-
Notifications
You must be signed in to change notification settings - Fork 16
Expand file tree
/
Copy pathNetworkLayer.cs
More file actions
554 lines (465 loc) · 21.2 KB
/
NetworkLayer.cs
File metadata and controls
554 lines (465 loc) · 21.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
// Copyright (c) Meta Platforms, Inc. and affiliates.
using System;
using System.Collections;
using System.Collections.Generic;
using Meta.Utilities;
using Netcode.Transports.PhotonRealtime;
using Photon.Realtime;
using Unity.Netcode;
using UnityEngine;
namespace Meta.Multiplayer.Networking
{
/// <summary>
/// Handles network connection using the Unity Netcode API as well as the Photon connection.
/// It handles the connection, reconnection and disconnection of the user.
/// Register to the callbacks to handle different events through the connection flow.
/// </summary>
[RequireComponent(typeof(PhotonRealtimeTransport))]
public class NetworkLayer : Singleton<NetworkLayer>, IConnectionCallbacks, IInRoomCallbacks
{
public enum ClientState
{
Disconnected,
Disconnecting,
StartingLobby,
StartingHost,
StartingClient,
MigratingHost,
MigratingClient,
RestoringHost,
RestoringClient,
SwitchingPhotonRealtimeRoom,
SwitchingLobby,
Connected,
ConnectedToLobby,
}
// We register this function so that we can call it internally when we receive the message
// in ReceiveServerToClientSetDisconnectReason_CustomMessage
private static Action<int> s_onDisconnectReasonReceivedStatic;
[SerializeField, AutoSet] private PhotonRealtimeTransport m_photonRealtime;
[SerializeField] private int m_retryToRestoreClientCount = 1;
[Tooltip("When a client disconnects, should it attempt to reconnect?")]
public bool AllowReconnect = true;
[Tooltip("How long a peer must be unresponsive to disconnect (in ms)")]
public int DisconnectTimeout = 0;
[Tooltip("Number of send retries before a peer is considered lost/disconnected")]
public int SentCountAllowance = 0;
private int m_restoreClientRetries = 0;
public Action<ulong> OnClientConnectedCallback;
public Action<ulong> OnClientDisconnectedCallback;
public Func<ulong?> OnMasterClientSwitchedCallback;
public Action OnHostLeftAndStartingMigration;
public Action StartHostCallback;
public Action StartLobbyCallback;
public Action StartClientCallback;
public Action RestoreHostCallback;
public Action RestoreClientCallback;
public Action<int> OnRestoreFailedCallback;
public Func<string> GetOnClientConnectingPayloadFunc;
public Func<bool> CanMigrateAsHostFunc;
public Action OnHostExit;
public Func<IEnumerator> BeforeSwitchRoomRoutine;
#if HAS_NAUGHTY_ATTRIBUTES
[NaughtyAttributes.ShowNativeProperty]
#endif
public ClientState CurrentClientState { get; private set; } = ClientState.Disconnected;
public string CurrentRoom => m_photonRealtime?.RoomName ?? m_photonRealtime?.Client?.CurrentRoom?.Name;
public List<Region> EnabledRegions { get; private set; }
private bool m_callFailureOnDisconnect = false;
private int m_failureCode = 0;
private new void OnEnable()
{
base.OnEnable();
DontDestroyOnLoad(this);
// Assign the OnDisconnectReasonReceived to keep track of it when
// ReceiveServerToClientSetDisconnectReason_CustomMessage is called
s_onDisconnectReasonReceivedStatic = OnDisconnectReasonReceived;
}
public string GetRegion()
{
return m_photonRealtime.Client?.CloudRegion;
}
public void SetRegion(string region)
{
m_photonRealtime.RegionOverride = region;
if (CurrentClientState == ClientState.ConnectedToLobby)
{
CurrentClientState = ClientState.SwitchingLobby;
m_photonRealtime.Shutdown();
}
}
public void SetRoomProperty(ExitGames.Client.Photon.Hashtable properties)
{
_ = m_photonRealtime.Client.CurrentRoom.SetCustomProperties(properties);
}
public bool IsBroadcasting =>
m_photonRealtime.Client.CurrentRoom.IsOpen;
public void SetBroadcastLobby(bool broadcast) =>
m_photonRealtime.Client.CurrentRoom.IsOpen = broadcast;
public void Init(string room, string region)
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
m_photonRealtime.RoomName = room;
if (string.IsNullOrEmpty(room))
{
_ = StartCoroutine(StartLobby());
}
else
{
// On init if we fail to load client we want to host a private game
// this failure will mostly come from in Editor when AutoJoining a specific room as the first player.
