifier</param>
public delegate void OnSessionOwnerPromotedDelegateHandler(ulong sessionOwnerPromoted);
/// <summary>
/// Network Topology: Distributed Authority
/// When a new session owner is promoted, this event is triggered on all connected clients
/// </summary>
public event OnSessionOwnerPromotedDelegateHandler OnSessionOwnerPromoted;
internal void SetSessionOwner(ulong sessionOwner)
{
CurrentSessionOwner = sessionOwner;
var isSessionOwner = LocalClientId == sessionOwner;
LocalClient.IsSessionOwner = isSessionOwner;
foreach (var networkObject in SpawnManager.SpawnedObjects.Values)
{
if (isSessionOwner)
{
if (networkObject.IsOwnershipSessionOwner && networkObject.OwnerClientId != LocalClientId)
{
SpawnManager.ChangeOwnership(networkObject, LocalClientId, true);
}
}
networkObject.InvokeSessionOwnerPromoted(isSessionOwner);
}
OnSessionOwnerPromoted?.Invoke(sessionOwner);
}
#if ENABLE_SESSIONOWNER_PROMOTION_NOTIFICATION
public void PromoteSessionOwner(ulong clientId)
#else
internal void PromoteSessionOwner(ulong clientId)
#endif
{
if (!DistributedAuthorityMode)
{
NetworkLog.LogErrorServer($"[SceneManagement][NotDA] Invoking promote session owner while not in distributed authority mode!");
return;
}
if (!DAHost)
{
NetworkLog.LogErrorServer($"[SceneManagement][NotDAHost] Client is attempting to promote another client as the session owner!");
return;
}
SetSessionOwner(clientId);
var sessionOwnerMessage = new SessionOwnerMessage()
{
SessionOwner = clientId,
};
var delivery = MessageDeliveryType<SessionOwnerMessage>.DefaultDelivery;
if (CMBServiceConnection)
{
ConnectionManager.SendMessage(ref sessionOwnerMessage, delivery, ServerClientId);
}
else
{
var clients = ConnectionManager.ConnectedClientIds.Where(c => c != LocalClientId).ToArray();
foreach (var targetClient in clients)
{
ConnectionManager.SendMessage(ref sessionOwnerMessage, delivery, targetClient);
}
}
}
internal Dictionary<ulong, NetworkObject> NetworkTransformUpdate = new Dictionary<ulong, NetworkObject>();
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
internal Dictionary<ulong, NetworkObject> NetworkTransformFixedUpdate = new Dictionary<ulong, NetworkObject>();
#endif
internal void NetworkTransformRegistration(NetworkObject networkObject, bool onUpdate = true, bool register = true)
{
if (onUpdate)
{
if (register)
{
if (!NetworkTransformUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformUpdate.Remove(networkObject.NetworkObjectId);
}
}
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
else
{
if (register)
{
if (!NetworkTransformFixedUpdate.ContainsKey(networkObject.NetworkObjectId))
{
NetworkTransformFixedUpdate.Add(networkObject.NetworkObjectId, networkObject);
}
}
else
{
NetworkTransformFixedUpdate.Remove(networkObject.NetworkObjectId);
}
}
#endif
}
private void UpdateTopology()
{
var transportTopology = IsListening ? NetworkConfig.NetworkTransport.CurrentTopology() : NetworkConfig.NetworkTopology;
if (transportTopology != NetworkConfig.NetworkTopology)
{
NetworkLog.LogErrorServer($"[Topology Mismatch] Transport detected an issue with the topology ({transportTopology} | {NetworkConfig.NetworkTopology}) usage or setting! Disconnecting from session.");
Shutdown();
}
else
{
IsDistributedAuthority = DistributedAuthorityMode = transportTopology == NetworkTopologyTypes.DistributedAuthority;
}
}
/// <summary>
/// Processes network-related updates for a specific update stage in the frame
/// </summary>
/// <param name="updateStage">The current network update stage being processed</param>
public void NetworkUpdate(NetworkUpdateStage updateStage)
{
switch (updateStage)
{
case NetworkUpdateStage.EarlyUpdate:
{
UpdateTopology();
// Handle processing any new connections or transport events
NetworkConfig.NetworkTransport.EarlyUpdate();
ConnectionManager.ProcessPendingApprovals();
ConnectionManager.PollAndHandleNetworkEvents();
DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnNextFrame, 0);
AnticipationSystem.SetupForUpdate();
MessageManager.ProcessIncomingMessageQueue();
AnticipationSystem.ProcessReanticipation();
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.ResetFixedTimeDelta();
}
}
}
#endif
}
break;
#if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D
case NetworkUpdateStage.FixedUpdate:
{
foreach (var networkObjectEntry in NetworkTransformFixedUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnFixedUpdate();
}
}
}
}
break;
#endif
case NetworkUpdateStage.PreUpdate:
{
var currentTick = ServerTime.Tick;
NetworkTimeSystem.UpdateTime();
if (ServerTime.Tick != currentTick)
{
// If we have a lower than expected frame rate and our number of ticks that have passed since the last
// frame is greater than 1, then use the first next tick as opposed to the last tick when checking for
// changes in transform state.
