using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using Mirror.RemoteCalls;
using UnityEngine;
using UnityEngine.Serialization;
#if UNITY_EDITOR
using UnityEditor;
#if UNITY_2018_3_OR_NEWER
using UnityEditor.Experimental.SceneManagement;
#endif
#endif
namespace Mirror
{
///
/// The NetworkIdentity identifies objects across the network, between server and clients.
/// Its primary data is a NetworkInstanceId which is allocated by the server and then set on clients.
/// This is used in network communications to be able to lookup game objects on different machines.
///
///
///
/// The NetworkIdentity is used to synchronize information in the object with the network.
/// Only the server should create instances of objects which have NetworkIdentity as otherwise
/// they will not be properly connected to the system.
///
///
/// For complex objects with a hierarchy of subcomponents, the NetworkIdentity must be on the root of the hierarchy.
/// It is not supported to have multiple NetworkIdentity components on subcomponents of a hierarchy.
///
///
/// NetworkBehaviour scripts require a NetworkIdentity on the game object to be able to function.
///
///
/// The NetworkIdentity manages the dirty state of the NetworkBehaviours of the object.
/// When it discovers that NetworkBehaviours are dirty, it causes an update packet to be created and sent to clients.
///
///
///
///
/// The flow for serialization updates managed by the NetworkIdentity is:
///
///
/// -
/// Each NetworkBehaviour has a dirty mask. This mask is available inside OnSerialize as syncVarDirtyBits
///
/// -
/// Each SyncVar in a NetworkBehaviour script is assigned a bit in the dirty mask.
///
/// -
/// Changing the value of SyncVars causes the bit for that SyncVar to be set in the dirty mask
///
/// -
/// Alternatively, calling SetDirtyBit() writes directly to the dirty mask
///
/// -
/// NetworkIdentity objects are checked on the server as part of it's update loop
///
/// -
/// If any NetworkBehaviours on a NetworkIdentity are dirty, then an UpdateVars packet is created for that object
///
/// -
/// The UpdateVars packet is populated by calling OnSerialize on each NetworkBehaviour on the object
///
/// -
/// NetworkBehaviours that are NOT dirty write a zero to the packet for their dirty bits
///
/// -
/// NetworkBehaviours that are dirty write their dirty mask, then the values for the SyncVars that have changed
///
/// -
/// If OnSerialize returns true for a NetworkBehaviour, the dirty mask is reset for that NetworkBehaviour,
/// so it will not send again until its value changes.
///
/// -
/// The UpdateVars packet is sent to ready clients that are observing the object
///
///
///
///
///
/// On the client:
///
/// -
/// an UpdateVars packet is received for an object
///
/// -
/// The OnDeserialize function is called for each NetworkBehaviour script on the object
///
/// -
/// Each NetworkBehaviour script on the object reads a dirty mask.
///
/// -
/// If the dirty mask for a NetworkBehaviour is zero, the OnDeserialize functions returns without reading any more
///
/// -
/// If the dirty mask is non-zero value, then the OnDeserialize function reads the values for the SyncVars that correspond to the dirty bits that are set
///
/// -
/// If there are SyncVar hook functions, those are invoked with the value read from the stream.
///
///
///
[DisallowMultipleComponent]
[AddComponentMenu("Network/NetworkIdentity")]
[HelpURL("https://mirror-networking.com/docs/Components/NetworkIdentity.html")]
public sealed class NetworkIdentity : MonoBehaviour
{
static readonly ILogger logger = LogFactory.GetLogger();
NetworkBehaviour[] networkBehavioursCache;
///
/// Returns true if running as a client and this object was spawned by a server.
///
///
///
/// IMPORTANT: checking NetworkClient.active means that isClient is false in OnDestroy:
///
///
/// public bool isClient => NetworkClient.active && netId != 0 && !serverOnly;
///
///
/// but we need it in OnDestroy, e.g. when saving skillbars on quit. this
/// works fine if we keep the UNET way of setting isClient manually.
///
///
/// => fixes
///
///
public bool isClient { get; internal set; }
///
/// Returns true if NetworkServer.active and server is not stopped.
///
///
///
/// IMPORTANT: checking NetworkServer.active means that isServer is false in OnDestroy:
///
///
/// public bool isServer => NetworkServer.active && netId != 0;
///
///
/// but we need it in OnDestroy, e.g. when saving players on quit. this
/// works fine if we keep the UNET way of setting isServer manually.
///
///
/// => fixes
///
///
public bool isServer { get; internal set; }
///
/// This returns true if this object is the one that represents the player on the local machine.
/// This is set when the server has spawned an object for this particular client.
///
public bool isLocalPlayer => ClientScene.localPlayer == this;
///
/// This returns true if this object is the authoritative player object on the client.
/// This value is determined at runtime. For most objects, authority is held by the server.
/// For objects that had their authority set by AssignClientAuthority on the server, this will be true on the client that owns the object. NOT on other clients.
///
public bool hasAuthority { get; internal set; }
///
/// The set of network connections (players) that can see this object.
/// null until OnStartServer was called. this is necessary for SendTo* to work properly in server-only mode.
///
public Dictionary observers;
///
/// Unique identifier for this particular object instance, used for tracking objects between networked clients and the server.
/// This is a unique identifier for this particular GameObject instance. Use it to track GameObjects between networked clients and the server.
///
public uint netId { get; internal set; }
///
/// A unique identifier for NetworkIdentity objects within a scene.
/// This is used for spawning scene objects on clients.
