XRoom_Unity/Assets/Photon/PhotonRealtime/Code/SystemConnectionSummary.cs
2025-05-31 10:20:20 +03:30

236 lines
9.5 KiB
C#

// ----------------------------------------------------------------------------
// <copyright file="ConnectionHandler.cs" company="Exit Games GmbH">
// Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// If the game logic does not call Service() for whatever reason, this keeps the connection.
// </summary>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------
#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
#define SUPPORTED_UNITY
#endif
namespace Photon.Realtime
{
using System.Text;
/// <summary>
/// The SystemConnectionSummary (SBS) is useful to analyze low level connection issues in Unity. This requires a ConnectionHandler in the scene.
/// </summary>
/// <remarks>
/// A LoadBalancingClient automatically creates a SystemConnectionSummary on these disconnect causes:
/// DisconnectCause.ExceptionOnConnect, DisconnectCause.Exception, DisconnectCause.ServerTimeout and DisconnectCause.ClientTimeout.
///
/// The SBS can then be turned into an integer (ToInt()) or string to debug the situation or use in analytics.
/// Both, ToString and ToInt summarize the network-relevant conditions of the client at and before the connection fail, including the PhotonPeer.SocketErrorCode.
///
/// Important: To correctly create the SBS instance, a ConnectionHandler component must be present and enabled in the
/// Unity scene hierarchy. In best case, keep the ConnectionHandler on a GameObject which is flagged as
/// DontDestroyOnLoad.
/// </remarks>
public class SystemConnectionSummary
{
// SystemConditionSummary v0 has 32 bits:
// Version bits (4 bits)
// UDP, TCP, WS, WSS (WebRTC potentially) (3 bits)
// 1 bit empty
//
// AppQuits
// AppPause
// AppPauseRecent
// AppOutOfFocus
//
// AppOutOfFocusRecent
// NetworkReachability (Unity value)
// ErrorCodeFits (ErrorCode > short.Max would be a problem)
// WinSock (true) or BSD (false) Socket Error Codes
//
// Time since receive?
// Times of send?!
//
// System/Platform -> should be in other analytic values (not this)
public readonly byte Version = 0;
public byte UsedProtocol;
public bool AppQuits;
public bool AppPause;
public bool AppPauseRecent;
public bool AppOutOfFocus;
public bool AppOutOfFocusRecent;
public bool NetworkReachable;
public bool ErrorCodeFits;
public bool ErrorCodeWinSock;
public int SocketErrorCode;
private static readonly string[] ProtocolIdToName = { "UDP", "TCP", "2(N/A)", "3(N/A)", "WS", "WSS", "6(N/A)", "7WebRTC" };
private class SCSBitPos
{
/// <summary>28 and up. 4 bits.</summary>
public const int Version = 28;
/// <summary>25 and up. 3 bits.</summary>
public const int UsedProtocol = 25;
public const int EmptyBit = 24;
public const int AppQuits = 23;
public const int AppPause = 22;
public const int AppPauseRecent = 21;
public const int AppOutOfFocus = 20;
public const int AppOutOfFocusRecent = 19;
public const int NetworkReachable = 18;
public const int ErrorCodeFits = 17;
public const int ErrorCodeWinSock = 16;
}
/// <summary>
/// Creates a SystemConnectionSummary for an incident of a local LoadBalancingClient. This gets used automatically by the LoadBalancingClient!
/// </summary>
/// <remarks>
/// If the LoadBalancingClient.SystemConnectionSummary is non-null after a connection-loss, you can call .ToInt() and send this to analytics or log it.
///
/// </remarks>
/// <param name="client"></param>
public SystemConnectionSummary(LoadBalancingClient client)
{
if (client != null)
{
// protocol = 3 bits! potentially adding WebRTC.
this.UsedProtocol = (byte)((int)client.LoadBalancingPeer.UsedProtocol & 7);
this.SocketErrorCode = (int)client.LoadBalancingPeer.SocketErrorCode;
}
this.AppQuits = ConnectionHandler.AppQuits;
this.AppPause = ConnectionHandler.AppPause;
this.AppPauseRecent = ConnectionHandler.AppPauseRecent;
this.AppOutOfFocus = ConnectionHandler.AppOutOfFocus;
this.AppOutOfFocusRecent = ConnectionHandler.AppOutOfFocusRecent;
this.NetworkReachable = ConnectionHandler.IsNetworkReachableUnity();
this.ErrorCodeFits = this.SocketErrorCode <= short.MaxValue; // socket error code <= short.Max (everything else is a problem)
this.ErrorCodeWinSock = true;
}
/// <summary>
/// Creates a SystemConnectionSummary instance from an int (reversing ToInt()). This can then be turned into a string again.