// Note: This is an adjustment from using the NetworkTick event as that can be invoked more than once in
// a single frame under the above condition and since any changes to the transform are frame driven there
// is no need to check for changes to the transform more than once per frame.
NetworkTransform.CurrentTick = (ServerTime.Tick - currentTick) > 1 ? currentTick + 1 : ServerTime.Tick;
NetworkTransform.UpdateNetworkTick(this);
}
AnticipationSystem.Update();
}
break;
case NetworkUpdateStage.PreLateUpdate:
{
// Non-physics based non-authority NetworkTransforms update their states after all other components
foreach (var networkObjectEntry in NetworkTransformUpdate)
{
// if not active or not spawned then skip
if (!networkObjectEntry.Value.gameObject.activeInHierarchy || !networkObjectEntry.Value.IsSpawned)
{
continue;
}
foreach (var networkTransformEntry in networkObjectEntry.Value.NetworkTransforms)
{
// only update if enabled
if (networkTransformEntry.enabled)
{
networkTransformEntry.OnUpdate();
}
}
}
}
break;
case NetworkUpdateStage.PostScriptLateUpdate:
{
AnticipationSystem.Sync();
AnticipationSystem.SetupForRender();
}
break;
case NetworkUpdateStage.PostLateUpdate:
{
// Handle deferred despawning
if (DistributedAuthorityMode)
{
SpawnManager.DeferredDespawnUpdate(ServerTime);
}
// Send any pending objects to be shown (in-between ticks)
SpawnManager.HandleNetworkObjectShow(true);
// Handles object redistribution when scene management is disabled and
// using a distributed authority network topology. Only set specific to
// this configuration and when a client connects.
if (RedistributeToClients)
{
HandleRedistributionToClients();
}
// Update any NetworkObject's registered to notify of scene migration changes.
SpawnManager.UpdateNetworkObjectSceneChanges();
// This should be invoked just prior to the MessageManager processes its outbound queue.
SceneManager.CheckForAndSendNetworkObjectSceneChanged();
// Process outbound messages
MessageManager.ProcessSendQueues();
// Metrics update needs to be driven by NetworkConnectionManager's update to assure metrics are dispatched after the send queue is processed.
MetricsManager.UpdateMetrics();
// Handle sending any pending transport messages
NetworkConfig.NetworkTransport.PostLateUpdate();
// TODO: Determine a better way to handle this
NetworkObject.VerifyParentingStatus();
// This is "ok" to invoke when not processing messages since it is just cleaning up messages that never got handled within their timeout period.
DeferredMessageManager.CleanupStaleTriggers();
if (IsServer)
{
// Process any pending clients that need to be disconnected.
// This is typically a disconnect with reason scenario where
// we want the disconnect reason message to be sent prior to
// completely shutting down the endpoint.
