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165 lines
7.8 KiB
C#
165 lines
7.8 KiB
C#
2 weeks ago
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using System;
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using Unity.BossRoom.Infrastructure;
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using Unity.BossRoom.UnityServices.Lobbies;
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using Unity.Multiplayer.Samples.BossRoom;
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using Unity.Multiplayer.Samples.Utilities;
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using Unity.Netcode;
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using UnityEngine;
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using VContainer;
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namespace Unity.BossRoom.ConnectionManagement
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{
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/// <summary>
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/// Connection state corresponding to a listening host. Handles incoming client connections. When shutting down or
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/// being timed out, transitions to the Offline state.
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/// </summary>
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class HostingState : OnlineState
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{
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[Inject]
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LobbyServiceFacade m_LobbyServiceFacade;
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[Inject]
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IPublisher<ConnectionEventMessage> m_ConnectionEventPublisher;
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// used in ApprovalCheck. This is intended as a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage.
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const int k_MaxConnectPayload = 1024;
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public override void Enter()
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{
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//The "BossRoom" server always advances to CharSelect immediately on start. Different games
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//may do this differently.
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SceneLoaderWrapper.Instance.LoadScene("CharSelect", useNetworkSceneManager: true);
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if (m_LobbyServiceFacade.CurrentUnityLobby != null)
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{
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m_LobbyServiceFacade.BeginTracking();
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}
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}
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public override void Exit()
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{
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SessionManager<SessionPlayerData>.Instance.OnServerEnded();
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}
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public override void OnClientConnected(ulong clientId)
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{
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var playerData = SessionManager<SessionPlayerData>.Instance.GetPlayerData(clientId);
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if (playerData != null)
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{
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m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.Success, PlayerName = playerData.Value.PlayerName });
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}
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else
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{
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// This should not happen since player data is assigned during connection approval
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Debug.LogError($"No player data associated with client {clientId}");
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var reason = JsonUtility.ToJson(ConnectStatus.GenericDisconnect);
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m_ConnectionManager.NetworkManager.DisconnectClient(clientId, reason);
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}
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}
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public override void OnClientDisconnect(ulong clientId)
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{
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if (clientId != m_ConnectionManager.NetworkManager.LocalClientId)
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{
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var playerId = SessionManager<SessionPlayerData>.Instance.GetPlayerId(clientId);
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if (playerId != null)
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{
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var sessionData = SessionManager<SessionPlayerData>.Instance.GetPlayerData(playerId);
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if (sessionData.HasValue)
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{
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m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.GenericDisconnect, PlayerName = sessionData.Value.PlayerName });
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}
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SessionManager<SessionPlayerData>.Instance.DisconnectClient(clientId);
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}
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}
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}
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public override void OnUserRequestedShutdown()
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{
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var reason = JsonUtility.ToJson(ConnectStatus.HostEndedSession);
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for (var i = m_ConnectionManager.NetworkManager.ConnectedClientsIds.Count - 1; i >= 0; i--)
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{
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var id = m_ConnectionManager.NetworkManager.ConnectedClientsIds[i];
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if (id != m_ConnectionManager.NetworkManager.LocalClientId)
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{
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m_ConnectionManager.NetworkManager.DisconnectClient(id, reason);
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}
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}
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
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}
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public override void OnServerStopped()
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{
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m_ConnectStatusPublisher.Publish(ConnectStatus.GenericDisconnect);
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m_ConnectionManager.ChangeState(m_ConnectionManager.m_Offline);
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}
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/// <summary>
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/// This logic plugs into the "ConnectionApprovalResponse" exposed by Netcode.NetworkManager. It is run every time a client connects to us.
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/// The complementary logic that runs when the client starts its connection can be found in ClientConnectingState.
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/// </summary>
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/// <remarks>
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/// Multiple things can be done here, some asynchronously. For example, it could authenticate your user against an auth service like UGS' auth service. It can
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/// also send custom messages to connecting users before they receive their connection result (this is useful to set status messages client side
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/// when connection is refused, for example).
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/// Note on authentication: It's usually harder to justify having authentication in a client hosted game's connection approval. Since the host can't be trusted,
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/// clients shouldn't send it private authentication tokens you'd usually send to a dedicated server.
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/// </remarks>
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/// <param name="request"> The initial request contains, among other things, binary data passed into StartClient. In our case, this is the client's GUID,
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/// which is a unique identifier for their install of the game that persists across app restarts.
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/// <param name="response"> Our response to the approval process. In case of connection refusal with custom return message, we delay using the Pending field.
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public override void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response)
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{
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var connectionData = request.Payload;
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var clientId = request.ClientNetworkId;
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if (connectionData.Length > k_MaxConnectPayload)
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{
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// If connectionData too high, deny immediately to avoid wasting time on the server. This is intended as
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// a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage.
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response.Approved = false;
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return;
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}
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var payload = System.Text.Encoding.UTF8.GetString(connectionData);
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var connectionPayload = JsonUtility.FromJson<ConnectionPayload>(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html
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var gameReturnStatus = GetConnectStatus(connectionPayload);
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if (gameReturnStatus == ConnectStatus.Success)
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{
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SessionManager<SessionPlayerData>.Instance.SetupConnectingPlayerSessionData(clientId, connectionPayload.playerId,
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new SessionPlayerData(clientId, connectionPayload.playerName, new NetworkGuid(), 0, true));
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// connection approval will create a player object for you
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response.Approved = true;
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response.CreatePlayerObject = true;
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response.Position = Vector3.zero;
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response.Rotation = Quaternion.identity;
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return;
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}
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response.Approved = false;
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response.Reason = JsonUtility.ToJson(gameReturnStatus);
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if (m_LobbyServiceFacade.CurrentUnityLobby != null)
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{
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m_LobbyServiceFacade.RemovePlayerFromLobbyAsync(connectionPayload.playerId);
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}
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}
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ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload)
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{
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if (m_ConnectionManager.NetworkManager.ConnectedClientsIds.Count >= m_ConnectionManager.MaxConnectedPlayers)
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{
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return ConnectStatus.ServerFull;
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}
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if (connectionPayload.isDebug != Debug.isDebugBuild)
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{
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return ConnectStatus.IncompatibleBuildType;
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}
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return SessionManager<SessionPlayerData>.Instance.IsDuplicateConnection(connectionPayload.playerId) ?
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ConnectStatus.LoggedInAgain : ConnectStatus.Success;
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}
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}
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}
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