#if UNITY_EDITOR || DEVELOPMENT_BUILD #define DEVELOPMENT #endif using FishNet.Connection; using FishNet.Documenting; using FishNet.Managing.Logging; using FishNet.Managing.Object; using FishNet.Managing.Server; using FishNet.Managing.Utility; using FishNet.Object; using FishNet.Object.Helping; using FishNet.Serializing; using FishNet.Transporting; using FishNet.Utility.Extension; using FishNet.Utility.Performance; using GameKit.Dependencies.Utilities; using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using FishNet.Serializing.Helping; using UnityEngine; using UnityEngine.SceneManagement; namespace FishNet.Managing.Client { /// /// Handles objects and information about objects for the local client. See ManagedObjects for inherited options. /// public partial class ClientObjects : ManagedObjects { #region Private. /// /// NetworkObjects which are cached to be spawned or despawned. /// private ClientObjectCache _objectCache; #endregion internal ClientObjects(NetworkManager networkManager) { base.Initialize(networkManager); _objectCache = new(this, networkManager); } /// /// Called when a connection state changes for the local server. /// internal void OnServerConnectionState(ServerConnectionStateArgs args) { //Nothing needs to be done if started. if (args.ConnectionState == LocalConnectionState.Started) return; /* If not started and client is active then deinitialize * client objects first. This will let the deinit calls * perform before the server destroys them. Ideally this * would be done when the user shows intent to shutdown * the server, but realistically planning for server socket * drops is a much more universal solution. * * Calling StopConnection on the client will set it's local state * to Stopping which will result in a deinit. */ /* Only perform this step if the transport being stopped * is the one which client is connected to. */ if (NetworkManager.IsClientStarted && args.TransportIndex == base.NetworkManager.ClientManager.GetTransportIndex()) base.NetworkManager.ClientManager.StopConnection(); } /// /// Called when the connection state changes for the local client. /// /// internal void OnClientConnectionState(ClientConnectionStateArgs args) { /* If new state is not started then reset * environment. */ if (args.ConnectionState != LocalConnectionState.Started) { _objectCache.Reset(); //If not server then deinitialize normally. if (!base.NetworkManager.IsServerStarted) { base.DespawnWithoutSynchronization(recursive: true, asServer: false); } //Otherwise invoke stop callbacks only for client side. else { foreach (NetworkObject n in Spawned.Values) { if (!n.CanDeinitialize(asServer: false)) continue; n.InvokeStopCallbacks(false, true); n.SetInitializedStatus(false, false); } } /* Clear spawned and scene objects as they will be rebuilt. * Spawned would have already be cleared if DespawnSpawned * was called but it won't hurt anything clearing an empty collection. */ base.Spawned.Clear(); base.SceneObjects_Internal.Clear(); } } /// /// Called when a scene is loaded. /// /// /// [APIExclude] protected internal override void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1) { base.SceneManager_sceneLoaded(s, arg1); if (!base.NetworkManager.IsClientStarted) return; /* When a scene first loads for a client it should disable * all network objects in that scene. The server will send * spawn messages once it's aware client has loaded the scene. */ RegisterAndDespawnSceneObjects(s); } /// /// Adds a NetworkObject to Spawned. /// internal override void AddToSpawned(NetworkObject nob, bool asServer) { base.AddToSpawned(nob, asServer); //If being added as client and is also server. if (NetworkManager.IsServerStarted) nob.SetRenderersVisible(true); } /// /// Sends a predicted spawn to the server. /// internal void PredictedSpawn(NetworkObject networkObject, NetworkConnection ownerConnection) { //No more Ids to use. Queue predictedObjectIds = NetworkManager.ClientManager.Connection.PredictedObjectIds; if (!predictedObjectIds.TryPeek(out int objectId)) { NetworkManager.LogError($"Predicted spawn for object {networkObject.name} failed because no more predicted ObjectIds remain. This usually occurs when the client is spawning excessively before the server can respond. Increasing ReservedObjectIds within the ServerManager component or reducing spawn rate could prevent this