ConnectionManager.ProcessClientsToDisconnect();
}
// Clean up disconnected clients last
MessageManager.CleanupDisconnectedClients();
if (m_ShuttingDown)
{
// Host-server will disconnect any connected clients prior to finalizing its shutdown
if (IsServer)
{
ProcessServerShutdown();
}
else
{
// Clients just disconnect immediately
ShutdownInternal();
}
}
}
break;
}
}
/// <summary>
/// Used to provide a graceful shutdown sequence
/// </summary>
internal enum ServerShutdownStates
{
None,
WaitForClientDisconnects,
InternalShutdown,
ShuttingDown,
};
internal ServerShutdownStates ServerShutdownState;
private float m_ShutdownTimeout;
/// <summary>
/// This is a "soft shutdown" where the host or server will disconnect
/// all clients, with a provided reasons, prior to invoking its final
/// internal shutdown.
/// </summary>
internal void ProcessServerShutdown()
{
var minClientCount = IsHost ? 2 : 1;
switch (ServerShutdownState)
{
case ServerShutdownStates.None:
{
if (ConnectedClients.Count >= minClientCount)
{
var hostServer = IsHost ? "host" : "server";
var disconnectReason = $"Disconnected due to {hostServer} shutting down.";
for (int i = ConnectedClientsIds.Count - 1; i >= 0; i--)
{
var clientId = ConnectedClientsIds[i];
if (clientId == ServerClientId)
{
continue;
}
ConnectionManager.DisconnectClient(clientId, disconnectReason);
}
ServerShutdownState = ServerShutdownStates.WaitForClientDisconnects;
m_ShutdownTimeout = Time.realtimeSinceStartup + 5.0f;
}
else
{
ServerShutdownState = ServerShutdownStates.InternalShutdown;
ProcessServerShutdown();
}
break;
}
case ServerShutdownStates.WaitForClientDisconnects:
{
if (ConnectedClients.Count < minClientCount || m_ShutdownTimeout < Time.realtimeSinceStartup)
{
ServerShutdownState = ServerShutdownStates.InternalShutdown;
ProcessServerShutdown();
}
break;
}
case ServerShutdownStates.InternalShutdown:
{
ServerShutdownState = ServerShutdownStates.ShuttingDown;
ShutdownInternal();
break;
}
}
}
/// <summary>
/// The client id used to represent the server
/// </summary>
public const ulong ServerClientId = 0;
/// <summary>
/// Returns ServerClientId if IsServer or LocalClientId if not
/// </summary>
public ulong LocalClientId
{
get => ConnectionManager.LocalClient.ClientId;
internal set => ConnectionManager.LocalClient.ClientId = value;
}
/// <summary>
/// Gets a dictionary of connected clients and their clientId keys.
/// </summary>
public IReadOnlyDictionary<ulong, NetworkClient> ConnectedClients => ConnectionManager.ConnectedClients;
/// <summary>
/// Gets a list of connected clients.
/// </summary>
public IReadOnlyList<NetworkClient> ConnectedClientsList => ConnectionManager.ConnectedClientsList;
/// <summary>
/// Gets a list of just the IDs of all connected clients.
/// </summary>
public IReadOnlyList<ulong> ConnectedClientsIds => ConnectionManager.ConnectedClientIds;
/// <summary>
/// Gets the local <see cref="NetworkClient"/> for this client.
/// </summary>
public NetworkClient LocalClient => ConnectionManager.LocalClient;
/// <summary>
/// Gets a dictionary of the clients that have been accepted by the transport but are still pending by the Netcode. This is only populated on the server.
/// </summary>
// See NetworkConnectionManager.AddPendingClient and NetworkConnectionManager.RemovePendingClient to see how this is now populated
public readonly Dictionary<ulong, PendingClient> PendingClients = new Dictionary<ulong, PendingClient>();
/// <summary>
/// Gets Whether or not a server is running
/// </summary>
public bool IsServer => ConnectionManager.LocalClient.IsServer;
/// <summary>
/// Gets whether or not the current server (local or remote) is a host - i.e., also a client
/// </summary>
public bool ServerIsHost => ConnectionManager.ConnectedClientIds.Contains(ServerClientId);
/// <summary>
/// Gets Whether or not a client is running
/// </summary>
public bool IsClient => ConnectionManager.LocalClient.IsClient;
/// <summary>
/// Gets if we are running as host
/// </summary>
public bool IsHost => ConnectionManager.LocalClient.IsHost;
/// <summary>
/// When disconnected from the server, the server may send a reason. If a reason was sent, this property will
/// tell client code what the reason was. It should be queried after the OnClientDisconnectCallback is called
/// </summary>
public string DisconnectReason => ConnectionManager.DisconnectReason;
/// <summary>
/// If supported by the <see cref="NetworkTransport"/>, this <see cref="NetworkTransport.DisconnectEvents"/> property will be set for each disconnect event.