m_photonRealtime.UsePrivateRoom = true;
m_photonRealtime.RegionOverride = region;
_ = StartCoroutine(StartClient());
}
}
public void GoToLobby()
{
_ = StartCoroutine(StartLobby());
}
private IEnumerator StartLobby()
{
CurrentClientState = ClientState.StartingLobby;
_ = m_photonRealtime.StartLobby();
m_photonRealtime.Client.AddCallbackTarget(this);
yield return new WaitUntil(() => m_photonRealtime.Client.InLobby);
CurrentClientState = ClientState.ConnectedToLobby;
StartLobbyCallback?.Invoke();
Debug.LogWarning("You are in the Lobby.");
}
private IEnumerator StartHost()
{
CurrentClientState = ClientState.StartingHost;
_ = NetworkManager.Singleton.StartHost();
m_photonRealtime.Client.AddCallbackTarget(this);
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
yield return new WaitUntil(() => IsInRoom);
if (CurrentClientState != ClientState.StartingHost)
yield break;
CurrentClientState = ClientState.Connected;
StartHostCallback.Invoke();
Debug.LogWarning("You are the host.");
yield break;
}
private IEnumerator StartClient()
{
CurrentClientState = ClientState.StartingClient;
var networkManager = NetworkManager.Singleton;
if (GetOnClientConnectingPayloadFunc != null)
{
var payload = GetOnClientConnectingPayloadFunc();
var payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload);
networkManager.NetworkConfig.ConnectionData = payloadBytes;
}
_ = networkManager.StartClient();
m_photonRealtime.Client.AddCallbackTarget(this);
NetworkManager.Singleton.CustomMessagingManager.RegisterNamedMessageHandler(
nameof(ReceiveServerToClientSetDisconnectReason_CustomMessage),
ReceiveServerToClientSetDisconnectReason_CustomMessage);
yield return WaitForLocalPlayerObject();
if (CurrentClientState != ClientState.StartingClient)
yield break;
CurrentClientState = ClientState.Connected;
StartClientCallback.Invoke();
Debug.LogWarning("You are a client.");
}
private static WaitUntil WaitForLocalPlayerObject()
{
return new WaitUntil(() => NetworkManager.Singleton.LocalClient != null && NetworkManager.Singleton.SpawnManager.GetLocalPlayerObject() != null);
}
private IEnumerator RestoreHost()
{
Debug.LogWarning("Restore Host.");
_ = NetworkManager.Singleton.StartHost();
m_photonRealtime.Client.AddCallbackTarget(this);
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
yield return new WaitUntil(() => IsInRoom);
if (CurrentClientState != ClientState.RestoringHost)
yield break;
Debug.LogWarning("Restore Host Connected.");
CurrentClientState = ClientState.Connected;
RestoreHostCallback.Invoke();
Debug.LogWarning("You are the host.");
}
private IEnumerator RestoreClient()
{
Debug.LogWarning("Restore Client.");
// we need to delay the restore so that the host can be restored first and create the room
yield return new WaitForSeconds(1f);
m_photonRealtime.RetriesClient = 3; // We also want to add retries in case the room is not ready
_ = NetworkManager.Singleton.StartClient();
m_photonRealtime.Client.AddCallbackTarget(this);
NetworkManager.Singleton.CustomMessagingManager.RegisterNamedMessageHandler(
nameof(ReceiveServerToClientSetDisconnectReason_CustomMessage),
ReceiveServerToClientSetDisconnectReason_CustomMessage);
yield return WaitForLocalPlayerObject();
if (CurrentClientState != ClientState.RestoringClient)
yield break;
m_photonRealtime.RetriesClient = 0;
Debug.LogWarning("Restore Client Connected.");
CurrentClientState = ClientState.Connected;
RestoreClientCallback.Invoke();
Debug.LogWarning("You are a client.");
}
private IEnumerator RestoreClientFailed()
{
yield return null;
OnRestoreFailedCallback?.Invoke(m_failureCode);
}
public void OnDisconnected(DisconnectCause cause)
{
Debug.LogWarning($"OnDisconnected: {cause}");
NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnected;
// For some reason, sometimes another shutdown is coming,
// but won't progress unless you start the client.