problem."); StoreNetworkObject(); return; } networkObject.InitializePredictedObject_Client(base.NetworkManager, objectId, ownerConnection, base.NetworkManager.ClientManager.Connection); NetworkManager.ClientManager.Objects.AddToSpawned(networkObject, false); networkObject.Initialize(asServer: false, invokeSyncTypeCallbacks: true); PooledWriter writer = WriterPool.Retrieve(); if (WriteSpawn(networkObject, writer, connection: null)) { base.NetworkManager.TransportManager.SendToServer((byte)Channel.Reliable, writer.GetArraySegment()); //Also dequeue entry, since we only peeked it earlier. predictedObjectIds.Dequeue(); } else { StoreNetworkObject(); } void StoreNetworkObject() { networkObject.SetIsDestroying(); networkObject.Deinitialize(asServer: false); NetworkManager.StorePooledOrDestroyInstantiated(networkObject, asServer: false); } writer.Store(); } /// /// Sends a predicted despawn to the server. /// internal void PredictedDespawn(NetworkObject networkObject) { PooledWriter writer = WriterPool.Retrieve(); WriteDepawn(networkObject, writer); base.NetworkManager.TransportManager.SendToServer((byte)Channel.Reliable, writer.GetArraySegment()); writer.Store(); base.Despawn(networkObject, networkObject.GetDefaultDespawnType(), asServer: false); } /// /// Writes a predicted despawn. /// public void WriteDepawn(NetworkObject nob, Writer writer) { writer.WritePacketIdUnpacked(PacketId.ObjectDespawn); writer.WriteNetworkObject(nob); } /// /// Registers NetworkObjects in all scenes and despawns them. /// internal void RegisterAndDespawnSceneObjects() { for (int i = 0; i < SceneManager.sceneCount; i++) RegisterAndDespawnSceneObjects(SceneManager.GetSceneAt(i)); } /// /// Adds NetworkObjects within s to SceneObjects, and despawns them. /// /// private void RegisterAndDespawnSceneObjects(Scene s) { List nobs = CollectionCaches.RetrieveList(); Scenes.GetSceneNetworkObjects(s, false, true, true, ref nobs); bool isServerStarted = base.NetworkManager.IsServerStarted; int nobsCount = nobs.Count; for (int i = 0; i < nobsCount; i++) { NetworkObject nob = nobs[i]; if (!nob.IsSceneObject) continue; //Only set initialized values if not server, as server would have already done so. if (!isServerStarted) nob.SetInitializedValues(parentNob: null, force: false); if (nob.GetIsNetworked()) { base.AddToSceneObjects(nob); //Only run if not also server, as this already ran on server. if (!base.NetworkManager.IsServerStarted) nob.gameObject.SetActive(false); } } CollectionCaches.Store(nobs); } /// /// Called when a NetworkObject runs Deactivate. /// /// internal override void NetworkObjectDestroyed(NetworkObject nob, bool asServer) { nob.RemoveClientRpcLinkIndexes(); base.NetworkObjectDestroyed(nob, asServer); } /// /// Parses an OwnershipChange packet. /// /// internal void ParseOwnershipChange(PooledReader reader) { NetworkObject nob = reader.ReadNetworkObject(); NetworkConnection newOwner = reader.ReadNetworkConnection(); if (nob != null && nob.IsSpawned) nob.GiveOwnership(newOwner, asServer: false, recursive: false); else NetworkManager.LogWarning($"NetworkBehaviour could not be found when trying to parse OwnershipChange packet."); } /// /// Parses a received syncVar. /// /// internal void ParseSyncType(PooledReader reader, Channel channel) { //cleanup this is unique to synctypes where length comes first. //this will change once I tidy up synctypes. ushort packetId = (ushort)PacketId.SyncType; NetworkBehaviour nb = reader.ReadNetworkBehaviour(); int length = (int)ReservedLengthWriter.ReadLength(reader, NetworkBehaviour.SYNCTYPE_RESERVE_BYTES); if (nb != null && nb.IsSpawned) { /* Length of data to be read for syncvars. * This is important because syncvars are never * a set length and data must be read through completion. * The only way to know where completion of syncvar is, versus * when another packet starts is by including the length. */ if (length > 0) nb.ReadSyncType(reader, length); } else { SkipDataLength(packetId, reader, length); } } /// /// Parses a /// /// internal void ParsePredictedSpawnResult(PooledReader reader) { bool success = reader.ReadBoolean(); int usedObjectId = reader.ReadNetworkObjectId(); int nextObjectId = reader.ReadNetworkObjectId(); if (nextObjectId != NetworkObject.UNSET_OBJECTID_VALUE) NetworkManager.ClientManager.Connection.PredictedObjectIds.Enqueue(nextObjectId); //Server would not allow the predicted spawn. if (!success) { if (Spawned.TryGetValueIL2CPP(usedObjectId, out NetworkObject nob)) { //TODO support pooling. This first requires a rework of the initialization / clientHost message system. nob.SetIsDestroying(DespawnType.Destroy); UnityEngine.Object.Destroy(nob.gameObject); //nob.Deinitialize(asServer: false); //NetworkManager.StorePooledInstantiated(nob, false); } } } /// /// Parses a ReconcileRpc. /// /// internal void ParseReconcileRpc(PooledReader reader, Channel channel) { #if DEVELOPMENT NetworkBehaviour.ReadDebugForValidatedRpc(base.NetworkManager, reader, out int readerRemainingAfterLength, out string rpcInformation, out uint expectedReadAmount); #endif NetworkBehaviour nb = reader.ReadNetworkBehaviour(); int dataLength = Packets.GetPacketLength((ushort)PacketId.Reconcile, reader, channel); if (nb != null && nb.IsSpawned) nb.OnReconcileRpc(null, reader, channel); else SkipDataLength((ushort)PacketId.ObserversRpc, reader, dataLength); #if DEVELOPMENT NetworkBehaviour.TryPrintDebugForValidatedRpc(fromRpcLink: false, base.NetworkManager, reader, readerRemainingAfterLength, rpcInformation, expectedReadAmount, channel); #endif } /// /// Parses an ObserversRpc. /// /// internal void ParseObserversRpc(PooledReader reader, Channel channel) { #if DEVELOPMENT NetworkBehaviour.ReadDebugForValidatedRpc(base.NetworkManager, reader, out int startReaderRemaining, out string rpcInformation, out uint expectedReadAmount); #endif NetworkBehaviour nb = reader.ReadNetworkBehaviour(logException: false); int dataLength = Packets.GetPacketLength((ushort)PacketId.ObserversRpc, reader, channel); if (nb != null && nb.IsSpawned) { nb.ReadObserversRpc(fromRpcLink: false, methodHash: 0, reader, channel); } else { base.NetworkManager.Log($"NetworkBehaviour not found for an ObserverRpc. Rpc data will be discarded."); SkipDataLength((ushort)PacketId.ObserversRpc, reader, dataLength); } #if DEVELOPMENT NetworkBehaviour.TryPrintDebugForValidatedRpc(fromRpcLink: false, base.NetworkManager, reader, startReaderRemaining, rpcInformation, expectedReadAmount, channel); #endif } /// /// Parses a TargetRpc. /// /// internal void ParseTargetRpc(PooledReader reader, Channel channel) { #if DEVELOPMENT NetworkBehaviour.ReadDebugForValidatedRpc(base.NetworkManager, reader, out int startReaderRemaining, out string rpcInformation, out uint expectedReadAmount); #endif NetworkBehaviour nb = reader.ReadNetworkBehaviour(); int dataLength = Packets.GetPacketLength((ushort)PacketId.TargetRpc, reader, channel); if (nb != null && nb.IsSpawned) nb.ReadTargetRpc(fromRpcLink: false, methodHash: 0, reader, channel); else SkipDataLength((ushort)PacketId.TargetRpc, reader, dataLength); } /// /// Caches a received spawn to be processed after all spawns and despawns are received for the tick. /// internal void ReadSpawn(PooledReader reader) { SpawnType st = (SpawnType)reader.ReadUInt8Unpacked(); bool sceneObject = st.FastContains(SpawnType.Scene); ReadNestedSpawnIds(reader, st, out byte? nobComponentId, out int? parentObjectId, out byte? parentComponentId, _objectCache.ReadSpawningObjects); //NeworkObject and owner information. int objectId = reader.ReadNetworkObjectForSpawn(out int initializeOrder, out ushort collectionId); int ownerId = reader.ReadNetworkConnectionId(); //Read transform values which differ from serialized values. Vector3? localPosition; Quaternion? localRotation; Vector3? localScale; base.ReadTransformProperties(reader, out localPosition, out localRotation, out localScale); int prefabId = 0; ulong sceneId = 0; string sceneName = string.Empty; string objectName = string.Empty; if (sceneObject) { base.ReadSceneObjectId(reader, out sceneId); #if DEVELOPMENT if (NetworkManager.ClientManager.IsServerDevelopment) base.CheckReadSceneObjectDetails(reader, ref sceneName, ref objectName); #endif } else { prefabId = reader.ReadNetworkObjectId(); } ArraySegment payload = base.ReadPayload(reader); ArraySegment rpcLinks = ReadRpcLinks(reader); ArraySegment syncTypes = ReadSyncTypesForSpawn(reader); bool isPredictedSpawner = st.FastContains(SpawnType.IsPredictedSpawner); //If found in spawn already. if (base.Spawned.TryGetValue(objectId, out NetworkObject nob)) { /* If not server then extra checks must be done. Client should never * receive spawn messages for already spawned objects, unless they locally * predicted spawned the object. */ if (!base.NetworkManager.IsServerStarted) { //Not predicted spawner. if (!st.FastContains(SpawnType.IsPredictedSpawner)) { NetworkManager.LogWarning($"Received a spawn objectId of {objectId} which was already found in spawned, and was not predicted. This