Merge branch 'master' of https://github.com/TwoTenPvP/MLAPI
This commit is contained in:
commit
06774ea531
@ -15,7 +15,10 @@ namespace MLAPI
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internal HashSet<ushort> RegisteredPassthroughMessageTypes = new HashSet<ushort>();
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public List<string> RegisteredScenes = new List<string>();
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public int MessageBufferSize = 65535;
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public int Tickrate = 64;
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public int ReceiveTickrate = 64;
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public int MaxReceiveEventsPerTickRate = 500;
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public int SendTickrate = 64;
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public int EventTickrate = 64;
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public int MaxConnections = 100;
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public int Port = 7777;
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public string Address = "127.0.0.1";
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@ -333,7 +333,7 @@ namespace MLAPI
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}
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}
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}
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NetworkingManager.singleton.Send(clientId, "MLAPI_SYNC_VAR_UPDATE", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.ToArray());
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NetworkingManager.singleton.Send(clientId, "MLAPI_SYNC_VAR_UPDATE", "MLAPI_INTERNAL", stream.ToArray());
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}
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}
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@ -426,7 +426,7 @@ namespace MLAPI
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}
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}
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}
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NetworkingManager.singleton.Send("MLAPI_SYNC_VAR_UPDATE", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.ToArray());
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NetworkingManager.singleton.Send("MLAPI_SYNC_VAR_UPDATE", "MLAPI_INTERNAL", stream.ToArray());
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}
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lastSyncTime = Time.time;
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}
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@ -73,7 +73,9 @@ namespace MLAPI
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private ConnectionConfig Init(NetworkingConfiguration netConfig)
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{
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NetworkConfig = netConfig;
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lastSendTickTime = 0;
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lastEventTickTime = 0;
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lastReceiveTickTime = 0;
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pendingClients = new HashSet<int>();
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connectedClients = new Dictionary<int, NetworkedClient>();
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messageBuffer = new byte[NetworkConfig.MessageBufferSize];
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@ -109,7 +111,7 @@ namespace MLAPI
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};
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//MLAPI channels and messageTypes
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NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced);
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NetworkConfig.Channels.Add("MLAPI_INTERNAL", QosType.ReliableFragmentedSequenced);
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NetworkConfig.Channels.Add("MLAPI_POSITION_UPDATE", QosType.StateUpdate);
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NetworkConfig.Channels.Add("MLAPI_ANIMATION_UPDATE", QosType.ReliableSequenced);
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MessageManager.messageTypes.Add("MLAPI_CONNECTION_REQUEST", 0);
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@ -295,75 +297,92 @@ namespace MLAPI
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private int channelId;
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private int receivedSize;
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private byte error;
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private float lastTickTime;
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private float lastReceiveTickTime;
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private float lastSendTickTime;
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private float lastEventTickTime;
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private void Update()
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{
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if(isListening && (Time.time - lastTickTime >= (1f / NetworkConfig.Tickrate)))
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if(isListening)
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{
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foreach (KeyValuePair<int, NetworkedClient> pair in connectedClients)
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if((Time.time - lastSendTickTime >= (1f / NetworkConfig.SendTickrate)) || NetworkConfig.SendTickrate <= 0)
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{
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NetworkTransport.SendQueuedMessages(hostId, pair.Key, out error);
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}
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NetworkEventType eventType = NetworkTransport.Receive(out hostId, out clientId, out channelId, messageBuffer, messageBuffer.Length, out receivedSize, out error);
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NetworkError networkError = (NetworkError)error;
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if (networkError == NetworkError.Timeout)
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{
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//Client timed out.
