forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			668 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			668 lines
		
	
	
		
			27 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Connection;
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using FishNet.Managing.Timing;
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using FishNet.Serializing;
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using FishNet.Transporting;
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using FishNet.Transporting.Multipass;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace FishNet.Managing.Transporting
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{
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    /// <summary>
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    /// Communicates with the Transport to send and receive data.
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    /// </summary>
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    [DisallowMultipleComponent]
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    [AddComponentMenu("FishNet/Manager/TransportManager")]
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    public sealed partial class TransportManager : MonoBehaviour
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    {
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        #region Types.
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        private struct DisconnectingClient
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        {
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            public uint Tick;
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            public NetworkConnection Connection;
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            public DisconnectingClient(uint tick, NetworkConnection connection)
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            {
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                Tick = tick;
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                Connection = connection;
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            }
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        }
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        #endregion
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        #region Public.
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        /// <summary>
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        /// Called before IterateOutgoing has started.
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        /// </summary>
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        internal event Action OnIterateOutgoingStart;
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        /// <summary>
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        /// Called after IterateOutgoing has completed.
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        /// </summary>
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        internal event Action OnIterateOutgoingEnd;
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        /// <summary>
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        /// Called before IterateIncoming has started. True for on server, false for on client.
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        /// </summary>
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        internal event Action<bool> OnIterateIncomingStart;
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        /// <summary>
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        /// Called after IterateIncoming has completed. True for on server, false for on client.
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        /// </summary>
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        internal event Action<bool> OnIterateIncomingEnd;
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        /// <summary>
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        /// The current Transport being used.
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        /// </summary>
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        [Tooltip("The current Transport being used.")]
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        public Transport Transport;
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        #endregion
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        #region Serialized.
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        /// <summary>
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        /// Layer used to modify data before it is sent or received.
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        /// </summary>
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        [Tooltip("Layer used to modify data before it is sent or received.")]
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        [SerializeField]
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        private IntermediateLayer _intermediateLayer;
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        /// <summary>
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        /// 
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        /// </summary>
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        [Tooltip("Latency simulation settings.")]
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        [SerializeField]
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        private LatencySimulator _latencySimulator = new LatencySimulator();
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        /// <summary>
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        /// Latency simulation settings.
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        /// </summary>
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        public LatencySimulator LatencySimulator
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        {
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            get
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            {
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                //Shouldn't ever be null unless the user nullifies it.
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                if (_latencySimulator == null)
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                    _latencySimulator = new LatencySimulator();
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                return _latencySimulator;
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            }
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        }
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        #endregion
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        #region Private.
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        /// <summary>
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        /// NetworkConnections on the server which have to send data to clients.
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        /// </summary>
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        private List<NetworkConnection> _dirtyToClients = new List<NetworkConnection>();
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        /// <summary>
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        /// PacketBundles to send to the server.
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        /// </summary>
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        private List<PacketBundle> _toServerBundles = new List<PacketBundle>();
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        /// <summary>
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        /// NetworkManager handling this TransportManager.
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        /// </summary>
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        private NetworkManager _networkManager;
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        /// <summary>
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        /// Clients which are pending disconnects.
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        /// </summary>
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        private List<DisconnectingClient> _disconnectingClients = new List<DisconnectingClient>();
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        /// <summary>
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        /// Lowest MTU of all transports for channels.
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        /// </summary>
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        private int[] _lowestMtu;
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        #endregion
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        #region Consts.
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        /// <summary>
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        /// Number of bytes sent for PacketId.
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        /// </summary>
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        public const byte PACKET_ID_BYTES = 2;
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        /// <summary>
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        /// Number of bytes sent for ObjectId.
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        /// </summary>
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        public const byte OBJECT_ID_BYTES = 2;
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        /// <summary>
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        /// Number of bytes sent for ComponentIndex.
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        /// </summary>
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        public const byte COMPONENT_INDEX_BYTES = 1;
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        /// <summary>
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        /// Number of bytes sent for Tick.
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        /// </summary>
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        public const byte TICK_BYTES = 4;
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        /// <summary>
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        /// Number of bytes sent to indicate split count.
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        /// </summary>
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        private const byte SPLIT_COUNT_BYTES = 4;
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        /// <summary>
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        /// Number of bytes required for split data. 
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        /// </summary>
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        public const byte SPLIT_INDICATOR_SIZE = (PACKET_ID_BYTES + SPLIT_COUNT_BYTES);
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        /// <summary>
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        /// Number of channels supported.