sometimes may occur on clientHost when the server destroys an object unexpectedly before the clientHost gets the spawn message."); } //Is predicted spawner. else { PooledReader segmentReader = ReaderPool.Retrieve(ArraySegment.Empty, NetworkManager); //RpcLinks. segmentReader.Initialize(rpcLinks, NetworkManager, Reader.DataSource.Server); ApplyRpcLinks(nob, segmentReader); //Payload. segmentReader.Initialize(payload, NetworkManager, Reader.DataSource.Server); ReadPayload(sender: null, nob, segmentReader, segmentReader.Length); //SyncTypes. segmentReader.Initialize(syncTypes, NetworkManager, Reader.DataSource.Server); ApplySyncTypesForSpawn(nob, segmentReader); } /* Nob isn't added to spawn if predicted spawner. * We only wanted to read and apply initial data from the server. */ return; } } else { /* If predicted spawner and not in spawned then simply exit early. * The predicted spawner destroyed the object locally. */ if (isPredictedSpawner) return; } _objectCache.AddSpawn(base.NetworkManager, collectionId, objectId, initializeOrder, ownerId, st, nobComponentId, parentObjectId, parentComponentId, prefabId, localPosition, localRotation, localScale, sceneId, sceneName, objectName, payload, rpcLinks, syncTypes); } /// /// Caches a received despawn to be processed after all spawns and despawns are received for the tick. /// /// internal void CacheDespawn(PooledReader reader) { DespawnType despawnType; int objectId = reader.ReadNetworkObjectForDespawn(out despawnType); _objectCache.AddDespawn(objectId, despawnType); } /// /// Iterates object cache which contains spawn and despawn messages. /// Parses the packets within the cache and ensures objects are spawned and despawned before their sync values are applied. /// This ensures there is no chance a sync value is referencing a spawned object which does not exist yet due to it normally being spawned later in the cache. /// internal void IterateObjectCache() { _objectCache.Iterate(); } /// /// Gets a nested NetworkObject within it's root. /// /// /// internal NetworkObject GetNestedNetworkObject(CachedNetworkObject cnob) { NetworkObject rootNob; int rootObjectId = cnob.ParentObjectId.Value; byte componentIndex = cnob.ComponentId.Value; /* Spawns are processed after all spawns come in, * this ensures no reference race conditions. Turns out because of this * the parentNob may be in cache and not actually spawned, if it was spawned the same packet * as this one. So when not found in the spawned collection try to * find it in Spawning before throwing. */ rootNob = _objectCache.GetSpawnedObject(rootObjectId); //If still null, that's not good. if (rootNob == null) { //Only log if not clientHost. if (!base.NetworkManager.IsServerStarted) NetworkManager.LogError($"Nested spawned object with componentIndex of {componentIndex} and a parentId of {rootObjectId} could not be spawned because parent was not found."); return null; } NetworkObject nob = null; List childNobs = rootNob.InitializedNestedNetworkObjects; //Find nob with component index. for (int i = 0; i < childNobs.Count; i++) { if (childNobs[i].ComponentIndex == componentIndex) { nob = childNobs[i]; break; } } //If child nob was not found. if (nob == null) { //Only log if not clientHost. if (!base.NetworkManager.IsServerStarted) NetworkManager.LogError($"Nested spawned object with componentIndex of {componentIndex} could not be found as a child NetworkObject of {rootNob.name}."); return null; } return nob; } /// /// Applies RPCLinks to a NetworkObject. /// This method will exit early if reader is null. /// internal void ApplyRpcLinks(NetworkObject nob, PooledReader reader) { if (reader == null) return; List rpcLinkIndexes = new(); while (reader.Remaining > 0) { byte componentId = reader.ReadNetworkBehaviourId(); ushort count = reader.ReadUInt16Unpacked(); for (int i = 0; i < count; i++) { //Index of RpcLink. ushort linkIndex = reader.ReadUInt16Unpacked(); RpcLink link = new(nob.ObjectId, componentId, //RpcHash. reader.ReadUInt16Unpacked(), //packetId for rpc. reader.ReadPacketId()); //Add to links. SetRpcLink(linkIndex, link); rpcLinkIndexes.Add(linkIndex); } } nob.SetRpcLinkIndexes(rpcLinkIndexes); } /// /// Applies initial SyncTypes to a NetworkObject. /// A null reader will exit the method early. /// internal void ApplySyncTypesForSpawn(NetworkObject nob, PooledReader reader) { if (reader == null) return; /* Apply syncTypes. It's very important to do this after all * spawns have been