forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			200 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Connection;
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using FishNet.Managing.Logging;
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using FishNet.Managing.Transporting;
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using FishNet.Object;
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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.Runtime.CompilerServices;
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using UnityEngine;
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namespace FishNet.Managing.Server
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{
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    public sealed partial class ServerManager : MonoBehaviour
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    {
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        #region Public.
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        /// <summary>
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        /// Called when a client is removed from the server using Kick. This is invoked before the client is disconnected.
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        /// NetworkConnection when available, clientId, and KickReason are provided.
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        /// </summary>
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        public event Action<NetworkConnection, int, KickReason> OnClientKick;
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        #endregion
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        /// <summary>
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        /// Returns true if only one server is started.
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        /// </summary>
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        /// <returns></returns>
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        public bool OneServerStarted()
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        {
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            int startedCount = 0;
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            TransportManager tm = NetworkManager.TransportManager;
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            //If using multipass check all transports.
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            if (tm.Transport is Multipass mp)
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            {
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                foreach (Transport t in mp.Transports)
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                {
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                    //Another transport is started, no need to load start scenes again.
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                    if (t.GetConnectionState(true) == LocalConnectionState.Started)
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                        startedCount++;
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                }
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            }
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            //Not using multipass.
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            else
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            {
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                if (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started)
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                    startedCount = 1;
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            }
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            return (startedCount == 1);
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        }
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        /// <summary>
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        /// Returns true if any server socket is in the started state.
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        /// </summary>
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        /// <param name="excludedIndex">When set the transport on this index will be ignored. This value is only used with Multipass.</param>
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        /// <returns></returns>
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        public bool AnyServerStarted(int? excludedIndex = null)
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        {
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            TransportManager tm = NetworkManager.TransportManager;
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            //If using multipass check all transports.
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            if (tm.Transport is Multipass mp)
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            {
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                //Get transport which had state changed.
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                Transport excludedTransport = (excludedIndex == null) ? null : mp.GetTransport(excludedIndex.Value);
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                foreach (Transport t in mp.Transports)
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                {
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                    /* Skip t if is the transport that had it's state changed.
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                     * We are looking for other transports already in started. */
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                    if (t == excludedTransport)
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                        continue;
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                    //Another transport is started, no need to load start scenes again.
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                    if (t.GetConnectionState(true) == LocalConnectionState.Started)
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                        return true;
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                }
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            }
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            //Not using multipass.
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            else
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            {
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                return (tm.Transport.GetConnectionState(true) == LocalConnectionState.Started);
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            }
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            //Fall through, none started.
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            return false;
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        }
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        /// <summary>
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        /// Spawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="go">GameObject instance to spawn.</param>
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        /// <param name="ownerConnection">Connection to give ownership to.</param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        public void Spawn(GameObject go, NetworkConnection ownerConnection = null)
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        {
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            if (go == null)
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            {
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                NetworkManager.LogWarning($"GameObject cannot be spawned because it is null.");
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                return;
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            }
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            NetworkObject nob = go.GetComponent<NetworkObject>();
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            Spawn(nob, ownerConnection);
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        }
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        /// <summary>
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        /// Spawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="nob">MetworkObject instance to spawn.</param>
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        /// <param name="ownerConnection">Connection to give ownership to.</param>
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        public void Spawn(NetworkObject nob, NetworkConnection ownerConnection = null)
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        {
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            Objects.Spawn(nob, ownerConnection);
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        }
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        /// <summary>
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        /// Despawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="go">GameObject instance to despawn.</param>
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        /// <param name="cacheOnDespawnOverride">Overrides the default DisableOnDespawn value for this single despawn. Scene objects will never be destroyed.</param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        public void Despawn(GameObject go, DespawnType? despawnType = null)
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        {
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            if (go == null)
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            {
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                NetworkManager.LogWarning($"GameObject cannot be despawned because it is null.");
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                return;
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            }
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            NetworkObject nob = go.GetComponent<NetworkObject>();
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            Despawn(nob, despawnType);
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        }
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        /// <summary>
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        /// Despawns an object over the network. Can only be called on the server.
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        /// </summary>
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        /// <param name="networkObject">NetworkObject instance to despawn.</param>
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        /// <param name="despawnType">Despawn override type.</param>
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        public void Despawn(NetworkObject networkObject, DespawnType? despawnType = null)
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        {
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            DespawnType resolvedDespawnType = (despawnType == null)
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                ? networkObject.GetDefaultDespawnType()
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                : despawnType.Value;
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            Objects.Despawn(networkObject, resolvedDespawnType, true);
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        }
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        /// <summary>
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        /// Kicks a connection immediately while invoking OnClientKick.
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        /// </summary>
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        /// <param name="conn">Client to kick.</param>
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        /// <param name="kickReason">Reason client is being kicked.</param>
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        /// <param name="loggingType">How to print logging as.</param>
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        /// <param name="log">Optional message to be debug logged.</param>
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        public void Kick(NetworkConnection conn, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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        {
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            if (!conn.IsValid)
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                return;
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            OnClientKick?.Invoke(conn, conn.ClientId, kickReason);
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            if (conn.IsActive)
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                conn.Disconnect(true);
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            if (!string.IsNullOrEmpty(log))
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                NetworkManager.Log(loggingType, log);
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        }
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        /// <summary>
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        /// Kicks a connection immediately while invoking OnClientKick.
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        /// </summary>
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        /// <param name="clientId">ClientId to kick.</param>
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        /// <param name="kickReason">Reason client is being kicked.</param>
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        /// <param name="loggingType">How to print logging as.</param>
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        /// <param name="log">Optional message to be debug logged.</param>
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        public void Kick(int clientId, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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        {
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            OnClientKick?.Invoke(null, clientId, kickReason);
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            NetworkManager.TransportManager.Transport.StopConnection(clientId, true);
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            if (!string.IsNullOrEmpty(log))
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                NetworkManager.Log(loggingType, log);
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        }
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        /// <summary>
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        /// Kicks a connection immediately while invoking OnClientKick.
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        /// </summary>
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        /// <param name="conn">Client to kick.</param>
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        /// <param name="reader">Reader to clear before kicking.</param>
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        /// <param name="kickReason">Reason client is being kicked.</param>
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        /// <param name="loggingType">How to print logging as.</param>
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        /// <param name="log">Optional message to be debug logged.</param>
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        public void Kick(NetworkConnection conn, Reader reader, KickReason kickReason, LoggingType loggingType = LoggingType.Common, string log = "")
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        {
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            reader.Clear();
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            Kick(conn, kickReason, loggingType, log);
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        }
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    }
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}
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