/// If not supported, then this remain as the default <see cref="Networking.Transport.Error.DisconnectReason"/> value.
/// </summary>
/// <remarks>
/// A server/host will receive notifications for remote clients disconnecting and will update this <see cref="Networking.Transport.Error.DisconnectReason"/> property
/// upon each disconnect event.<br />
/// </remarks>
public NetworkTransport.DisconnectEvents DisconnectEvent => ConnectionManager.DisconnectEvent;
/// <summary>
/// Is true when a server or host is listening for connections.
/// Is true when a client is connecting or connected to a network session.
/// Is false when not listening, connecting, or connected.
/// </summary>
public bool IsListening
{
get => ConnectionManager.IsListening;
internal set => ConnectionManager.IsListening = value;
}
/// <summary>
/// When true, the client is connected, approved, and synchronized with
/// the server.
/// <see cref="NetworkClient.IsConnected"/> <br />
/// <see cref="NetworkClient.IsApproved"/> <br />
/// </summary>
public bool IsConnectedClient
{
get => ConnectionManager.LocalClient.IsConnected;
internal set => ConnectionManager.LocalClient.IsConnected = value;
}
/// <summary>
/// Is true when the client has been approved.
/// </summary>
/// <remarks>
/// This only reflects the client's approved status and does not mean the client
/// has finished the connection and synchronization process. The server-host will
/// always be approved upon being starting the <see cref="NetworkManager"/>
/// <see cref="NetworkClient.IsConnectedClient"/>
/// </remarks>
public bool IsApproved
{
get => ConnectionManager.LocalClient.IsApproved;
internal set => ConnectionManager.LocalClient.IsApproved = value;
}
/// <summary>
/// The callback to invoke if the <see cref="NetworkTransport"/> fails.
/// </summary>
/// <remarks>
/// A failure of the transport is always followed by the <see cref="NetworkManager"/> shutting down. Recovering
/// from a transport failure would normally entail reconfiguring the transport (e.g. re-authenticating, or
/// recreating a new service allocation depending on the transport) and restarting the client/server/host.
/// </remarks>
public event Action OnTransportFailure
{
add => ConnectionManager.OnTransportFailure += value;
remove => ConnectionManager.OnTransportFailure -= value;
}
/// <summary>
/// Delegate for handling network state reanticipation events
/// </summary>
/// <param name="lastRoundTripTime">The most recent round-trip time measurement in seconds between client and server</param>
public delegate void ReanticipateDelegate(double lastRoundTripTime);
/// <summary>
/// This callback is called after all individual OnReanticipate calls on AnticipatedNetworkVariable
/// and AnticipatedNetworkTransform values have been invoked. The first parameter is a hash set of
/// all the variables that have been changed on this frame (you can detect a particular variable by
/// checking if the set contains it), while the second parameter is a set of all anticipated network
/// transforms that have been changed. Both are passed as their base class type.
///
/// The third parameter is the local time corresponding to the current authoritative server state
/// (i.e., to determine the amount of time that needs to be re-simulated, you will use
/// NetworkManager.LocalTime.Time - authorityTime).
/// </summary>
public event ReanticipateDelegate OnReanticipate
{
add => AnticipationSystem.OnReanticipate += value;
remove => AnticipationSystem.OnReanticipate -= value;
}
/// <summary>
/// The callback to invoke during connection approval. Allows client code to decide whether or not to allow incoming client connection
/// </summary>
public Action<ConnectionApprovalRequest, ConnectionApprovalResponse> ConnectionApprovalCallback
{
get => ConnectionManager.ConnectionApprovalCallback;
set
{
if (value != null && value.GetInvocationList().Length > 1)
{
throw new InvalidOperationException($"Only one {nameof(ConnectionApprovalCallback)} can be registered at a time.");
}
ConnectionManager.ConnectionApprovalCallback = value;
}
}
/// <summary>
/// The callback to invoke once a client connects. This callback is only ran on the server and on the local client that connects.