///
// persistent scene id (see AssignSceneID comments)
[FormerlySerializedAs("m_SceneId"), HideInInspector]
public ulong sceneId;
///
/// Flag to make this object only exist when the game is running as a server (or host).
///
[FormerlySerializedAs("m_ServerOnly")]
public bool serverOnly;
///
/// Set to try before Destroy is called so that OnDestroy doesn't try to destroy the object again
///
internal bool destroyCalled;
///
/// The NetworkConnection associated with this NetworkIdentity. This is only valid for player objects on a local client.
///
public NetworkConnection connectionToServer { get; internal set; }
NetworkConnectionToClient _connectionToClient;
///
/// The NetworkConnection associated with this NetworkIdentity. This is valid for player and other owned objects in the server.
/// Use it to return details such as the connection's identity, IP address and ready status.
///
public NetworkConnectionToClient connectionToClient
{
get => _connectionToClient;
internal set
{
_connectionToClient?.RemoveOwnedObject(this);
_connectionToClient = value;
_connectionToClient?.AddOwnedObject(this);
}
}
///
/// All spawned NetworkIdentities by netId. Available on server and client.
///
public static readonly Dictionary spawned = new Dictionary();
public NetworkBehaviour[] NetworkBehaviours
{
get
{
if (networkBehavioursCache == null)
{
CreateNetworkBehavioursCache();
}
return networkBehavioursCache;
}
}
void CreateNetworkBehavioursCache()
{
networkBehavioursCache = GetComponents();
if (networkBehavioursCache.Length > byte.MaxValue)
{
logger.LogError($"Only {byte.MaxValue} NetworkBehaviour components are allowed for NetworkIdentity: {name} because we send the index as byte.", this);
// Log error once then resize array so that NetworkIdentity does not throw exceptions later
Array.Resize(ref networkBehavioursCache, byte.MaxValue);
}
}
NetworkVisibility visibilityCache;
public NetworkVisibility visibility
{
get
{
if (visibilityCache == null)
{
visibilityCache = GetComponent();
}
return visibilityCache;
}
}
[SerializeField, HideInInspector] string m_AssetId;
///
/// Unique identifier used to find the source assets when server spawns the on clients.
///
///
///
///
/// The AssetId trick:
///
/// -
/// Ideally we would have a serialized 'Guid m_AssetId' but Unity can't
/// serialize it because Guid's internal bytes are private
///
/// -
/// UNET used 'NetworkHash128' originally, with byte0, ..., byte16
/// which works, but it just unnecessary extra code
///
/// -
/// Using just the Guid string would work, but it's 32 chars long and
/// would then be sent over the network as 64 instead of 16 bytes
///
///
/// The solution is to serialize the string internally here and then
/// use the real 'Guid' type for everything else via .assetId
///
public Guid assetId
{
get
{
#if UNITY_EDITOR
// This is important because sometimes OnValidate does not run (like when adding view to prefab with no child links)
if (string.IsNullOrEmpty(m_AssetId))
SetupIDs();
#endif
// convert string to Guid and use .Empty to avoid exception if
// we would use 'new Guid("")'
return string.IsNullOrEmpty(m_AssetId) ? Guid.Empty : new Guid(m_AssetId);
}
internal set
{
string newAssetIdString = value == Guid.Empty ? string.Empty : value.ToString("N");
string oldAssetIdSrting = m_AssetId;
// they are the same, do nothing
if (oldAssetIdSrting == newAssetIdString)
{
return;
}
// new is empty
if (string.IsNullOrEmpty(newAssetIdString))
{
logger.LogError($"Can not set AssetId to empty guid on NetworkIdentity '{name}', old assetId '{oldAssetIdSrting}'");
return;
}
// old not empty
if (!string.IsNullOrEmpty(oldAssetIdSrting))
{
logger.LogError($"Can not Set AssetId on NetworkIdentity '{name}' becasue it already had an assetId, current assetId '{oldAssetIdSrting}', attempted new assetId '{newAssetIdString}'");
return;
}
// old is empty
m_AssetId = newAssetIdString;
if (logger.LogEnabled()) logger.Log($"Settings AssetId on NetworkIdentity '{name}', new assetId '{newAssetIdString}'");
}
}
///
/// Keep track of all sceneIds to detect scene duplicates
///
static readonly Dictionary sceneIds = new Dictionary();
///
/// Gets the NetworkIdentity from the sceneIds dictionary with the corresponding id
///
///
/// NetworkIdentity from the sceneIds dictionary
public static NetworkIdentity GetSceneIdentity(ulong id) => sceneIds[id];
///
/// used when adding players
///
///
internal void SetClientOwner(NetworkConnection conn)
{
// do nothing if it already has an owner
if (connectionToClient != null && conn != connectionToClient)
{
logger.LogError($"Object {this} netId={netId} already has an owner. Use RemoveClientAuthority() first", this);
return;
}
// otherwise set the owner connection
connectionToClient = (NetworkConnectionToClient)conn;
}
static uint nextNetworkId = 1;
internal static uint GetNextNetworkId() => nextNetworkId++;
///
/// Resets nextNetworkId = 1
///
public static void ResetNextNetworkId() => nextNetworkId = 1;
///
/// The delegate type for the clientAuthorityCallback.
///
/// The network connection that is gaining or losing authority.
/// The object whose client authority status is being changed.
/// The new state of client authority of the object for the connection.
public delegate void ClientAuthorityCallback(NetworkConnection conn, NetworkIdentity identity, bool authorityState);
///
/// A callback that can be populated to be notified when the client-authority state of objects changes.