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        /// </summary>
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        public const byte CHANNEL_COUNT = 2;
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        #endregion
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        /// <summary>
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        /// Initializes this script for use.
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        /// </summary>
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        internal void InitializeOnce_Internal(NetworkManager manager)
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        {
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            _networkManager = manager;
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            /* If transport isn't specified then add default
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             * transport. */
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            if (Transport == null && !gameObject.TryGetComponent<Transport>(out Transport))
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                Transport = gameObject.AddComponent<FishNet.Transporting.Tugboat.Tugboat>();
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            Transport.Initialize(_networkManager, 0);
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            //Cache lowest Mtus.
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            _lowestMtu = new int[CHANNEL_COUNT];
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            for (byte i = 0; i < CHANNEL_COUNT; i++)
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                _lowestMtu[i] = GetLowestMTU(i);
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            InitializeToServerBundles();
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            if (_intermediateLayer != null)
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                _intermediateLayer.InitializeOnce(this);
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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            _latencySimulator.Initialize(manager, Transport);
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#endif
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        }
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        /// <summary>
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        /// Sets a connection from server to client dirty.
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        /// </summary>
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        /// <param name="conn"></param>
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        internal void ServerDirty(NetworkConnection conn)
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        {
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            _dirtyToClients.Add(conn);
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        }
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        /// <summary>
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        /// Initializes ToServerBundles for use.
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        /// </summary>
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        private void InitializeToServerBundles()
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        {
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            /* For ease of use FishNet will always have
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             * only two channels, reliable and unreliable. 
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             * Even if the transport only supports reliable
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             * also setup for unreliable. */
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            for (byte i = 0; i < CHANNEL_COUNT; i++)
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            {
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                int mtu = GetLowestMTU(i);
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                _toServerBundles.Add(new PacketBundle(_networkManager, mtu));
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            }
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        }
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        #region GetMTU.
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        /* Returned MTUs are always -1 to allow an extra byte
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         * to specify channel where certain transports do
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         * not allow or provide channel information. */
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        /// <summary>
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        /// Returns the lowest MTU for a channel. When using multipass this will evaluate all transports within Multipass.
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        /// </summary>
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        /// <param name="channel"></param>
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        /// <returns></returns>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        public int GetLowestMTU(byte channel)
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        {
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            //Use cached if available.
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            if (_lowestMtu[channel] > 0)
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                return _lowestMtu[channel];
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            if (Transport is Multipass mp)
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            {
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                int? lowestMtu = null;
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                foreach (Transport t in mp.Transports)
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                {
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                    int thisMtu = t.GetMTU(channel);
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                    if (lowestMtu == null || thisMtu < lowestMtu.Value)
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                        lowestMtu = thisMtu;
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                }
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                //If lowest was not changed return unset.
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                if (lowestMtu == null)
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                {
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                    return -1;
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                }
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                else
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                {
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                    int mtu = lowestMtu.Value;
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                    if (mtu >= 0)
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                        mtu -= 1;
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                    return mtu;
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                }
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            }
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            else
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            {
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                return GetMTU(channel);
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            }
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        }
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        /// <summary>
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        /// Gets MTU on the current transport for channel.
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        /// </summary>
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        /// <param name="channel">Channel to get MTU of.</param>
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        /// <returns></returns>
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        public int GetMTU(byte channel)
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        {
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            int mtu = Transport.GetMTU(channel);
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            if (mtu >= 0)
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                mtu -= 1;
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            return mtu;
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        }
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        /// <summary>
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        /// Gets MTU on the transportIndex for channel. This requires use of Multipass.
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        /// </summary>
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        /// <param name="transportIndex">Index of the transport to get the MTU on.</param>
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        /// <param name="channel">Channel to get MTU of.</param>
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        /// <returns></returns>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        public int GetMTU(int transportIndex, byte channel)
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        {
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            if (Transport is Multipass mp)
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            {
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                int mtu = mp.GetMTU(channel, transportIndex);
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                if (mtu >= 0)
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                    mtu -= 1;
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                return mtu;
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            }
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            //Using first/only transport.
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            else if (transportIndex == 0)
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            {
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                return GetMTU(channel);
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            }
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            //Unhandled.
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            else
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            {
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                _networkManager.LogWarning($"MTU cannot be returned with transportIndex because {typeof(Multipass).Name} is not in use.");
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                return -1;
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            }
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        }
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        /// <summary>
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        /// Gets MTU on the transport type for channel. This requires use of Multipass.