///
/// It is recommended to use OnConnectionEvent instead, as this will eventually be deprecated
/// </summary>
public event Action<ulong> OnClientConnectedCallback
{
add => ConnectionManager.OnClientConnectedCallback += value;
remove => ConnectionManager.OnClientConnectedCallback -= value;
}
/// <summary>
/// The callback to invoke when a client disconnects. This callback is only ran on the server and on the local client that disconnects.
///
/// It is recommended to use OnConnectionEvent instead, as this will eventually be deprecated
/// </summary>
public event Action<ulong> OnClientDisconnectCallback
{
add => ConnectionManager.OnClientDisconnectCallback += value;
remove => ConnectionManager.OnClientDisconnectCallback -= value;
}
/// <summary>
/// The callback to invoke on any connection event. See <see cref="ConnectionEvent"/> and <see cref="ConnectionEventData"/>
/// for more info.
/// </summary>
public event Action<NetworkManager, ConnectionEventData> OnConnectionEvent
{
add => ConnectionManager.OnConnectionEvent += value;
remove => ConnectionManager.OnConnectionEvent -= value;
}
/// <summary>
/// The current host name we are connected to, used to validate certificate
/// </summary>
public string ConnectedHostname => string.Empty;
/// <summary>
/// Connection Approval Response
/// </summary>
public class ConnectionApprovalResponse
{
/// <summary>
/// Whether or not the client was approved
/// </summary>
public bool Approved;
/// <summary>
/// If true, a player object will be created. Otherwise the client will have no object.
/// </summary>
public bool CreatePlayerObject;
/// <summary>
/// The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.
/// </summary>
public uint? PlayerPrefabHash;
/// <summary>
/// The position to spawn the client at. If null, the prefab position is used.
/// </summary>
public Vector3? Position;
/// <summary>
/// The rotation to spawn the client with. If null, the prefab position is used.
/// </summary>
public Quaternion? Rotation;
/// <summary>
/// If the Approval decision cannot be made immediately, the client code can set Pending to true, keep a reference to the ConnectionApprovalResponse object and write to it later. Client code must exercise care to setting all the members to the value it wants before marking Pending to false, to indicate completion. If the field is set as Pending = true, we'll monitor the object until it gets set to not pending anymore and use the parameters then.
/// </summary>
public bool Pending;
/// <summary>
/// Optional reason. If Approved is false, this reason will be sent to the client so they know why they
/// were not approved.
/// </summary>
public string Reason;
}
/// <summary>
/// Connection Approval Request
/// </summary>
public struct ConnectionApprovalRequest
{
/// <summary>
/// The connection data payload
/// </summary>
public byte[] Payload;
/// <summary>
/// The Network Id of the client we are about to handle
/// </summary>
public ulong ClientNetworkId;
}
/// <summary>
/// Can be used to determine if the <see cref="NetworkManager"/> is currently shutting itself down
/// </summary>
public bool ShutdownInProgress => m_ShuttingDown;
private bool m_ShuttingDown;
/// <summary>
/// The current netcode project configuration
/// </summary>
[HideInInspector]
public NetworkConfig NetworkConfig;
/// <summary>
/// The local <see cref="NetworkTime"/>
/// </summary>
public NetworkTime LocalTime => NetworkTickSystem?.LocalTime ?? default;
/// <summary>
/// The <see cref="NetworkTime"/> on the server
/// </summary>
public NetworkTime ServerTime => NetworkTickSystem?.ServerTime ?? default;
/// <summary>
/// Gets or sets if the application should be set to run in background
/// </summary>
[HideInInspector]
public bool RunInBackground = true;
/// <summary>
/// The log level to use
/// </summary>
[HideInInspector]
public LogLevel LogLevel = LogLevel.Normal;
/// <summary>
/// The singleton instance of the NetworkManager
/// </summary>
public static NetworkManager Singleton { get; private set; }
internal static event Action OnSingletonReady;
/// <summary>
/// This callback is invoked when the local server is started and listening for incoming connections.
/// </summary>
public event Action OnServerStarted = null;
/// <summary>
/// The callback to invoke once the local client is ready
/// </summary>
public event Action OnClientStarted = null;
/// <summary>
/// Subscribe to this event to get notifications before a <see cref="NetworkManager"/> instance is being destroyed.