/// Whenever an object is spawned with client authority, or the client authority status of an object is changed with AssignClientAuthority or RemoveClientAuthority, then this callback will be invoked.
/// This callback is only invoked on the server.
///
public static event ClientAuthorityCallback clientAuthorityCallback;
///
/// this is used when a connection is destroyed, since the "observers" property is read-only
///
///
internal void RemoveObserverInternal(NetworkConnection conn)
{
observers?.Remove(conn.connectionId);
}
///
/// hasSpawned should always be false before runtime
///
[SerializeField, HideInInspector] bool hasSpawned;
public bool SpawnedFromInstantiate { get; private set; }
void Awake()
{
if (hasSpawned)
{
logger.LogError($"{name} has already spawned. Don't call Instantiate for NetworkIdentities that were in the scene since the beginning (aka scene objects). Otherwise the client won't know which object to use for a SpawnSceneObject message.");
SpawnedFromInstantiate = true;
Destroy(gameObject);
}
hasSpawned = true;
}
void OnValidate()
{
// OnValidate is not called when using Instantiate, so we can use
// it to make sure that hasSpawned is false
hasSpawned = false;
#if UNITY_EDITOR
SetupIDs();
#endif
}
#if UNITY_EDITOR
void AssignAssetID(GameObject prefab) => AssignAssetID(AssetDatabase.GetAssetPath(prefab));
void AssignAssetID(string path) => m_AssetId = AssetDatabase.AssetPathToGUID(path);
bool ThisIsAPrefab() => PrefabUtility.IsPartOfPrefabAsset(gameObject);
bool ThisIsASceneObjectWithPrefabParent(out GameObject prefab)
{
prefab = null;
if (!PrefabUtility.IsPartOfPrefabInstance(gameObject))
{
return false;
}
prefab = PrefabUtility.GetCorrespondingObjectFromSource(gameObject);
if (prefab == null)
{
logger.LogError("Failed to find prefab parent for scene object [name:" + gameObject.name + "]");
return false;
}
return true;
}
static uint GetRandomUInt()
{
// use Crypto RNG to avoid having time based duplicates
using (RNGCryptoServiceProvider rng = new RNGCryptoServiceProvider())
{
byte[] bytes = new byte[4];
rng.GetBytes(bytes);
return BitConverter.ToUInt32(bytes, 0);
}
}
// persistent sceneId assignment
// (because scene objects have no persistent unique ID in Unity)
//
// original UNET used OnPostProcessScene to assign an index based on
// FindObjectOfType order.
// -> this didn't work because FindObjectOfType order isn't deterministic.
// -> one workaround is to sort them by sibling paths, but it can still
// get out of sync when we open scene2 in editor and we have
// DontDestroyOnLoad objects that messed with the sibling index.
//
// we absolutely need a persistent id. challenges:
// * it needs to be 0 for prefabs
// => we set it to 0 in SetupIDs() if prefab!
// * it needs to be only assigned in edit time, not at runtime because
// only the objects that were in the scene since beginning should have
// a scene id.
// => Application.isPlaying check solves that
// * it needs to detect duplicated sceneIds after duplicating scene
// objects
// => sceneIds dict takes care of that
// * duplicating the whole scene file shouldn't result in duplicate
// scene objects
// => buildIndex is shifted into sceneId for that.
// => if we have no scenes in build index then it doesn't matter
// because by definition a build can't switch to other scenes
// => if we do have scenes in build index then it will be != -1
// note: the duplicated scene still needs to be opened once for it to
// be set properly
// * scene objects need the correct scene index byte even if the scene's
// build index was changed or a duplicated scene wasn't opened yet.
// => OnPostProcessScene is the only function that gets called for
// each scene before runtime, so this is where we set the scene
// byte.
// * disabled scenes in build settings should result in same scene index
// in editor and in build
// => .gameObject.scene.buildIndex filters out disabled scenes by
// default
// * generated sceneIds absolutely need to set scene dirty and force the
// user to resave.
// => Undo.RecordObject does that perfectly.
// * sceneIds should never be generated temporarily for unopened scenes
// when building, otherwise editor and build get out of sync
// => BuildPipeline.isBuildingPlayer check solves that
void AssignSceneID()
{
// we only ever assign sceneIds at edit time, never at runtime.
// by definition, only the original scene objects should get one.
// -> if we assign at runtime then server and client would generate
// different random numbers!
if (Application.isPlaying)
return;
// no valid sceneId yet, or duplicate?
bool duplicate = sceneIds.TryGetValue(sceneId, out NetworkIdentity existing) && existing != null && existing != this;
if (sceneId == 0 || duplicate)
{
// clear in any case, because it might have been a duplicate
sceneId = 0;
// if a scene was never opened and we are building it, then a
// sceneId would be assigned to build but not saved in editor,
// resulting in them getting out of sync.
// => don't ever assign temporary ids. they always need to be
// permanent
// => throw an exception to cancel the build and let the user
// know how to fix it!
if (BuildPipeline.isBuildingPlayer)
throw new InvalidOperationException("Scene " + gameObject.scene.path + " needs to be opened and resaved before building, because the scene object " + name + " has no valid sceneId yet.");
// if we generate the sceneId then we MUST be sure to set dirty
// in order to save the scene object properly. otherwise it
// would be regenerated every time we reopen the scene, and
// upgrading would be very difficult.
// -> Undo.RecordObject is the new EditorUtility.SetDirty!
// -> we need to call it before changing.