/// </summary>
/// <param name="summary">An int, as provided by ToInt(). No error checks yet.</param>
public SystemConnectionSummary(int summary)
{
this.Version = GetBits(ref summary, SCSBitPos.Version, 0xF);
this.UsedProtocol = GetBits(ref summary, SCSBitPos.UsedProtocol, 0x7);
// 1 empty bit
this.AppQuits = GetBit(ref summary, SCSBitPos.AppQuits);
this.AppPause = GetBit(ref summary, SCSBitPos.AppPause);
this.AppPauseRecent = GetBit(ref summary, SCSBitPos.AppPauseRecent);
this.AppOutOfFocus = GetBit(ref summary, SCSBitPos.AppOutOfFocus);
this.AppOutOfFocusRecent = GetBit(ref summary, SCSBitPos.AppOutOfFocusRecent);
this.NetworkReachable = GetBit(ref summary, SCSBitPos.NetworkReachable);
this.ErrorCodeFits = GetBit(ref summary, SCSBitPos.ErrorCodeFits);
this.ErrorCodeWinSock = GetBit(ref summary, SCSBitPos.ErrorCodeWinSock);
this.SocketErrorCode = summary & 0xFFFF;
}
/// <summary>
/// Turns the SystemConnectionSummary into an integer, which can be be used for analytics purposes. It contains a lot of info and can be used to instantiate a new SystemConnectionSummary.
/// </summary>
/// <returns>Compact representation of the context for a disconnect issue.</returns>
public int ToInt()
{
int result = 0;
SetBits(ref result, this.Version, SCSBitPos.Version);
SetBits(ref result, this.UsedProtocol, SCSBitPos.UsedProtocol);
// 1 empty bit
SetBit(ref result, this.AppQuits, SCSBitPos.AppQuits);
SetBit(ref result, this.AppPause, SCSBitPos.AppPause);
SetBit(ref result, this.AppPauseRecent, SCSBitPos.AppPauseRecent);
SetBit(ref result, this.AppOutOfFocus, SCSBitPos.AppOutOfFocus);
SetBit(ref result, this.AppOutOfFocusRecent, SCSBitPos.AppOutOfFocusRecent);
SetBit(ref result, this.NetworkReachable, SCSBitPos.NetworkReachable);
SetBit(ref result, this.ErrorCodeFits, SCSBitPos.ErrorCodeFits);
SetBit(ref result, this.ErrorCodeWinSock, SCSBitPos.ErrorCodeWinSock);
// insert socket error code as lower 2 bytes
int socketErrorCode = this.SocketErrorCode & 0xFFFF;
result |= socketErrorCode;
return result;
}
/// <summary>
/// A readable debug log string of the context for network problems.
/// </summary>
/// <returns>SystemConnectionSummary as readable string.</returns>
public override string ToString()
{
StringBuilder sb = new StringBuilder();
string transportProtocol = ProtocolIdToName[this.UsedProtocol];
sb.Append($"SCS v{this.Version} {transportProtocol} SocketErrorCode: {this.SocketErrorCode} ");
if (this.AppQuits) sb.Append("AppQuits ");
if (this.AppPause) sb.Append("AppPause ");
if (!this.AppPause && this.AppPauseRecent) sb.Append("AppPauseRecent ");
if (this.AppOutOfFocus) sb.Append("AppOutOfFocus ");
if (!this.AppOutOfFocus && this.AppOutOfFocusRecent) sb.Append("AppOutOfFocusRecent ");
if (!this.NetworkReachable) sb.Append("NetworkUnreachable ");
if (!this.ErrorCodeFits) sb.Append("ErrorCodeRangeExceeded ");
if (this.ErrorCodeWinSock) sb.Append("WinSock");
else sb.Append("BSDSock");
string result = sb.ToString();
return result;
}
public static bool GetBit(ref int value, int bitpos)
{
int result = (value >> bitpos) & 1;
return result != 0;
}
public static byte GetBits(ref int value, int bitpos, byte mask)
{
int result = (value >> bitpos) & mask;
return (byte)result;
}
/// <summary>Applies bitval to bitpos (no matter value's initial bit value).</summary>
public static void SetBit(ref int value, bool bitval, int bitpos)
{
if (bitval)
{
value |= 1 << bitpos;
}
else
{
value &= ~(1 << bitpos);
}
}
/// <summary>Applies bitvals via OR operation (expects bits in value to be 0 initially).</summary>
public static void SetBits(ref int value, byte bitvals, int bitpos)
{
value |= bitvals << bitpos;
}
}
}