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FacepunchTransport.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using Steamworks;
using Steamworks.Data;
using Unity.Netcode;
using UnityEngine;
using Unity.Collections.LowLevel.Unsafe;
namespace Netcode.Transports.Facepunch
{
using SocketConnection = Connection;
public class FacepunchTransport : NetworkTransport, IConnectionManager, ISocketManager
{
private ConnectionManager connectionManager;
private SocketManager socketManager;
private Dictionary<ulong, Client> connectedClients;
[Space]
[Tooltip("The Steam App ID of your game. Technically you're not allowed to use 480, but Valve doesn't do anything about it so it's fine for testing purposes.")]
[SerializeField] private uint steamAppId = 480;
[Tooltip("The Steam ID of the user targeted when joining as a client.")]
[SerializeField] public ulong targetSteamId;
[Header("Info")]
[ReadOnly]
[Tooltip("When in play mode, this will display your Steam ID.")]
[SerializeField] private ulong userSteamId;
private LogLevel LogLevel => NetworkManager.Singleton.LogLevel;
private class Client
{
public SteamId steamId;
public SocketConnection connection;
}
#region MonoBehaviour Messages
private void Awake()
{
try
{
SteamClient.Init(steamAppId, false);
}
catch (Exception e)
{
if (LogLevel <= LogLevel.Error)
Debug.LogError($"[{nameof(FacepunchTransport)}] - Caught an exeption during initialization of Steam client: {e}");
}
finally
{
StartCoroutine(InitSteamworks());
}
}
private void Update()
{
SteamClient.RunCallbacks();
}
private void OnDestroy()
{
SteamClient.Shutdown();
}
#endregion
#region NetworkTransport Overrides
public override ulong ServerClientId => 0;
public override void DisconnectLocalClient()
{
connectionManager?.Connection.Close();
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnecting local client.");
}
public override void DisconnectRemoteClient(ulong clientId)
{
if (connectedClients.TryGetValue(clientId, out Client user))
{
// Flush any pending messages before closing the connection
user.connection.Flush();
user.connection.Close();
connectedClients.Remove(clientId);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnecting remote client with ID {clientId}.");
}
else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to disconnect remote client with ID {clientId}, client not connected.");
}
public override unsafe ulong GetCurrentRtt(ulong clientId)
{
return 0;
}
public override void Initialize(NetworkManager networkManager = null)
{
connectedClients = new Dictionary<ulong, Client>();
}
private SendType NetworkDeliveryToSendType(NetworkDelivery delivery)
{
return delivery switch
{
NetworkDelivery.Reliable => SendType.Reliable,
NetworkDelivery.ReliableFragmentedSequenced => SendType.Reliable,
NetworkDelivery.ReliableSequenced => SendType.Reliable,
NetworkDelivery.Unreliable => SendType.Unreliable,
NetworkDelivery.UnreliableSequenced => SendType.Unreliable,
_ => SendType.Reliable
};
}
public override void Shutdown()
{
try
{
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Shutting down.");
connectionManager?.Close();
socketManager?.Close();
}
catch (Exception e)
{
if (LogLevel <= LogLevel.Error)
Debug.LogError($"[{nameof(FacepunchTransport)}] - Caught an exception while shutting down: {e}");
}
}
public override void Send(ulong clientId, ArraySegment<byte> data, NetworkDelivery delivery)
{
var sendType = NetworkDeliveryToSendType(delivery);
if (clientId == ServerClientId)
connectionManager.Connection.SendMessage(data.Array, data.Offset, data.Count, sendType);
else if (connectedClients.TryGetValue(clientId, out Client user))
user.connection.SendMessage(data.Array, data.Offset, data.Count, sendType);
else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to send packet to remote client with ID {clientId}, client not connected.");
}
public override NetworkEvent PollEvent(out ulong clientId, out ArraySegment<byte> payload, out float receiveTime)
{
connectionManager?.Receive();
socketManager?.Receive();
clientId = 0;