Undo.RecordObject(this, "Generated SceneId");
// generate random sceneId part (0x00000000FFFFFFFF)
uint randomId = GetRandomUInt();
// only assign if not a duplicate of an existing scene id
// (small chance, but possible)
duplicate = sceneIds.TryGetValue(randomId, out existing) && existing != null && existing != this;
if (!duplicate)
{
sceneId = randomId;
//logger.Log(name + " in scene=" + gameObject.scene.name + " sceneId assigned to: " + m_SceneId.ToString("X"));
}
}
// add to sceneIds dict no matter what
// -> even if we didn't generate anything new, because we still need
// existing sceneIds in there to check duplicates
sceneIds[sceneId] = this;
}
// copy scene path hash into sceneId for scene objects.
// this is the only way for scene file duplication to not contain
// duplicate sceneIds as it seems.
// -> sceneId before: 0x00000000AABBCCDD
// -> then we clear the left 4 bytes, so that our 'OR' uses 0x00000000
// -> then we OR the hash into the 0x00000000 part
// -> buildIndex is not enough, because Editor and Build have different
// build indices if there are disabled scenes in build settings, and
// if no scene is in build settings then Editor and Build have
// different indices too (Editor=0, Build=-1)
// => ONLY USE THIS FROM POSTPROCESSSCENE!
public void SetSceneIdSceneHashPartInternal()
{
// Use `ToLower` to that because BuildPipeline.BuildPlayer is case insensitive but hash is case sensitive
// If the scene in the project is `forest.unity` but `Forest.unity` is given to BuildPipeline then the
// BuildPipeline will use `Forest.unity` for the build and create a different hash than the editor will.
// Using ToLower will mean the hash will be the same for these 2 paths
// Assets/Scenes/Forest.unity
// Assets/Scenes/forest.unity
string scenePath = gameObject.scene.path.ToLower();
// get deterministic scene hash
uint pathHash = (uint)scenePath.GetStableHashCode();
// shift hash from 0x000000FFFFFFFF to 0xFFFFFFFF00000000
ulong shiftedHash = (ulong)pathHash << 32;
// OR into scene id
sceneId = (sceneId & 0xFFFFFFFF) | shiftedHash;
// log it. this is incredibly useful to debug sceneId issues.
if (logger.LogEnabled()) logger.Log(name + " in scene=" + gameObject.scene.name + " scene index hash(" + pathHash.ToString("X") + ") copied into sceneId: " + sceneId.ToString("X"));
}
void SetupIDs()
{
if (ThisIsAPrefab())
{
// force 0 for prefabs
sceneId = 0;
AssignAssetID(gameObject);
}
// are we currently in prefab editing mode? aka prefab stage
// => check prefabstage BEFORE SceneObjectWithPrefabParent
// (fixes https://github.com/vis2k/Mirror/issues/976)
// => if we don't check GetCurrentPrefabStage and only check
// GetPrefabStage(gameObject), then the 'else' case where we
// assign a sceneId and clear the assetId would still be
// triggered for prefabs. in other words: if we are in prefab
// stage, do not bother with anything else ever!
else if (PrefabStageUtility.GetCurrentPrefabStage() != null)
{
// when modifying a prefab in prefab stage, Unity calls
// OnValidate for that prefab and for all scene objects based on
// that prefab.
//
// is this GameObject the prefab that we modify, and not just a
// scene object based on the prefab?
// * GetCurrentPrefabStage = 'are we editing ANY prefab?'
// * GetPrefabStage(go) = 'are we editing THIS prefab?'
if (PrefabStageUtility.GetPrefabStage(gameObject) != null)
{
// force 0 for prefabs
sceneId = 0;
//logger.Log(name + " @ scene: " + gameObject.scene.name + " sceneid reset to 0 because CurrentPrefabStage=" + PrefabStageUtility.GetCurrentPrefabStage() + " PrefabStage=" + PrefabStageUtility.GetPrefabStage(gameObject));
// NOTE: might make sense to use GetPrefabStage for asset
// path, but let's not touch it while it works.
#if UNITY_2020_1_OR_NEWER
string path = PrefabStageUtility.GetCurrentPrefabStage().assetPath;
#else
string path = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath;
#endif
AssignAssetID(path);
}
}
else if (ThisIsASceneObjectWithPrefabParent(out GameObject prefab))
{
AssignSceneID();
AssignAssetID(prefab);
}
else
{
AssignSceneID();
m_AssetId = "";
}
}
#endif
///
/// Unity will Destroy all networked objects on Scene Change, so we have to handle that here silently.
/// That means we cannot have any warning or logging in this method.
///
void OnDestroy()
{
// Objects spawned from Instantiate are not allowed so are destroyed right away
// we don't want to call NetworkServer.Destroy if this is the case
if (SpawnedFromInstantiate)
return;
// If false the object has already been unspawned
// if it is still true, then we need to unspawn it
// if destroy is already called don't call it again
if (isServer && !destroyCalled)
{
// Do not add logging to this (see above)
NetworkServer.Destroy(gameObject);
}
if (isLocalPlayer)
{
ClientScene.ClearLocalPlayer();
}
}
internal void OnStartServer()
{
// do nothing if already spawned
if (isServer)
return;
// set isServer flag
isServer = true;
// If the instance/net ID is invalid here then this is an object instantiated from a prefab and the server should assign a valid ID
// NOTE: this might not be necessary because the above m_IsServer
// check already checks netId. BUT this case here checks only
// netId, so it would still check cases where isServer=false
// but netId!=0.