processed and added to the manager.Objects collection. * Otherwise, the synctype may reference an object spawning the same tick * and the result would be null due to said object not being in spawned. * * At this time the NetworkObject is not initialized so by calling * OnSyncType the changes are cached to invoke callbacks after initialization, * not during the time of this action. */ List behaviours = nob.NetworkBehaviours; while (reader.Remaining > 0) { byte behaviourId = reader.ReadUInt8Unpacked(); behaviours[behaviourId].ReadSyncTypesForSpawn(reader); } } /// /// Instantiates a NetworkObject if required and sets transform values. /// internal NetworkObject GetInstantiatedNetworkObject(CachedNetworkObject cnob) { if (cnob.PrefabId == null) { NetworkManager.LogError($"PrefabId for {cnob.ObjectId} is null. Object will not spawn."); return null; } NetworkManager networkManager = base.NetworkManager; int prefabId = cnob.PrefabId.Value; NetworkObject result; if (prefabId == NetworkObject.UNSET_OBJECTID_VALUE) { NetworkManager.LogError($"Spawned object has an invalid prefabId. Make sure all objects which are being spawned over the network are within SpawnableObjects on the NetworkManager."); return null; } ushort collectionId = cnob.CollectionId; //PrefabObjects to get the prefab from. PrefabObjects prefabObjects = networkManager.GetPrefabObjects(collectionId, false); //Not found for collectionId > 0. This means the user likely did not setup the collection on client. if (prefabObjects == null && collectionId > 0) { networkManager.LogError($"PrefabObjects collection is not found for CollectionId {collectionId}. Be sure to add your addressables NetworkObject prefabs to the collection on server and client before attempting to spawn them over the network."); return null; } //Only instantiate if not host. if (!networkManager.IsHostStarted) { Transform parentTransform = null; //Set parentTransform if there's a parent object. if (cnob.HasParent) { int objectId = cnob.ParentObjectId.Value; NetworkObject nob = _objectCache.GetSpawnedObject(objectId); if (nob == null) { NetworkObject prefab = prefabObjects.GetObject(false, prefabId); networkManager.LogError($"NetworkObject not found for ObjectId {objectId}. Prefab {prefab.name} will be instantiated without parent synchronization."); } else { byte componentIndex = cnob.ComponentId.Value; NetworkBehaviour nb = nob.GetNetworkBehaviour(componentIndex, false); if (nb != null) { parentTransform = nb.transform; } else { NetworkObject prefab = prefabObjects.GetObject(false, prefabId); networkManager.LogError($"NetworkBehaviour on index {componentIndex} could not be found within NetworkObject {nob.name} with ObjectId {objectId}. Prefab {prefab.name} will be instantiated without parent synchronization."); } } } ObjectPoolRetrieveOption retrieveOptions = (ObjectPoolRetrieveOption.MakeActive | ObjectPoolRetrieveOption.LocalSpace); result = networkManager.GetPooledInstantiated(prefabId, collectionId, retrieveOptions, parentTransform, cnob.Position, cnob.Rotation, cnob.Scale, asServer: false); //Only need to set IsGlobal also if not host. bool isGlobal = cnob.SpawnType.FastContains(SpawnType.InstantiatedGlobal); result.SetIsGlobal(isGlobal); } //If host then find server instantiated object. else { ServerObjects so = networkManager.ServerManager.Objects; if (!so.Spawned.TryGetValueIL2CPP(cnob.ObjectId, out result)) result = so.GetFromPending(cnob.ObjectId); if (result == null) networkManager.LogWarning($"ObjectId {cnob.ObjectId} could not be found in Server spawned, nor Server pending despawn. This may occur as clientHost when objects are destroyed before the client receives a despawn packet. In most cases this may be ignored."); } return result; } /// /// Gets a NetworkObject from Spawned, or object cache. /// /// /// internal NetworkObject GetSpawnedNetworkObject(CachedNetworkObject cnob) { NetworkObject nob; //Try checking already spawned objects first. if (base.Spawned.TryGetValueIL2CPP(cnob.ObjectId, out nob)) { return nob; } /* If not found in already spawned objects see if * the networkObject is in the objectCache. It's possible the despawn * came immediately or shortly after the spawn message, before * the object has been initialized. */ else { nob = _objectCache.GetInCached(cnob.ObjectId, ClientObjectCache.CacheSearchType.Any); /* Nob may be null if it's a child object being despawned, and the * parent despawn already occurred. */ return nob; } } } }