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        /// </summary>
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        /// <typeparam name="T">Tyep of transport to use.</typeparam>
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        /// <param name="channel">Channel to get MTU of.</param>
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        /// <returns></returns>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        public int GetMTU<T>(byte channel) where T : Transport
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        {
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            Transport transport = GetTransport<T>();
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            if (transport != null)
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            {
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                int mtu = transport.GetMTU(channel);
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                if (mtu >= 0)
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                    mtu -= 1;
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                return mtu;
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            }
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            //Fall through.
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            return -1;
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        }
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        #endregion
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        /// <summary>
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        /// Passes received to the intermediate layer.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal ArraySegment<byte> ProcessIntermediateIncoming(ArraySegment<byte> src, bool fromServer)
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        {
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            return (_intermediateLayer == null) ? src : _intermediateLayer.HandleIncoming(src, fromServer);
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        }
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        /// <summary>
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        /// Passes sent to the intermediate layer.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        private ArraySegment<byte> ProcessIntermediateOutgoing(ArraySegment<byte> src, bool toServer)
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        {
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            return (_intermediateLayer == null) ? src : _intermediateLayer.HandleOutoing(src, toServer);
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        }
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        /// <summary>
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        /// Sends data to a client.
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        /// </summary>
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        /// <param name="channelId">Channel to send on.</param>
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        /// <param name="segment">Data to send.</param>
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        /// <param name="connection">Connection to send to. Use null for all clients.</param>
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        /// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void SendToClient(byte channelId, ArraySegment<byte> segment, NetworkConnection connection, bool splitLargeMessages = true)
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        {
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            segment = ProcessIntermediateOutgoing(segment, false);
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            SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
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            SendToClient_Internal(channelId, segment, connection, requiredSplitMessages, maxSplitMessageSize);
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        }
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        private void SendToClient_Internal(byte channelId, ArraySegment<byte> segment, NetworkConnection connection, int requiredSplitMessages, int maxSplitMessageSize)
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        {
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            if (connection == null)
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                return;
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            if (requiredSplitMessages > 1)
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                SendSplitData(connection, ref segment, requiredSplitMessages, maxSplitMessageSize);
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            else
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                connection.SendToClient(channelId, segment);
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        }
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        /// <summary>
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        /// Sends data to observers.
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        /// </summary>
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        /// <param name="channelId"></param>
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        /// <param name="segment"></param>
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        /// <param name="observers"></param>
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        /// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
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        internal void SendToClients(byte channelId, ArraySegment<byte> segment, HashSet<NetworkConnection> observers, HashSet<NetworkConnection> excludedConnections = null, bool splitLargeMessages = true)
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        {
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            segment = ProcessIntermediateOutgoing(segment, false);
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            SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
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            SendToClients_Internal(channelId, segment, observers, excludedConnections, requiredSplitMessages, maxSplitMessageSize);
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        }
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        private void SendToClients_Internal(byte channelId, ArraySegment<byte> segment, HashSet<NetworkConnection> observers, HashSet<NetworkConnection> excludedConnections, int requiredSplitMessages, int maxSplitMessageSize)
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        {
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            if (excludedConnections == null || excludedConnections.Count == 0)
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            {
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                foreach (NetworkConnection conn in observers)
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                    SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
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            }
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            else
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            {
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                foreach (NetworkConnection conn in observers)
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                {
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                    if (excludedConnections.Contains(conn))
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                        continue;
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                    SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
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                }
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            }
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        }
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        /// <summary>
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        /// Sends data to all clients.
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        /// </summary>
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        /// <param name="channelId">Channel to send on.</param>
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        /// <param name="segment">Data to send.</param>
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        /// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void SendToClients(byte channelId, ArraySegment<byte> segment, bool splitLargeMessages = true)
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        {
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            segment = ProcessIntermediateOutgoing(segment, false);
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            SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
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            SendToClients_Internal(channelId, segment, requiredSplitMessages, maxSplitMessageSize);
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        }
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        private void SendToClients_Internal(byte channelId, ArraySegment<byte> segment, int requiredSplitMessages, int maxSplitMessageSize)
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        {
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            /* Rather than buffer the message once and send to every client
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             * it must be queued into every client. This ensures clients
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             * receive the message in order of other packets being
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             * delivered to them. */
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            foreach (NetworkConnection conn in _networkManager.ServerManager.Clients.Values)
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                SendToClient_Internal(channelId, segment, conn, requiredSplitMessages, maxSplitMessageSize);
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        }
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        /// <summary>
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        /// Sends data to the server.