if (netId != 0)
{
// This object has already been spawned, this method might be called again
// if we try to respawn all objects. This can happen when we add a scene
// in that case there is nothing else to do.
return;
}
netId = GetNextNetworkId();
observers = new Dictionary();
if (logger.LogEnabled()) logger.Log("OnStartServer " + this + " NetId:" + netId + " SceneId:" + sceneId.ToString("X"));
// add to spawned (note: the original EnableIsServer isn't needed
// because we already set m_isServer=true above)
spawned[netId] = this;
// in host mode we set isClient true before calling OnStartServer,
// otherwise isClient is false in OnStartServer.
if (NetworkClient.active)
{
isClient = true;
}
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStartServer should be caught, so that one
// component's exception doesn't stop all other components from
// being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStartServer();
}
catch (Exception e)
{
logger.LogError("Exception in OnStartServer:" + e.Message + " " + e.StackTrace);
}
}
}
internal void OnStopServer()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStartServer should be caught, so that one
// component's exception doesn't stop all other components from
// being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStopServer();
}
catch (Exception e)
{
logger.LogError("Exception in OnStopServer:" + e.Message + " " + e.StackTrace);
}
}
}
bool clientStarted;
internal void OnStartClient()
{
if (clientStarted)
return;
clientStarted = true;
isClient = true;
if (logger.LogEnabled()) logger.Log("OnStartClient " + gameObject + " netId:" + netId);
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStartClient should be caught, so that one
// component's exception doesn't stop all other components from
// being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
// user implemented startup
comp.OnStartClient();
}
catch (Exception e)
{
logger.LogError("Exception in OnStartClient:" + e.Message + " " + e.StackTrace);
}
}
}
static NetworkIdentity previousLocalPlayer = null;
internal void OnStartLocalPlayer()
{
if (previousLocalPlayer == this)
return;
previousLocalPlayer = this;
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStartLocalPlayer should be caught, so that
// one component's exception doesn't stop all other components
// from being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStartLocalPlayer();
}
catch (Exception e)
{
logger.LogError("Exception in OnStartLocalPlayer:" + e.Message + " " + e.StackTrace);
}
}
}
bool hadAuthority;
internal void NotifyAuthority()
{
if (!hadAuthority && hasAuthority)
OnStartAuthority();
if (hadAuthority && !hasAuthority)
OnStopAuthority();
hadAuthority = hasAuthority;
}
internal void OnStartAuthority()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStartAuthority should be caught, so that one
// component's exception doesn't stop all other components from
// being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStartAuthority();
}
catch (Exception e)
{
logger.LogError("Exception in OnStartAuthority:" + e.Message + " " + e.StackTrace);
}
}
}
internal void OnStopAuthority()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnStopAuthority should be caught, so that one
// component's exception doesn't stop all other components from
// being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStopAuthority();
}
catch (Exception e)
{
logger.LogError("Exception in OnStopAuthority:" + e.Message + " " + e.StackTrace);
}
}
}
internal void OnSetHostVisibility(bool visible)
{
if (visibility != null)
{
try
{
visibility.OnSetHostVisibility(visible);
}
catch (Exception e)
{
logger.LogError("Exception in OnSetLocalVisibility:" + e.Message + " " + e.StackTrace);
}
}
}
///
/// check if observer can be seen by connection.
///
///
/// true if we have no NetworkVisibility, default objects are visible
internal bool OnCheckObserver(NetworkConnection conn)
{
if (visibility != null)
{
try
{
return visibility.OnCheckObserver(conn);
}
catch (Exception e)
{
logger.LogError("Exception in OnCheckObserver:" + e.Message + " " + e.StackTrace);
}
}
return true;
}
internal void OnStopClient()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
// an exception in OnNetworkDestroy should be caught, so that
// one component's exception doesn't stop all other components
// from being initialized
// => this is what Unity does for Start() etc. too.
// one exception doesn't stop all the other Start() calls!
try
{
comp.OnStopClient();
}
catch (Exception e)
{
logger.LogError("Exception in OnNetworkDestroy:" + e.Message + " " + e.StackTrace);
}
isServer = false;
}
}
// vis2k: readstring bug prevention: https://issuetracker.unity3d.com/issues/unet-networkwriter-dot-write-causing-readstring-slash-readbytes-out-of-range-errors-in-clients
// -> OnSerialize writes length,componentData,length,componentData,...
// -> OnDeserialize carefully extracts each data, then deserializes each component with separate readers
// -> it will be impossible to read too many or too few bytes in OnDeserialize
// -> we can properly track down errors
bool OnSerializeSafely(NetworkBehaviour comp, NetworkWriter writer, bool initialState)
{
// write placeholder length bytes
// (jumping back later is WAY faster than allocating a temporary
// writer for the payload, then writing payload.size, payload)
int headerPosition = writer.Position;
writer.WriteInt32(0);
int contentPosition = writer.Position;
// write payload
bool result = false;
try
{
result = comp.OnSerialize(writer, initialState);
}
catch (Exception e)
{
// show a detailed error and let the user know what went wrong
logger.LogError("OnSerialize failed for: object=" + name + " component=" + comp.GetType() + " sceneId=" + sceneId.ToString("X") + "\n\n" + e);
}
int endPosition = writer.Position;
// fill in length now
writer.Position = headerPosition;
writer.WriteInt32(endPosition - contentPosition);
writer.Position = endPosition;
if (logger.LogEnabled()) logger.Log("OnSerializeSafely written for object=" + comp.name + " component=" + comp.GetType() + " sceneId=" + sceneId.ToString("X") + "header@" + headerPosition + " content@" + contentPosition + " end@" + endPosition + " contentSize=" + (endPosition - contentPosition));
return result;
}
///
/// serialize all components using dirtyComponentsMask
/// check ownerWritten/observersWritten to know if anything was written
/// We pass dirtyComponentsMask into this function so that we can check if any Components are dirty before creating writers
///
///
///
///
///
///
internal void OnSerializeAllSafely(bool initialState, NetworkWriter ownerWriter, out int ownerWritten, NetworkWriter observersWriter, out int observersWritten)
{
// clear 'written' variables
ownerWritten = observersWritten = 0;
// check if components are in byte.MaxRange just to be 100% sure
// that we avoid overflows
NetworkBehaviour[] components = NetworkBehaviours;
if (components.Length > byte.MaxValue)
throw new IndexOutOfRangeException($"{name} has more than {byte.MaxValue} components. This is not supported.");
// serialize all components
for (int i = 0; i < components.Length; ++i)
{
// is this component dirty?