/// This is useful if you want to use the state of anything the NetworkManager cleans up during its shutdown.
/// </summary>
public event Action OnPreShutdown = null;
/// <summary>
/// This callback is invoked once the local server is stopped.
/// </summary>
public event Action<bool> OnServerStopped = null;
/// <summary>
/// The callback to invoke once the local client stops
/// </summary>
/// <remarks>The parameter states whether the client was running in host mode</remarks>
public event Action<bool> OnClientStopped = null;
/// <summary>
/// The <see cref="NetworkPrefabHandler"/> instance created after starting the <see cref="NetworkManager"/>
/// </summary>
public NetworkPrefabHandler PrefabHandler
{
get
{
if (m_PrefabHandler == null)
{
m_PrefabHandler = new NetworkPrefabHandler();
m_PrefabHandler.Initialize(this);
}
return m_PrefabHandler;
}
}
private NetworkPrefabHandler m_PrefabHandler;
/// <summary>
/// Gets the SpawnManager for this NetworkManager
/// </summary>
public NetworkSpawnManager SpawnManager { get; private set; }
internal IDeferredNetworkMessageManager DeferredMessageManager { get; private set; }
// This erroneously tries to simplify these method references but the docs do not pick it up correctly
// because they try to resolve it on the field rather than the class of the same name.
#pragma warning disable IDE0001
/// <summary>
/// Provides access to the various <see cref="SendTo"/> targets at runtime, as well as
/// runtime-bound targets like <see cref="Unity.Netcode.RpcTarget.Single"/>,
/// <see cref="Unity.Netcode.RpcTarget.Group(NativeArray{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Group(NativeList{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Group(ulong[])"/>,
/// <see cref="Unity.Netcode.RpcTarget.Group{T}(T)"/>, <see cref="Unity.Netcode.RpcTarget.Not(ulong)"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeArray{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(NativeList{ulong})"/>,
/// <see cref="Unity.Netcode.RpcTarget.Not(ulong[])"/>, and
/// <see cref="Unity.Netcode.RpcTarget.Not{T}(T)"/>
/// </summary>
#pragma warning restore IDE0001
public RpcTarget RpcTarget;
/// <summary>
/// Gets the CustomMessagingManager for this NetworkManager
/// </summary>
public CustomMessagingManager CustomMessagingManager { get; private set; }
/// <summary>
/// The <see cref="NetworkSceneManager"/> instance created after starting the <see cref="NetworkManager"/>
/// </summary>
public NetworkSceneManager SceneManager { get; private set; }
internal NetworkBehaviourUpdater BehaviourUpdater { get; set; }
/// <summary>
/// Accessor property for the <see cref="NetworkTimeSystem"/> of the NetworkManager.
/// Prefer the use of the LocalTime and ServerTime properties
/// </summary>
public NetworkTimeSystem NetworkTimeSystem { get; private set; }
/// <summary>
/// Accessor property for the <see cref="NetworkTickSystem"/> of the NetworkManager.
/// </summary>
public NetworkTickSystem NetworkTickSystem { get; private set; }
internal AnticipationSystem AnticipationSystem { get; private set; }
/// <summary>
/// Used for time mocking in tests
/// </summary>
internal IRealTimeProvider RealTimeProvider { get; private set; }
internal INetworkMetrics NetworkMetrics => MetricsManager.NetworkMetrics;
internal NetworkMetricsManager MetricsManager = new NetworkMetricsManager();
internal NetworkConnectionManager ConnectionManager = new NetworkConnectionManager();
internal NetworkMessageManager MessageManager = null;
/// <summary>
/// Determines if the NetworkManager's GameObject is parented under another GameObject and
/// notifies the user that this is not allowed for the NetworkManager.
/// </summary>
internal bool NetworkManagerCheckForParent(bool ignoreNetworkManagerCache = false)
{
#if UNITY_EDITOR
var isParented = NetworkManagerHelper.NotifyUserOfNestedNetworkManager(this, ignoreNetworkManagerCache);
#else
var isParented = transform.root != transform;
if (isParented)