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        /// </summary>
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        /// <param name="channelId">Channel to send on.</param>
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        /// <param name="segment">Data to send.</param>
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        /// <param name="splitLargeMessages">True to split large packets which exceed MTU and send them in order on the reliable channel.</param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void SendToServer(byte channelId, ArraySegment<byte> segment, bool splitLargeMessages = true)
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        {
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            segment = ProcessIntermediateOutgoing(segment, true);
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            SetSplitValues(channelId, segment, splitLargeMessages, out int requiredSplitMessages, out int maxSplitMessageSize);
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            SendToServer_Internal(channelId, segment, requiredSplitMessages, maxSplitMessageSize);
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        }
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        private void SendToServer_Internal(byte channelId, ArraySegment<byte> segment, int requiredSplitMessages, int maxSplitMessageSize)
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        {
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            if (channelId >= _toServerBundles.Count)
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                channelId = (byte)Channel.Reliable;
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            if (requiredSplitMessages > 1)
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                SendSplitData(null, ref segment, requiredSplitMessages, maxSplitMessageSize);
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            else
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                _toServerBundles[channelId].Write(segment);
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        }
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        #region Splitting.     
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        /// <summary>
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        /// Checks if a message can be split and outputs split information if so.
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        /// </summary>
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        private void SetSplitValues(byte channelId, ArraySegment<byte> segment, bool split, out int requiredSplitMessages, out int maxSplitMessageSize)
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        {
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            if (!split)
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            {
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                requiredSplitMessages = 0;
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                maxSplitMessageSize = 0;
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            }
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            else
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            {
 | 
						|
                SplitRequired(channelId, segment.Count, out requiredSplitMessages, out maxSplitMessageSize);
 | 
						|
            }
 | 
						|
        }
 | 
						|
        /// <summary>
 | 
						|
        /// True if data must be split.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="channelId"></param>
 | 
						|
        /// <param name="segmentSize"></param>
 | 
						|
        /// <returns></returns>
 | 
						|
        private bool SplitRequired(byte channelId, int segmentSize, out int requiredMessages, out int maxMessageSize)
 | 
						|
        {
 | 
						|
            maxMessageSize = GetLowestMTU(channelId) - (TransportManager.TICK_BYTES + SPLIT_INDICATOR_SIZE);
 | 
						|
            requiredMessages = Mathf.CeilToInt((float)segmentSize / maxMessageSize);
 | 
						|
 | 
						|
            return (requiredMessages > 1);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Splits data going to which is too large to fit within the transport MTU.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="conn">Connection to send to. If null data will be sent to the server.</param>
 | 
						|
        /// <returns>True if data was sent split.</returns>
 | 
						|
        private void SendSplitData(NetworkConnection conn, ref ArraySegment<byte> segment, int requiredMessages, int maxMessageSize)
 | 
						|
        {
 | 
						|
            if (requiredMessages <= 1)
 | 
						|
            {
 | 
						|
                _networkManager.LogError($"SendSplitData was called with {requiredMessages} required messages. This method should only be called if messages must be split into 2 pieces or more.");
 | 
						|
                return;
 | 
						|
            }
 | 
						|
 | 
						|
            byte channelId = (byte)Channel.Reliable;
 | 
						|
            PooledWriter headerWriter = WriterPool.GetWriter();
 | 
						|
            headerWriter.WritePacketId(PacketId.Split);
 | 
						|
            headerWriter.WriteInt32(requiredMessages);
 | 
						|
            ArraySegment<byte> headerSegment = headerWriter.GetArraySegment();
 | 
						|
 | 
						|
            int writeIndex = 0;
 | 
						|
            bool firstWrite = true;
 | 
						|
            //Send to connection until everything is written.
 | 
						|
            while (writeIndex < segment.Count)
 | 
						|
            {
 | 
						|
                int headerReduction = 0;
 | 
						|
                if (firstWrite)
 | 
						|
                {
 | 
						|
                    headerReduction = headerSegment.Count;
 | 
						|
                    firstWrite = false;
 | 
						|
                }
 | 
						|
                int chunkSize = Mathf.Min(segment.Count - writeIndex - headerReduction, maxMessageSize);
 | 
						|
                //Make a new array segment for the chunk that is getting split.