// -> always serialize if initialState so all components are included in spawn packet
// -> note: IsDirty() is false if the component isn't dirty or sendInterval isn't elapsed yet
NetworkBehaviour comp = components[i];
if (initialState || comp.IsDirty())
{
if (logger.LogEnabled()) logger.Log("OnSerializeAllSafely: " + name + " -> " + comp.GetType() + " initial=" + initialState);
// remember start position in case we need to copy it into
// observers writer too
int startPosition = ownerWriter.Position;
// write index as byte [0..255]
ownerWriter.WriteByte((byte)i);
// serialize into ownerWriter first
// (owner always gets everything!)
OnSerializeSafely(comp, ownerWriter, initialState);
++ownerWritten;
// copy into observersWriter too if SyncMode.Observers
// -> we copy instead of calling OnSerialize again because
// we don't know what magic the user does in OnSerialize.
// -> it's not guaranteed that calling it twice gets the
// same result
// -> it's not guaranteed that calling it twice doesn't mess
// with the user's OnSerialize timing code etc.
// => so we just copy the result without touching
// OnSerialize again
if (comp.syncMode == SyncMode.Observers)
{
ArraySegment segment = ownerWriter.ToArraySegment();
int length = ownerWriter.Position - startPosition;
observersWriter.WriteBytes(segment.Array, startPosition, length);
++observersWritten;
}
}
}
}
void OnDeserializeSafely(NetworkBehaviour comp, NetworkReader reader, bool initialState)
{
// read header as 4 bytes and calculate this chunk's start+end
int contentSize = reader.ReadInt32();
int chunkStart = reader.Position;
int chunkEnd = reader.Position + contentSize;
// call OnDeserialize and wrap it in a try-catch block so there's no
// way to mess up another component's deserialization
try
{
if (logger.LogEnabled()) logger.Log("OnDeserializeSafely: " + comp.name + " component=" + comp.GetType() + " sceneId=" + sceneId.ToString("X") + " length=" + contentSize);
comp.OnDeserialize(reader, initialState);
}
catch (Exception e)
{
// show a detailed error and let the user know what went wrong
logger.LogError($"OnDeserialize failed for: object={name} component={comp.GetType()} sceneId={sceneId:X} length={contentSize}. Possible Reasons:\n" +
$" * Do {comp.GetType()}'s OnSerialize and OnDeserialize calls write the same amount of data({contentSize} bytes)? \n" +
$" * Was there an exception in {comp.GetType()}'s OnSerialize/OnDeserialize code?\n" +
$" * Are the server and client the exact same project?\n" +
$" * Maybe this OnDeserialize call was meant for another GameObject? The sceneIds can easily get out of sync if the Hierarchy was modified only in the client OR the server. Try rebuilding both.\n\n" +
$"Exception {e}");
}
// now the reader should be EXACTLY at 'before + size'.
// otherwise the component read too much / too less data.
if (reader.Position != chunkEnd)
{
// warn the user
int bytesRead = reader.Position - chunkStart;
logger.LogWarning("OnDeserialize was expected to read " + contentSize + " instead of " + bytesRead + " bytes for object:" + name + " component=" + comp.GetType() + " sceneId=" + sceneId.ToString("X") + ". Make sure that OnSerialize and OnDeserialize write/read the same amount of data in all cases.");
// fix the position, so the following components don't all fail
reader.Position = chunkEnd;
}
}
internal void OnDeserializeAllSafely(NetworkReader reader, bool initialState)
{
// deserialize all components that were received
NetworkBehaviour[] components = NetworkBehaviours;
while (reader.Position < reader.Length)
{
// read & check index [0..255]
byte index = reader.ReadByte();
if (index < components.Length)
{
// deserialize this component
OnDeserializeSafely(components[index], reader, initialState);
}
}
}
///
/// Helper function to handle Command/Rpc
///
///
///
///
///
///
internal void HandleRemoteCall(int componentIndex, int functionHash, MirrorInvokeType invokeType, NetworkReader reader, NetworkConnectionToClient senderConnection = null)
{
// check if unity object has been destroyed
if (this == null)
{
logger.LogWarning($"{invokeType} [{functionHash}] received for deleted object [netId={netId}]");
return;
}
// find the right component to invoke the function on
if (componentIndex < 0 || componentIndex >= NetworkBehaviours.Length)
{
logger.LogWarning($"Component [{componentIndex}] not found for [netId={netId}]");
return;
}
NetworkBehaviour invokeComponent = NetworkBehaviours[componentIndex];
if (!RemoteCallHelper.InvokeHandlerDelegate(functionHash, invokeType, reader, invokeComponent, senderConnection))
{
logger.LogError($"Found no receiver for incoming {invokeType} [{functionHash}] on {gameObject.name}, the server and client should have the same NetworkBehaviour instances [netId={netId}].");
}
}
///
/// Runs on server
///
///
///
///
internal CommandInfo GetCommandInfo(int componentIndex, int cmdHash)
{
// check if unity object has been destroyed
if (this == null)
{
// error can be logged later
return default;
}
// find the right component to invoke the function on
if (0 <= componentIndex && componentIndex < NetworkBehaviours.Length)
{
NetworkBehaviour invokeComponent = NetworkBehaviours[componentIndex];
return RemoteCallHelper.GetCommandInfo(cmdHash, invokeComponent);
}
else
{
// error can be logged later
return default;
}
}
///
/// Called when NetworkIdentity is destroyed
///
internal void ClearObservers()
{
if (observers != null)
{
foreach (NetworkConnection conn in observers.Values)
{
conn.RemoveFromVisList(this, true);
}
observers.Clear();
}
}
internal void AddObserver(NetworkConnection conn)
{
if (observers == null)
{
logger.LogError("AddObserver for " + gameObject + " observer list is null");
return;
}
if (observers.ContainsKey(conn.connectionId))
{
// if we try to add a connectionId that was already added, then
// we may have generated one that was already in use.