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if (isServer)
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foreach (KeyValuePair<int, NetworkedClient> pair in connectedClients)
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{
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OnClientDisconnect(clientId);
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return;
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NetworkTransport.SendQueuedMessages(hostId, pair.Key, out error);
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}
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lastSendTickTime = Time.time;
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}
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else if (networkError != NetworkError.Ok)
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if((Time.time - lastReceiveTickTime >= (1f / NetworkConfig.ReceiveTickrate)) || NetworkConfig.ReceiveTickrate <= 0)
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{
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Debug.LogWarning("MLAPI: NetworkTransport receive error: " + networkError.ToString());
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return;
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}
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switch (eventType)
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{
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case NetworkEventType.ConnectEvent:
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if (isServer)
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NetworkEventType eventType;
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int processedEvents = 0;
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do
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{
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processedEvents++;
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eventType = NetworkTransport.Receive(out hostId, out clientId, out channelId, messageBuffer, messageBuffer.Length, out receivedSize, out error);
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NetworkError networkError = (NetworkError)error;
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if (networkError == NetworkError.Timeout)
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{
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pendingClients.Add(clientId);
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StartCoroutine(ApprovalTimeout(clientId));
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}
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else
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{
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int sizeOfStream = 32;
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if (NetworkConfig.ConnectionApproval)
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sizeOfStream += 2 + NetworkConfig.ConnectionData.Length;
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using (MemoryStream writeStream = new MemoryStream(sizeOfStream))
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//Client timed out.
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if (isServer)
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{
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using (BinaryWriter writer = new BinaryWriter(writeStream))
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{
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writer.Write(NetworkConfig.GetConfig());
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if (NetworkConfig.ConnectionApproval)
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{
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writer.Write((ushort)NetworkConfig.ConnectionData.Length);
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writer.Write(NetworkConfig.ConnectionData);
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}
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}
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Send(clientId, "MLAPI_CONNECTION_REQUEST", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", writeStream.GetBuffer());
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OnClientDisconnect(clientId);
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return;
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}
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}
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break;
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case NetworkEventType.DataEvent:
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HandleIncomingData(clientId, messageBuffer, channelId);
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break;
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case NetworkEventType.DisconnectEvent:
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if (isServer)
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OnClientDisconnect(clientId);
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break;
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else if (networkError != NetworkError.Ok)
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{
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Debug.LogWarning("MLAPI: NetworkTransport receive error: " + networkError.ToString());
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return;
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}
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switch (eventType)
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{
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case NetworkEventType.ConnectEvent:
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if (isServer)
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{
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pendingClients.Add(clientId);
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StartCoroutine(ApprovalTimeout(clientId));
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}
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else
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{
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int sizeOfStream = 32;
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if (NetworkConfig.ConnectionApproval)
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sizeOfStream += 2 + NetworkConfig.ConnectionData.Length;
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using (MemoryStream writeStream = new MemoryStream(sizeOfStream))
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{
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using (BinaryWriter writer = new BinaryWriter(writeStream))
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{
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writer.Write(NetworkConfig.GetConfig());
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if (NetworkConfig.ConnectionApproval)
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{
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writer.Write((ushort)NetworkConfig.ConnectionData.Length);
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writer.Write(NetworkConfig.ConnectionData);
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}
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}
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Send(clientId, "MLAPI_CONNECTION_REQUEST", "MLAPI_INTERNAL", writeStream.GetBuffer());
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}
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}
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break;
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case NetworkEventType.DataEvent:
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HandleIncomingData(clientId, messageBuffer, channelId);
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break;
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case NetworkEventType.DisconnectEvent:
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if (isServer)
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OnClientDisconnect(clientId);
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break;
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}
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// Only do another iteration if: there are no more messages AND (there is no limit to max events or we have processed less than the maximum)
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} while (eventType != NetworkEventType.Nothing && (NetworkConfig.MaxReceiveEventsPerTickRate <= 0 || processedEvents < NetworkConfig.MaxReceiveEventsPerTickRate));
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lastReceiveTickTime = Time.time;
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}
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if (isServer)
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if (isServer && ((Time.time - lastEventTickTime >= (1f / NetworkConfig.EventTickrate)) || NetworkConfig.EventTickrate <= 0))
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{
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LagCompensationManager.AddFrames();
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NetworkedObject.InvokeSyncvarUpdate();
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lastEventTickTime = Time.time;
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}
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lastTickTime = Time.time;