 | 
						|
                ArraySegment<byte> splitSegment = new ArraySegment<byte>(
 | 
						|
                    segment.Array, segment.Offset + writeIndex, chunkSize);
 | 
						|
 | 
						|
                //If connection is specified then it's going to a client.
 | 
						|
                if (conn != null)
 | 
						|
                {
 | 
						|
                    conn.SendToClient(channelId, headerSegment, true);
 | 
						|
                    conn.SendToClient(channelId, splitSegment);
 | 
						|
                }
 | 
						|
                //Otherwise it's going to the server.
 | 
						|
                else
 | 
						|
                {
 | 
						|
                    _toServerBundles[channelId].Write(headerSegment, true);
 | 
						|
                    _toServerBundles[channelId].Write(splitSegment, false);
 | 
						|
                }
 | 
						|
 | 
						|
                writeIndex += chunkSize;
 | 
						|
            }
 | 
						|
 | 
						|
            headerWriter.Dispose();
 | 
						|
        }
 | 
						|
        #endregion
 | 
						|
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Processes data received by the socket.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="server">True to process data received on the server.</param>
 | 
						|
        internal void IterateIncoming(bool server)
 | 
						|
        {
 | 
						|
            OnIterateIncomingStart?.Invoke(server);
 | 
						|
            Transport.IterateIncoming(server);
 | 
						|
            OnIterateIncomingEnd?.Invoke(server);
 | 
						|
        }
 | 
						|
 | 
						|
        /// <summary>
 | 
						|
        /// Processes data to be sent by the socket.
 | 
						|
        /// </summary>
 | 
						|
        /// <param name="toServer">True to process data received on the server.</param>
 | 
						|
        internal void IterateOutgoing(bool toServer)
 | 
						|
        {
 | 
						|
            OnIterateOutgoingStart?.Invoke();
 | 
						|
            int channelCount = CHANNEL_COUNT;
 | 
						|
            ulong sentBytes = 0;
 | 
						|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
 | 
						|
            bool latencySimulatorEnabled = LatencySimulator.CanSimulate;
 | 
						|
#endif
 | 
						|
            /* If sending to the client. */
 | 
						|
            if (!toServer)
 | 
						|
            {
 | 
						|
                TimeManager tm = _networkManager.TimeManager;
 | 
						|
                uint localTick = tm.LocalTick;
 | 
						|
                //Write any dirty syncTypes.
 | 
						|
                _networkManager.ServerManager.Objects.WriteDirtySyncTypes();
 | 
						|
 | 
						|
                int dirtyCount = _dirtyToClients.Count;
 | 
						|
 | 
						|
                //Run through all dirty connections to send data to.
 | 
						|
                for (int z = 0; z < dirtyCount; z++)
 | 
						|
                {
 | 
						|
                    NetworkConnection conn = _dirtyToClients[z];
 | 
						|
                    if (conn == null || !conn.IsValid)
 | 
						|
                        continue;
 | 
						|
 | 
						|
                    //Get packets for every channel.
 | 
						|
                    for (byte channel = 0; channel < channelCount; channel++)
 | 
						|
                    {
 | 
						|
                        if (conn.GetPacketBundle(channel, out PacketBundle pb))
 | 
						|
                        {
 | 
						|
                            for (int i = 0; i < pb.WrittenBuffers; i++)
 | 
						|
                            {
 | 
						|
                                //Length should always be more than 0 but check to be safe.
 | 
						|
                                if (pb.GetBuffer(i, out ByteBuffer bb))
 | 
						|
                                {
 | 
						|
                                    ArraySegment<byte> segment = new ArraySegment<byte>(bb.Data, 0, bb.Length);
 | 
						|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
 | 
						|
                                    if (latencySimulatorEnabled)
 | 
						|
                                        _latencySimulator.AddOutgoing(channel, segment, false, conn.ClientId);
 | 
						|
                                    else
 | 
						|
#endif
 | 
						|
                                        Transport.SendToClient(channel, segment, conn.ClientId);
 | 
						|
                                    sentBytes += (ulong)segment.Count;
 | 
						|
                                }
 | 
						|
                            }
 | 
						|
 | 
						|
                            pb.Reset();
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
 | 
						|
                    /* When marked as disconnecting data will still be sent
 | 
						|
                     * this iteration but the connection will be marked as invalid.
 | 
						|
                     * This will prevent future data from going out/coming in.