return;
}
if (logger.LogEnabled()) logger.Log("Added observer " + conn.address + " added for " + gameObject);
observers[conn.connectionId] = conn;
conn.AddToVisList(this);
}
///
/// Helper function to call OnRebuildObservers in all components
/// HashSet is passed in so we can cache it!
/// Returns true if we have a NetworkVisibility, false otherwise
/// Initialize is true on first rebuild, false on consecutive rebuilds
///
///
///
///
internal bool GetNewObservers(HashSet observersSet, bool initialize)
{
observersSet.Clear();
if (visibility != null)
{
visibility.OnRebuildObservers(observersSet, initialize);
return true;
}
// we have no NetworkVisibility. return false to indicate that we
// should use the default implementation.
return false;
}
///
/// Helper function to add all server connections as observers.
/// This is used if none of the components provides their own
/// OnRebuildObservers function.
///
internal void AddAllReadyServerConnectionsToObservers()
{
// add all server connections
foreach (NetworkConnection conn in NetworkServer.connections.Values)
{
if (conn.isReady)
AddObserver(conn);
}
// add local host connection (if any)
if (NetworkServer.localConnection != null && NetworkServer.localConnection.isReady)
{
AddObserver(NetworkServer.localConnection);
}
}
static readonly HashSet newObservers = new HashSet();
///
/// This causes the set of players that can see this object to be rebuild.
/// The OnRebuildObservers callback function will be invoked on each NetworkBehaviour.
///
/// True if this is the first time.
public void RebuildObservers(bool initialize)
{
// observers are null until OnStartServer creates them
if (observers == null)
return;
bool changed = false;
// call OnRebuildObservers function
bool rebuildOverwritten = GetNewObservers(newObservers, initialize);
// if player connection: ensure player always see himself no matter what.
// -> fixes https://github.com/vis2k/Mirror/issues/692 where a
// player might teleport out of the ProximityChecker's cast,
// losing the own connection as observer.
if (connectionToClient != null && connectionToClient.isReady)
{
newObservers.Add(connectionToClient);
}
// if no NetworkVisibility component, then add all server connections.
if (!rebuildOverwritten)
{
// only add all connections when rebuilding the first time.
// second time we just keep them without rebuilding anything.
if (initialize)
{
AddAllReadyServerConnectionsToObservers();
}
return;
}
// add all newObservers that aren't in .observers yet
foreach (NetworkConnection conn in newObservers)
{
// only add ready connections.
// otherwise the player might not be in the world yet or anymore
if (conn != null && conn.isReady)
{
if (initialize || !observers.ContainsKey(conn.connectionId))
{
// new observer
conn.AddToVisList(this);
if (logger.LogEnabled()) logger.Log("New Observer for " + gameObject + " " + conn);
changed = true;
}
}
}
// remove all old .observers that aren't in newObservers anymore
foreach (NetworkConnection conn in observers.Values)
{
if (!newObservers.Contains(conn))
{
// removed observer
conn.RemoveFromVisList(this, false);
if (logger.LogEnabled()) logger.Log("Removed Observer for " + gameObject + " " + conn);
changed = true;
}
}
if (changed)
{
observers.Clear();
foreach (NetworkConnection conn in newObservers)
{
if (conn != null && conn.isReady)
observers.Add(conn.connectionId, conn);
}
}
// special case for host mode: we use SetHostVisibility to hide
// NetworkIdentities that aren't in observer range from host.
// this is what games like Dota/Counter-Strike do too, where a host
// does NOT see all players by default. they are in memory, but
// hidden to the host player.
//
// this code is from UNET, it's a bit strange but it works:
// * it hides newly connected identities in host mode
// => that part was the intended behaviour
// * it hides ALL NetworkIdentities in host mode when the host
// connects but hasn't selected a character yet
// => this only works because we have no .localConnection != null
// check. at this stage, localConnection is null because
// StartHost starts the server first, then calls this code,
// then starts the client and sets .localConnection. so we can
// NOT add a null check without breaking host visibility here.