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}
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}
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@ -1074,7 +1093,7 @@ namespace MLAPI
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{
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writer.Write(clientId);
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}
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Send("MLAPI_CLIENT_DISCONNECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer(), clientId);
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Send("MLAPI_CLIENT_DISCONNECT", "MLAPI_INTERNAL", stream.GetBuffer(), clientId);
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}
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}
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}
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@ -1153,7 +1172,7 @@ namespace MLAPI
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}
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}
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}
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Send(clientId, "MLAPI_CONNECTION_APPROVED", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", writeStream.GetBuffer());
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Send(clientId, "MLAPI_CONNECTION_APPROVED", "MLAPI_INTERNAL", writeStream.GetBuffer());
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}
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//Inform old clients of the new player
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@ -1179,7 +1198,7 @@ namespace MLAPI
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writer.Write(clientId);
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}
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}
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Send("MLAPI_ADD_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer(), clientId);
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Send("MLAPI_ADD_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer(), clientId);
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}
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//Flush syncvars:
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foreach (KeyValuePair<uint, NetworkedObject> networkedObject in SpawnManager.spawnedObjects)
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@ -58,7 +58,7 @@ namespace MLAPI.NetworkingManagerComponents
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writer.Write(rotation.eulerAngles.y);
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writer.Write(rotation.eulerAngles.z);
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}
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NetworkingManager.singleton.Send("MLAPI_SPAWN_POOL_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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NetworkingManager.singleton.Send("MLAPI_SPAWN_POOL_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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return go;
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}
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@ -77,7 +77,7 @@ namespace MLAPI.NetworkingManagerComponents
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{
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writer.Write(netObject.NetworkId);
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}
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NetworkingManager.singleton.Send("MLAPI_DESTROY_POOL_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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NetworkingManager.singleton.Send("MLAPI_DESTROY_POOL_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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}
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@ -55,7 +55,7 @@ namespace MLAPI.NetworkingManagerComponents
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{
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writer.Write(sceneNameToIndex[sceneName]);
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}
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NetworkingManager.singleton.Send("MLAPI_SWITCH_SCENE", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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NetworkingManager.singleton.Send("MLAPI_SWITCH_SCENE", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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@ -42,7 +42,7 @@ namespace MLAPI.NetworkingManagerComponents
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writer.Write(netId);
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writer.Write(-2);
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}
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netManager.Send("MLAPI_CHANGE_OWNER", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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netManager.Send("MLAPI_CHANGE_OWNER", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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@ -59,7 +59,7 @@ namespace MLAPI.NetworkingManagerComponents
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writer.Write(netId);
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writer.Write(clientId);
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}
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netManager.Send("MLAPI_CHANGE_OWNER", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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netManager.Send("MLAPI_CHANGE_OWNER", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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@ -136,9 +136,9 @@ namespace MLAPI.NetworkingManagerComponents
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}
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//If we are host, send to everyone except ourselves. Otherwise, send to all
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if (netManager != null && netManager.isHost)
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netManager.Send("MLAPI_DESTROY_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer(), -1);
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netManager.Send("MLAPI_DESTROY_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer(), -1);
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else
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netManager.Send("MLAPI_DESTROY_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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netManager.Send("MLAPI_DESTROY_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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}
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@ -193,9 +193,9 @@ namespace MLAPI.NetworkingManagerComponents
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}
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//If we are host, send to everyone except ourselves. Otherwise, send to all
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if (netManager.isHost)
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netManager.Send("MLAPI_ADD_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer(), -1);
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netManager.Send("MLAPI_ADD_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer(), -1);
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else
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netManager.Send("MLAPI_ADD_OBJECT", "MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", stream.GetBuffer());
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netManager.Send("MLAPI_ADD_OBJECT", "MLAPI_INTERNAL", stream.GetBuffer());
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}
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}
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}
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@ -13,7 +13,7 @@ MLAPI (Mid level API) is a framework that hopefully simplifies building networke
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* Replace the integer QOS with names. When you setup the networking you specify names that are associated with a channel. This makes it easier to manage. You can thus specify that a message should be sent on the "damage" channel which handles all damage related logic and is running on the AllCostDelivery channel.
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* ProtocolVersion to allow making different versions not talk to each other.
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* NetworkedBehaviours does not have to be on the root, it's simply just a class that implements the send methods etc.
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* Multiple messages processed every frame with the ability to specify a maximum to prevent freezes in the normal game logic
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* Custom tickrate
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* Supports separate Unity projects crosstalking
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* Passthrough messages \[[Wiki page](https://github.com/TwoTenPvP/MLAPI/wiki/Passthrough-messages)\]
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* Scene Management \[[Wiki page](https://github.com/TwoTenPvP/MLAPI/wiki/Scene-Management)\]
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