 | 
						|
                     * Also the connection will be added to a disconnecting collection
 | 
						|
                     * so it will it disconnected briefly later to allow data from
 | 
						|
                     * this tick to send. */
 | 
						|
                    if (conn.Disconnecting)
 | 
						|
                    {
 | 
						|
                        uint requiredTicks = tm.TimeToTicks(0.1d, TickRounding.RoundUp);
 | 
						|
                        /* Require 100ms or 2 ticks to pass
 | 
						|
                         * before disconnecting to allow for the
 | 
						|
                         * higher chance of success that remaining
 | 
						|
                         * data is sent. */
 | 
						|
                        requiredTicks = Math.Max(requiredTicks, 2);
 | 
						|
                        _disconnectingClients.Add(new DisconnectingClient(requiredTicks + localTick, conn));
 | 
						|
                    }
 | 
						|
 | 
						|
                    conn.ResetServerDirty();
 | 
						|
                }
 | 
						|
 | 
						|
                //Iterate disconnects.
 | 
						|
                for (int i = 0; i < _disconnectingClients.Count; i++)
 | 
						|
                {
 | 
						|
                    DisconnectingClient dc = _disconnectingClients[i];
 | 
						|
                    if (localTick >= dc.Tick)
 | 
						|
                    {
 | 
						|
                        _networkManager.TransportManager.Transport.StopConnection(dc.Connection.ClientId, true);
 | 
						|
                        _disconnectingClients.RemoveAt(i);
 | 
						|
                        i--;
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                _networkManager.StatisticsManager.NetworkTraffic.LocalServerSentData(sentBytes);
 | 
						|
 | 
						|
                if (dirtyCount == _dirtyToClients.Count)
 | 
						|
                    _dirtyToClients.Clear();
 | 
						|
                else if (dirtyCount > 0)
 | 
						|
                    _dirtyToClients.RemoveRange(0, dirtyCount);
 | 
						|
            }
 | 
						|
            /* If sending to the server. */
 | 
						|
            else
 | 
						|
            {
 | 
						|
                for (byte channel = 0; channel < channelCount; channel++)
 | 
						|
                {
 | 
						|
                    if (PacketBundle.GetPacketBundle(channel, _toServerBundles, out PacketBundle pb))
 | 
						|
                    {
 | 
						|
                        for (int i = 0; i < pb.WrittenBuffers; i++)
 | 
						|
                        {
 | 
						|
                            if (pb.GetBuffer(i, out ByteBuffer bb))
 | 
						|
                            {
 | 
						|
                                ArraySegment<byte> segment = new ArraySegment<byte>(bb.Data, 0, bb.Length);
 | 
						|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
 | 
						|
                                if (latencySimulatorEnabled)
 | 
						|
                                    _latencySimulator.AddOutgoing(channel, segment);
 | 
						|
                                else
 | 
						|
#endif
 | 
						|
                                    Transport.SendToServer(channel, segment);
 | 
						|
                                sentBytes += (ulong)segment.Count;
 | 
						|
                            }
 | 
						|
                        }
 | 
						|
                        pb.Reset();
 | 
						|
                    }
 | 
						|
                }
 | 
						|
 | 
						|
                _networkManager.StatisticsManager.NetworkTraffic.LocalClientSentData(sentBytes);
 | 
						|
            }
 | 
						|
 | 
						|
#if UNITY_EDITOR || DEVELOPMENT_BUILD
 | 
						|
            if (latencySimulatorEnabled)
 | 
						|
                _latencySimulator.IterateOutgoing(toServer);
 | 
						|
#endif
 | 
						|
 | 
						|
            Transport.IterateOutgoing(toServer);
 | 
						|
            OnIterateOutgoingEnd?.Invoke();
 | 
						|
        }
 | 
						|
 | 
						|
        #region Editor.
 | 
						|
#if UNITY_EDITOR
 | 
						|
        private void OnValidate()
 | 
						|
        {
 | 
						|
            if (Transport == null)
 | 
						|
                Transport = GetComponent<Transport>();
 | 
						|
 | 
						|
            /* Update enabled state to force a reset if needed.
 | 
						|
             * This may be required if the user checked the enabled
 | 
						|
             * tick box at runtime. If enabled value didn't change
 | 
						|
             * then the Get will be the same as the Set and nothing
 | 
						|
             * will happen. */
 | 
						|
            _latencySimulator.SetEnabled(_latencySimulator.GetEnabled());
 | 
						|
        }
 | 
						|
#endif
 | 
						|
        #endregion
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
} |