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NetworkTransport.cs
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291 lines (257 loc) · 12.3 KB
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using System;
using UnityEngine;
namespace Unity.Netcode
{
/// <summary>
/// The generic transport class all Netcode for GameObjects network transport implementations
/// derive from. Use this class to add a custom transport.
/// <see cref="Transports.UTP.UnityTransport"/> for an example of how a transport is integrated
/// </summary>
public abstract class NetworkTransport : MonoBehaviour
{
/// <summary>
/// A constant `clientId` that represents the server
/// When this value is found in methods such as `Send`, it should be treated as a placeholder that means "the server"
/// </summary>
public abstract ulong ServerClientId { get; }
/// <summary>
/// Gets a value indicating whether this <see cref="T:NetworkTransport"/> is supported in the current runtime context
/// This is used by multiplex adapters
/// </summary>
/// <value><c>true</c> if is supported; otherwise, <c>false</c>.</value>
public virtual bool IsSupported => true;
internal INetworkMetrics NetworkMetrics;
/// <summary>
/// Delegate for transport network events
/// </summary>
/// <param name="eventType">The type of network event that occurred</param>
/// <param name="clientId">The ID of the client associated with this event</param>
/// <param name="payload">The data payload received with this event</param>
/// <param name="receiveTime">The time when this event was received</param>
public delegate void TransportEventDelegate(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime);
/// <summary>
/// Occurs when the transport has a new transport network event.
/// Can be used to make an event based transport instead of a poll based.
/// Invocation has to occur on the Unity thread in the Update loop.
/// </summary>
public event TransportEventDelegate OnTransportEvent;
/// <summary>
/// Invokes the <see cref="OnTransportEvent"/>. Invokation has to occur on the Unity thread in the Update loop.
/// </summary>
/// <param name="eventType">The event type</param>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
protected void InvokeOnTransportEvent(NetworkEvent eventType, ulong clientId, ArraySegment<byte> payload, float receiveTime)
{
OnTransportEvent?.Invoke(eventType, clientId, payload, receiveTime);
}
/// <summary>
/// Send a payload to the specified clientId, data and networkDelivery.
/// </summary>
/// <param name="clientId">The clientId to send to</param>
/// <param name="payload">The data to send</param>
/// <param name="networkDelivery">The delivery type (QoS) to send data with</param>
public abstract void Send(ulong clientId, ArraySegment<byte> payload, NetworkDelivery networkDelivery);
/// <summary>
/// Polls for incoming events, with an extra output parameter to report the precise time the event was received.
/// </summary>
/// <param name="clientId">The clientId this event is for</param>
/// <param name="payload">The incoming data payload</param>
/// <param name="receiveTime">The time the event was received, as reported by Time.realtimeSinceStartup.</param>
/// <returns>Returns the event type</returns>
public abstract NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime);
/// <summary>
/// Connects client to the server
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartClient();
/// <summary>
/// Starts to listening for incoming clients
/// </summary>
/// <returns>Returns success or failure</returns>
public abstract bool StartServer();
/// <summary>
/// Disconnects a client from the server
/// </summary>
/// <param name="clientId">The clientId to disconnect</param>
public abstract void DisconnectRemoteClient(ulong clientId);
/// <summary>
/// Disconnects the local client from the server
/// </summary>
public abstract void DisconnectLocalClient();
/// <summary>
/// Gets the round trip time for a specific client. This method is optional
/// </summary>
/// <param name="clientId">The clientId to get the RTT from</param>
/// <returns>Returns the round trip time in milliseconds </returns>
public abstract ulong GetCurrentRtt(ulong clientId);
/// <summary>
/// Shuts down the transport
/// </summary>
public abstract void Shutdown();
/// <summary>
/// Initializes the transport
/// </summary>
/// <param name="networkManager">optionally pass in NetworkManager</param>
public abstract void Initialize(NetworkManager networkManager = null);
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// <remarks>
/// Useful to handle processing any transport-layer events such as processing inbound messages or changes in connection state(s).
/// </remarks>
protected virtual void OnEarlyUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager at the beginning of its EarlyUpdate
/// </summary>
internal void EarlyUpdate()
{
OnEarlyUpdate();
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate.
/// For order of operations see: <see cref="NetworkManager.NetworkUpdate(NetworkUpdateStage)"/>
/// </summary>
/// <remarks>
/// Useful to handle any end of frame transport tasks such as sending queued transport messages.