receiveTime = Time.realtimeSinceStartup;
payload = default;
return NetworkEvent.Nothing;
}
public override bool StartClient()
{
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Starting as client.");
connectionManager = SteamNetworkingSockets.ConnectRelay<ConnectionManager>(targetSteamId);
connectionManager.Interface = this;
return true;
}
public override bool StartServer()
{
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Starting as server.");
socketManager = SteamNetworkingSockets.CreateRelaySocket<SocketManager>();
socketManager.Interface = this;
return true;
}
#endregion
#region ConnectionManager Implementation
private byte[] payloadCache = new byte[4096];
private void EnsurePayloadCapacity(int size)
{
if (payloadCache.Length >= size)
return;
payloadCache = new byte[Math.Max(payloadCache.Length * 2, size)];
}
void IConnectionManager.OnConnecting(ConnectionInfo info)
{
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connecting with Steam user {info.Identity.SteamId}.");
}
void IConnectionManager.OnConnected(ConnectionInfo info)
{
InvokeOnTransportEvent(NetworkEvent.Connect, ServerClientId, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connected with Steam user {info.Identity.SteamId}.");
}
void IConnectionManager.OnDisconnected(ConnectionInfo info)
{
InvokeOnTransportEvent(NetworkEvent.Disconnect, ServerClientId, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnected Steam user {info.Identity.SteamId}.");
}
unsafe void IConnectionManager.OnMessage(IntPtr data, int size, long messageNum, long recvTime, int channel)
{
EnsurePayloadCapacity(size);
fixed (byte* payload = payloadCache)
{
UnsafeUtility.MemCpy(payload, (byte*)data, size);
}
InvokeOnTransportEvent(NetworkEvent.Data, ServerClientId, new ArraySegment<byte>(payloadCache, 0, size), Time.realtimeSinceStartup);
}
#endregion
#region SocketManager Implementation
void ISocketManager.OnConnecting(SocketConnection connection, ConnectionInfo info)
{
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Accepting connection from Steam user {info.Identity.SteamId}.");
connection.Accept();
}
void ISocketManager.OnConnected(SocketConnection connection, ConnectionInfo info)
{
if (!connectedClients.ContainsKey(connection.Id))
{
connectedClients.Add(connection.Id, new Client()
{
connection = connection,
steamId = info.Identity.SteamId
});
InvokeOnTransportEvent(NetworkEvent.Connect, connection.Id, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Connected with Steam user {info.Identity.SteamId}.");
}
else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to connect client with ID {connection.Id}, client already connected.");
}
void ISocketManager.OnDisconnected(SocketConnection connection, ConnectionInfo info)
{
if (connectedClients.Remove(connection.Id))
{
InvokeOnTransportEvent(NetworkEvent.Disconnect, connection.Id, default, Time.realtimeSinceStartup);
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Disconnected Steam user {info.Identity.SteamId}");
}
else if (LogLevel <= LogLevel.Normal)
Debug.LogWarning($"[{nameof(FacepunchTransport)}] - Failed to diconnect client with ID {connection.Id}, client not connected.");
}
unsafe void ISocketManager.OnMessage(SocketConnection connection, NetIdentity identity, IntPtr data, int size, long messageNum, long recvTime, int channel)
{
EnsurePayloadCapacity(size);
fixed (byte* payload = payloadCache)
{
UnsafeUtility.MemCpy(payload, (byte*)data, size);
}
InvokeOnTransportEvent(NetworkEvent.Data, connection.Id, new ArraySegment<byte>(payloadCache, 0, size), Time.realtimeSinceStartup);
}
#endregion
#region Utility Methods
private IEnumerator InitSteamworks()
{
yield return new WaitUntil(() => SteamClient.IsValid);
SteamNetworkingUtils.InitRelayNetworkAccess();
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Initialized access to Steam Relay Network.");
userSteamId = SteamClient.SteamId;
if (LogLevel <= LogLevel.Developer)
Debug.Log($"[{nameof(FacepunchTransport)}] - Fetched user Steam ID.");
}
#endregion
}
}