if (cause is DisconnectCause.DisconnectByClientLogic && NetworkManager.Singleton.ShutdownInProgress)
{
_ = NetworkManager.Singleton.StartClient();
m_photonRealtime.Client.AddCallbackTarget(this);
return;
}
if (m_callFailureOnDisconnect)
{
m_callFailureOnDisconnect = false;
CurrentClientState = ClientState.Disconnected;
_ = StartCoroutine(RestoreClientFailed());
return;
}
switch (CurrentClientState)
{
case ClientState.StartingHost:
// happened because of room name conflict, meaning this
// photon room already exist, so join as a client instead
Debug.LogWarning("HOSTING FAILED. ATTEMPTING TO JOIN AS CLIENT INSTEAD.");
CurrentClientState = ClientState.StartingClient;
StopCoroutine(StartHost());
_ = StartCoroutine(StartClient());
break;
case ClientState.StartingClient:
// happened because room may have stopped being hosted while joining it
if (!CanMigrateAsHost())
{
Debug.LogWarning("JOINING AS CLIENT FAILED AS NON MIGRATING TO HOST, CALL RESTORE CLIENT FAILED.");
_ = StartCoroutine(RestoreClientFailed());
}
else
{
Debug.LogWarning("JOINING AS CLIENT FAILED. ATTEMPTING TO HOST INSTEAD.");
CurrentClientState = ClientState.StartingHost;
StopCoroutine(StartClient());
_ = StartCoroutine(StartHost());
}
break;
case ClientState.MigratingHost:
Debug.LogWarning("MIGRATING AS HOST.");
CurrentClientState = ClientState.RestoringHost;
_ = StartCoroutine(RestoreHost());
break;
case ClientState.MigratingClient:
// there is a possibility that client migration fails while the fallback host
// is taking over as host, meaning this codepath might be taken more than once
Debug.LogWarning("MIGRATING AS CLIENT.");
m_restoreClientRetries = 0;
CurrentClientState = ClientState.RestoringClient;
_ = StartCoroutine(RestoreClient());
break;
case ClientState.RestoringHost:
Debug.LogWarning("RESTORING HOST FAILED. RESTORING AS CLIENT INSTEAD.");
CurrentClientState = ClientState.RestoringClient;
StopCoroutine(RestoreHost());
_ = StartCoroutine(RestoreClient());
break;
case ClientState.RestoringClient:
StopCoroutine(RestoreClient());
// if we don't restore as host try as client again
if (!CanMigrateAsHost())
{
m_restoreClientRetries++;
if (m_restoreClientRetries <= m_retryToRestoreClientCount)
{
Debug.LogWarning("RESTORING CLIENT FAILED AS NON MIGRATING TO HOST. TRYING AGAIN.");
_ = StartCoroutine(RestoreClient());
}
else
{
Debug.LogWarning($"RESTORING CLIENT FAILED AS NON MIGRATING TO HOST. FAILED AFTER {m_restoreClientRetries} tries.");
_ = StartCoroutine(RestoreClientFailed());
}
}
else
{
Debug.LogWarning("RESTORING CLIENT FAILED. RESTORING AS HOST INSTEAD.");
CurrentClientState = ClientState.RestoringHost;
_ = StartCoroutine(RestoreHost());
}
break;
case ClientState.SwitchingPhotonRealtimeRoom:
Debug.LogWarning("SWITCHING ROOM.");
_ = StartCoroutine(SwitchRoomRoutine());
IEnumerator SwitchRoomRoutine()
{
if (BeforeSwitchRoomRoutine?.Invoke() is { } routine)
yield return routine.CatchExceptions();
if (CurrentRoom == null)
{
CurrentClientState = ClientState.StartingHost;
yield return StartHost();
}
else
{
CurrentClientState = ClientState.StartingClient;
yield return StartClient();
}
}
break;
case ClientState.Connected:
if (cause == DisconnectCause.ServerTimeout)
{
if (AllowReconnect)
{
Debug.LogWarning("SERVER TIMEOUT. RESTORING AS CLIENT.");
CurrentClientState = ClientState.RestoringClient;
_ = StartCoroutine(RestoreClient());
}
else
{
Debug.LogWarning("SERVER TIMEOUT. DISCONNECTING.");
OnHostExit?.Invoke();
}
}
break;
case ClientState.StartingLobby:
Debug.LogWarning("DISCONNECTED FROM LOBBY.");
break;
case ClientState.ConnectedToLobby:
if (cause == DisconnectCause.ServerTimeout)
{
Debug.LogWarning("SERVER TIMEOUT IN LOBBY. RESTORING IN LOBBY.");
CurrentClientState = ClientState.StartingLobby;