/// </remarks>
protected virtual void OnPostLateUpdate()
{
}
/// <summary>
/// Invoked by NetworkManager towards the end of the PostLateUpdate
/// </summary>
internal void PostLateUpdate()
{
OnPostLateUpdate();
}
/// <summary>
/// Invoked to acquire the network topology for the current network session.
/// </summary>
/// <returns><see cref="NetworkTopologyTypes"/></returns>
protected virtual NetworkTopologyTypes OnCurrentTopology()
{
return NetworkTopologyTypes.ClientServer;
}
internal NetworkTopologyTypes CurrentTopology()
{
return OnCurrentTopology();
}
/// <summary>
/// The Netcode for GameObjects standardized disconnection event types.
/// </summary>
public enum DisconnectEvents
{
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that the transport closed the connection due to a locally invoked shutdown.
/// </summary>
TransportShutdown,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies a graceful disconnect.
/// </summary>
Disconnected,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that the transport's connection to the endpoint has timed out and the connection was closed.
/// </summary>
ProtocolTimeout,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that the disconnect is due to the maximum number of failed connection attempts has been reached.
/// </summary>
MaxConnectionAttempts,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that the remote endpoint closed the connection.
/// </summary>
ClosedByRemote,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies the local transport closed the incoming remote endpoint connection.
/// </summary>
ClosedRemoteConnection,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that the connection was closed due to an authentication failure.
/// </summary>
AuthenticationFailure,
/// <summary>
/// If transport has mapped its disconnect events, this event signifies that a lower-level (unkown) transport error occurred.
/// </summary>
ProtocolError,
}
/// <summary>
/// If the transport has implemented disconnection event mapping, then this will be set to the most recent disconnection event.
/// </summary>
public DisconnectEvents DisconnectEvent { get; private set; }
/// <summary>
/// If the transport has implemented disconnection event mapping and disconnection event message mapping, then this will contain
/// the transport specific message associated with the disconnect event type.
/// </summary>
public string DisconnectEventMessage { get; private set; }
/// <summary>
/// This should be invoked by the <see cref="NetworkTransport"/> derived class when a transport level disconnect event occurs.<br />
/// It is up to the <see cref="NetworkTransport"/> derived class to create a map between the transport's disconnect events and the
/// pre-defined <see cref="DisconnectEvents"/> enum values.
/// </summary>
/// <param name="disconnectEvent">The <see cref="DisconnectEvents"/> type to set.</param>
/// <param name="message">An optional message override.</param>
protected void SetDisconnectEvent(DisconnectEvents disconnectEvent, string message = null)
{
DisconnectEvent = disconnectEvent;
DisconnectEventMessage = string.Empty;
if (message != null)
{
DisconnectEventMessage = message;
}
else
{
DisconnectEventMessage = GetDisconnectEventMessage(disconnectEvent);
}
}
/// <summary>
/// Override this method to provide additional information about the disconnection event.
/// </summary>
/// <param name="disconnectEvent">The disconnect event to get from the <see cref="NetworkTransport"/> derived class.</param>
/// <returns><see cref="string.Empty"/> as a default or if overridden the <see cref="string"/> returned.</returns>
protected virtual string GetDisconnectEventMessage(DisconnectEvents disconnectEvent)
{
return string.Empty;
}
/// <summary>
/// Invoked when the local <see cref="NetworkManager"/> forces the transport to close a remote connection.
/// </summary>
internal void ClosingRemoteConnection()
{
SetDisconnectEvent(DisconnectEvents.ClosedRemoteConnection);
}
/// <summary>
/// Invoked just before the transport is shutdown.
/// </summary>
internal void ShuttingDown()
{
SetDisconnectEvent(DisconnectEvents.TransportShutdown);
}
}
/// <summary>
/// The two network topology types supported by Netcode for GameObjects.
/// </summary>
/// <remarks>
/// <see cref="DistributedAuthority"/> is only supported using <see cref="Transports.UTP.UnityTransport"/>.
/// </remarks>
public enum NetworkTopologyTypes
{
/// <summary>
/// The traditional client-server network topology.
/// </summary>
ClientServer,
/// <summary>
/// The distributed authorityy network topology only supported by <see cref="Transports.UTP.UnityTransport"/>.
/// </summary>
DistributedAuthority
}
#if UNITY_INCLUDE_TESTS
public abstract class TestingNetworkTransport : NetworkTransport
{
}
#endif
}