2020-11-30 08:12:07 +00:00

220 lines
9.3 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Events;
namespace Mirror
{
// UnityEvent definitions
[Serializable] public class ClientDataReceivedEvent : UnityEvent<ArraySegment<byte>, int> { }
[Serializable] public class UnityEventException : UnityEvent<Exception> { }
[Serializable] public class UnityEventInt : UnityEvent<int> { }
[Serializable] public class ServerDataReceivedEvent : UnityEvent<int, ArraySegment<byte>, int> { }
[Serializable] public class UnityEventIntException : UnityEvent<int, Exception> { }
/// <summary>
/// Abstract transport layer component
/// </summary>
/// <remarks>
/// note: Not all transports need a port, so add it to yours if needed.
/// </remarks>
public abstract class Transport : MonoBehaviour
{
/// <summary>
/// The current transport used by Mirror.
/// </summary>
public static Transport activeTransport;
/// <summary>
/// Is this transport available in the current platform?
/// <para>Some transports might only be available in mobile</para>
/// <para>Many will not work in webgl</para>
/// <para>Example usage: return Application.platform == RuntimePlatform.WebGLPlayer</para>
/// </summary>
/// <returns>True if this transport works in the current platform</returns>
public abstract bool Available();
#region Client
/// <summary>
/// Notify subscribers when when this client establish a successful connection to the server
/// </summary>
[HideInInspector] public UnityEvent OnClientConnected = new UnityEvent();
/// <summary>
/// Notify subscribers when this client receive data from the server
/// </summary>
// Note: we provide channelId for NetworkDiagnostics.
[HideInInspector] public ClientDataReceivedEvent OnClientDataReceived = new ClientDataReceivedEvent();
/// <summary>
/// Notify subscribers when this client encounters an error communicating with the server
/// </summary>
[HideInInspector] public UnityEventException OnClientError = new UnityEventException();
/// <summary>
/// Notify subscribers when this client disconnects from the server
/// </summary>
[HideInInspector] public UnityEvent OnClientDisconnected = new UnityEvent();
/// <summary>
/// Determines if we are currently connected to the server
/// </summary>
/// <returns>True if a connection has been established to the server</returns>
public abstract bool ClientConnected();
/// <summary>
/// Establish a connection to a server
/// </summary>
/// <param name="address">The IP address or FQDN of the server we are trying to connect to</param>
public abstract void ClientConnect(string address);
/// <summary>
/// Establish a connection to a server
/// </summary>
/// <param name="uri">The address of the server we are trying to connect to</param>
public virtual void ClientConnect(Uri uri)
{
// By default, to keep backwards compatibility, just connect to the host
// in the uri
ClientConnect(uri.Host);
}
/// <summary>
/// Send data to the server
/// </summary>
/// <param name="channelId">The channel to use. 0 is the default channel,
/// but some transports might want to provide unreliable, encrypted, compressed, or any other feature
/// as new channels</param>
/// <param name="segment">The data to send to the server. Will be recycled after returning, so either use it directly or copy it internally. This allows for allocation-free sends!</param>
public abstract void ClientSend(int channelId, ArraySegment<byte> segment);
/// <summary>
/// Disconnect this client from the server
/// </summary>
public abstract void ClientDisconnect();
#endregion
#region Server
/// <summary>
/// Retrieves the address of this server.
/// Useful for network discovery
/// </summary>
/// <returns>the url at which this server can be reached</returns>
public abstract Uri ServerUri();
/// <summary>
/// Notify subscribers when a client connects to this server
/// </summary>
[HideInInspector] public UnityEventInt OnServerConnected = new UnityEventInt();
/// <summary>
/// Notify subscribers when this server receives data from the client
/// </summary>
// Note: we provide channelId for NetworkDiagnostics.
[HideInInspector] public ServerDataReceivedEvent OnServerDataReceived = new ServerDataReceivedEvent();
/// <summary>
/// Notify subscribers when this server has some problem communicating with the client
/// </summary>
[HideInInspector] public UnityEventIntException OnServerError = new UnityEventIntException();
/// <summary>
/// Notify subscribers when a client disconnects from this server
/// </summary>
[HideInInspector] public UnityEventInt OnServerDisconnected = new UnityEventInt();
/// <summary>
/// Determines if the server is up and running
/// </summary>
/// <returns>true if the transport is ready for connections from clients</returns>
public abstract bool ServerActive();
/// <summary>
/// Start listening for clients
/// </summary>
public abstract void ServerStart();
/// <summary>
/// Send data to a client.
/// </summary>
/// <param name="connectionId">The client connection id to send the data to</param>
/// <param name="channelId">The channel to be used. Transports can use channels to implement
/// other features such as unreliable, encryption, compression, etc...</param>
/// <param name="data"></param>
public abstract void ServerSend(int connectionId, int channelId, ArraySegment<byte> segment);
/// <summary>
/// Disconnect a client from this server. Useful to kick people out.
/// </summary>
/// <param name="connectionId">the id of the client to disconnect</param>
/// <returns>true if the client was kicked</returns>
public abstract bool ServerDisconnect(int connectionId);
/// <summary>
/// Get the client address
/// </summary>
/// <param name="connectionId">id of the client</param>
/// <returns>address of the client</returns>
public abstract string ServerGetClientAddress(int connectionId);
/// <summary>
/// Stop listening for clients and disconnect all existing clients
/// </summary>
public abstract void ServerStop();
#endregion
/// <summary>
/// The maximum packet size for a given channel. Unreliable transports
/// usually can only deliver small packets. Reliable fragmented channels
/// can usually deliver large ones.
///
/// GetMaxPacketSize needs to return a value at all times. Even if the
/// Transport isn't running, or isn't Available(). This is because
/// Fallback and Multiplex transports need to find the smallest possible
/// packet size at runtime.
/// </summary>
/// <param name="channelId">channel id</param>
/// <returns>the size in bytes that can be sent via the provided channel</returns>
public abstract int GetMaxPacketSize(int channelId = Channels.DefaultReliable);
/// <summary>
/// Shut down the transport, both as client and server
/// </summary>
public abstract void Shutdown();
// block Update() to force Transports to use LateUpdate to avoid race
// conditions. messages should be processed after all the game state
// was processed in Update.
// -> in other words: use LateUpdate!
// -> uMMORPG 480 CCU stress test: when bot machine stops, it causes
// 'Observer not ready for ...' log messages when using Update
// -> occupying a public Update() function will cause Warnings if a
// transport uses Update.
//
// IMPORTANT: set script execution order to >1000 to call Transport's
// LateUpdate after all others. Fixes race condition where
// e.g. in uSurvival Transport would apply Cmds before
// ShoulderRotation.LateUpdate, resulting in projectile
// spawns at the point before shoulder rotation.
#pragma warning disable UNT0001 // Empty Unity message
public void Update() { }
#pragma warning restore UNT0001 // Empty Unity message
/// <summary>
/// called when quitting the application by closing the window / pressing stop in the editor
/// <para>virtual so that inheriting classes' OnApplicationQuit() can call base.OnApplicationQuit() too</para>
/// </summary>
public virtual void OnApplicationQuit()
{
// stop transport (e.g. to shut down threads)
// (when pressing Stop in the Editor, Unity keeps threads alive
// until we press Start again. so if Transports use threads, we
// really want them to end now and not after next start)
Shutdown();
}
}
}