_ = StartCoroutine(StartLobby());
}
break;
case ClientState.Disconnecting:
CurrentClientState = ClientState.Disconnected;
break;
case ClientState.SwitchingLobby:
Debug.LogWarning("SWITCHING TO NEW LOBBY REGION.");
CurrentClientState = ClientState.StartingLobby;
_ = StartCoroutine(StartLobby());
break;
case ClientState.Disconnected:
break;
default:
break;
}
}
private void OnClientConnected(ulong clientId)
{
m_photonRealtime.Client.LoadBalancingPeer.SendInCreationOrder = false;
if (DisconnectTimeout > 0)
{
m_photonRealtime.Client.LoadBalancingPeer.DisconnectTimeout = DisconnectTimeout;
}
if (SentCountAllowance > 0)
{
m_photonRealtime.Client.LoadBalancingPeer.SentCountAllowance = SentCountAllowance;
}
IEnumerator Routine()
{
// For some reason, OnClientConnectedCallback is called before OnServerStarted, so wait
if (NetworkManager.Singleton.IsHost)
yield return new WaitUntil(() => CurrentClientState == ClientState.Connected);
OnClientConnectedCallback.Invoke(clientId);
}
_ = StartCoroutine(Routine());
}
private void OnClientDisconnected(ulong clientId)
{
OnClientDisconnectedCallback.Invoke(clientId);
}
public void Leave()
{
if (CurrentClientState == ClientState.Connected)
{
CurrentClientState = ClientState.Disconnecting;
NetworkManager.Singleton.Shutdown();
}
else
{
CurrentClientState = ClientState.Disconnected;
}
}
public void OnMasterClientSwitched(Player newMasterClient)
{
var newHost = OnMasterClientSwitchedCallback?.Invoke();
if (newHost.HasValue)
{
Debug.LogWarning("HOST LEFT, MIGRATING...");
CurrentClientState = newHost == NetworkManager.Singleton.LocalClientId && CanMigrateAsHost()
? ClientState.MigratingHost
: ClientState.MigratingClient;
OnHostLeftAndStartingMigration?.Invoke();
}
else
{
Debug.LogWarning("HOST LEFT, LEAVING THE GAME...");
OnHostExit?.Invoke();
}
}
private bool CanMigrateAsHost()
{
// If no function provided we can migrate as an Host
return CanMigrateAsHostFunc == null || CanMigrateAsHostFunc();
}
public void SwitchPhotonRealtimeRoom(string room, bool isHosting, string region)
{
m_photonRealtime.RoomName = room;
m_photonRealtime.RegionOverride = region;
if (NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening && !NetworkManager.Singleton.ShutdownInProgress)
{
CurrentClientState = ClientState.SwitchingPhotonRealtimeRoom;
NetworkManager.Singleton.Shutdown();
}
else
{
if (isHosting)
{
// When starting has host we want to use private rooms
m_photonRealtime.UsePrivateRoom = true;
_ = StartCoroutine(StartHost());
}
else
{
m_photonRealtime.UsePrivateRoom = false;
_ = StartCoroutine(StartClient());
}
}
}
private void OnDisconnectReasonReceived(int failureCode)
{
m_failureCode = failureCode;
m_callFailureOnDisconnect = true;
}
public static void ReceiveServerToClientSetDisconnectReason_CustomMessage(ulong clientID, FastBufferReader reader)
{
reader.ReadValueSafe(out int status);
s_onDisconnectReasonReceivedStatic(status);
}
public bool IsInRoom =>
m_photonRealtime != null && m_photonRealtime.Client?.InRoom is true &&
NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening;
// no need to implement them at the moment
public void OnConnected() { }
public void OnConnectedToMaster() { }
public void OnRegionListReceived(RegionHandler regionHandler)
{
EnabledRegions = regionHandler.EnabledRegions;
}
public void OnCustomAuthenticationResponse(Dictionary<string, object> data) { }
public void OnCustomAuthenticationFailed(string debugMessage) { }
public void OnPlayerEnteredRoom(Player newPlayer) { }
public void OnPlayerLeftRoom(Player otherPlayer) { }
public void OnRoomPropertiesUpdate(ExitGames.Client.Photon.Hashtable propertiesThatChanged) { }
public void OnPlayerPropertiesUpdate(Player targetPlayer, ExitGames.Client.Photon.Hashtable changedProps) { }
}
}