// * it hides ALL NetworkIdentities in server-only mode because
// observers never contain the 'null' .localConnection
// => that was not intended, but let's keep it as it is so we
// don't break anything in host mode. it's way easier than
// iterating all identities in a special function in StartHost.
if (initialize)
{
if (!newObservers.Contains(NetworkServer.localConnection))
{
OnSetHostVisibility(false);
}
}
}
///
/// Assign control of an object to a client via the client's NetworkConnection.
/// This causes hasAuthority to be set on the client that owns the object, and NetworkBehaviour.OnStartAuthority will be called on that client. This object then will be in the NetworkConnection.clientOwnedObjects list for the connection.
/// Authority can be removed with RemoveClientAuthority. Only one client can own an object at any time. This does not need to be called for player objects, as their authority is setup automatically.
///
/// The connection of the client to assign authority to.
/// True if authority was assigned.
public bool AssignClientAuthority(NetworkConnection conn)
{
if (!isServer)
{
logger.LogError("AssignClientAuthority can only be called on the server for spawned objects.");
return false;
}
if (conn == null)
{
logger.LogError("AssignClientAuthority for " + gameObject + " owner cannot be null. Use RemoveClientAuthority() instead.");
return false;
}
if (connectionToClient != null && conn != connectionToClient)
{
logger.LogError("AssignClientAuthority for " + gameObject + " already has an owner. Use RemoveClientAuthority() first.");
return false;
}
SetClientOwner(conn);
// The client will match to the existing object
// update all variables and assign authority
NetworkServer.SendSpawnMessage(this, conn);
clientAuthorityCallback?.Invoke(conn, this, true);
return true;
}
///
/// Removes ownership for an object.
/// This applies to objects that had authority set by AssignClientAuthority, or NetworkServer.Spawn with a NetworkConnection parameter included.
/// Authority cannot be removed for player objects.
///
public void RemoveClientAuthority()
{
if (!isServer)
{
logger.LogError("RemoveClientAuthority can only be called on the server for spawned objects.");
return;
}
if (connectionToClient?.identity == this)
{
logger.LogError("RemoveClientAuthority cannot remove authority for a player object");
return;
}
if (connectionToClient != null)
{
clientAuthorityCallback?.Invoke(connectionToClient, this, false);
NetworkConnectionToClient previousOwner = connectionToClient;
connectionToClient = null;
// we need to resynchronize the entire object
// so just spawn it again,
// the client will not create a new instance, it will simply
// reset all variables and remove authority
NetworkServer.SendSpawnMessage(this, previousOwner);
connectionToClient = null;
}
}
///
/// Marks the identity for future reset, this is because we cant reset the identity during destroy
/// as people might want to be able to read the members inside OnDestroy(), and we have no way
/// of invoking reset after OnDestroy is called.
///
internal void Reset()
{
// make sure to call this before networkBehavioursCache is cleared below
ResetSyncObjects();
hasSpawned = false;
clientStarted = false;
isClient = false;
isServer = false;
netId = 0;
connectionToServer = null;
connectionToClient = null;
networkBehavioursCache = null;
ClearObservers();
if (isLocalPlayer)
{
ClientScene.ClearLocalPlayer();
}
}
///
/// Invoked by NetworkServer.Update during LateUpdate
///
internal void ServerUpdate()
{
if (observers != null && observers.Count > 0)
{
SendUpdateVarsMessage();
}
else
{
// clear all component's dirty bits.
// it would be spawned on new observers anyway.
ClearAllComponentsDirtyBits();
}
}
void SendUpdateVarsMessage()
{
// one writer for owner, one for observers
using (PooledNetworkWriter ownerWriter = NetworkWriterPool.GetWriter(), observersWriter = NetworkWriterPool.GetWriter())
{
// serialize all the dirty components and send
OnSerializeAllSafely(false, ownerWriter, out int ownerWritten, observersWriter, out int observersWritten);
if (ownerWritten > 0 || observersWritten > 0)
{
UpdateVarsMessage varsMessage = new UpdateVarsMessage
{
netId = netId
};
// send ownerWriter to owner
// (only if we serialized anything for owner)
// (only if there is a connection (e.g. if not a monster),
// and if connection is ready because we use SendToReady
// below too)
if (ownerWritten > 0)
{
varsMessage.payload = ownerWriter.ToArraySegment();
if (connectionToClient != null && connectionToClient.isReady)
NetworkServer.SendToClientOfPlayer(this, varsMessage);
}
// send observersWriter to everyone but owner
// (only if we serialized anything for observers)
if (observersWritten > 0)
{
varsMessage.payload = observersWriter.ToArraySegment();
NetworkServer.SendToReady(this, varsMessage, false);
}
// clear dirty bits only for the components that we serialized
// DO NOT clean ALL component's dirty bits, because
// components can have different syncIntervals and we don't
// want to reset dirty bits for the ones that were not
// synced yet.
// (we serialized only the IsDirty() components, or all of
// them if initialState. clearing the dirty ones is enough.)
ClearDirtyComponentsDirtyBits();
}
}
}
///
/// clear all component's dirty bits no matter what
///
internal void ClearAllComponentsDirtyBits()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
comp.ClearAllDirtyBits();
}
}
///
/// Clear only dirty component's dirty bits. ignores components which
/// may be dirty but not ready to be synced yet (because of syncInterval)
///
internal void ClearDirtyComponentsDirtyBits()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
if (comp.IsDirty())
{
comp.ClearAllDirtyBits();
}
}
}
void ResetSyncObjects()
{
foreach (NetworkBehaviour comp in NetworkBehaviours)
{
comp.ResetSyncObjects();
}
}
}
}