483 lines
18 KiB
C#
483 lines
18 KiB
C#
// ----------------------------------------------------------------------------
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// <copyright file="ConnectionHandler.cs" company="Exit Games GmbH">
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// Loadbalancing Framework for Photon - Copyright (C) 2018 Exit Games GmbH
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// </copyright>
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// <summary>
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// If the game logic does not call Service() for whatever reason, this keeps the connection.
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// </summary>
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// <author>developer@photonengine.com</author>
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// ----------------------------------------------------------------------------
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#if UNITY_4_7 || UNITY_5 || UNITY_5_3_OR_NEWER
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#define SUPPORTED_UNITY
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#endif
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namespace Photon.Realtime
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{
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using System;
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using System.Diagnostics;
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using System.Text;
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using SupportClass = ExitGames.Client.Photon.SupportClass;
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#if SUPPORTED_UNITY
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using UnityEngine;
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#endif
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#if SUPPORTED_UNITY
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public class ConnectionHandler : MonoBehaviour
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#else
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public class ConnectionHandler
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#endif
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{
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/// <summary>
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/// Photon client to log information and statistics from.
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/// </summary>
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public LoadBalancingClient Client { get; set; }
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/// <summary>Option to let the fallback thread call Disconnect after the KeepAliveInBackground time. Default: false.</summary>
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/// <remarks>
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/// If set to true, the thread will disconnect the client regularly, should the client not call SendOutgoingCommands / Service.
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/// This may happen due to an app being in background (and not getting a lot of CPU time) or when loading assets.
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///
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/// If false, a regular timeout time will have to pass (on top) to time out the client.
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/// </remarks>
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public bool DisconnectAfterKeepAlive = false;
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/// <summary>Defines for how long the Fallback Thread should keep the connection, before it may time out as usual.</summary>
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/// <remarks>We want to the Client to keep it's connection when an app is in the background (and doesn't call Update / Service Clients should not keep their connection indefinitely in the background, so after some milliseconds, the Fallback Thread should stop keeping it up.</remarks>
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public int KeepAliveInBackground = 60000;
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/// <summary>Counts how often the Fallback Thread called SendAcksOnly, which is purely of interest to monitor if the game logic called SendOutgoingCommands as intended.</summary>
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public int CountSendAcksOnly { get; private set; }
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/// <summary>True if a fallback thread is running. Will call the client's SendAcksOnly() method to keep the connection up.</summary>
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public bool FallbackThreadRunning
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{
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get { return this.fallbackThreadId < 255; }
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}
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/// <summary>Keeps the ConnectionHandler, even if a new scene gets loaded.</summary>
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public bool ApplyDontDestroyOnLoad = true;
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/// <summary>Indicates that the app is closing. Set in OnApplicationQuit().</summary>
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[NonSerialized]
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public static bool AppQuits;
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[NonSerialized]
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public static bool AppPause;
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[NonSerialized]
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public static bool AppPauseRecent;
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[NonSerialized]
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public static bool AppOutOfFocus;
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[NonSerialized]
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public static bool AppOutOfFocusRecent;
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private byte fallbackThreadId = 255;
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private bool didSendAcks;
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private readonly Stopwatch backgroundStopwatch = new Stopwatch();
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#if SUPPORTED_UNITY
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#if UNITY_2019_4_OR_NEWER
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/// <summary>
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/// Resets statics for Domain Reload
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void StaticReset()
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{
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AppQuits = false;
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AppPause = false;
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AppPauseRecent = false;
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AppOutOfFocus = false;
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AppOutOfFocusRecent = false;
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}
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#endif
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/// <summary>Called by Unity when the application gets closed. The UnityEngine will also call OnDisable, which disconnects.</summary>
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public void OnApplicationQuit()
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{
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AppQuits = true;
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}
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/// <summary>Called by Unity when the application gets paused or resumed.</summary>
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public void OnApplicationPause(bool pause)
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{
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AppPause = pause;
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if (pause)
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{
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AppPauseRecent = true;
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this.CancelInvoke(nameof(this.ResetAppPauseRecent));
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}
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else
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{
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Invoke(nameof(this.ResetAppPauseRecent), 5f);
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}
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}
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private void ResetAppPauseRecent()
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{
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AppPauseRecent = false;
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}
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/// <summary>Called by Unity when the application changes focus.</summary>
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public void OnApplicationFocus(bool focus)
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{
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AppOutOfFocus = !focus;
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if (!focus)
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{
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AppOutOfFocusRecent = true;
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this.CancelInvoke(nameof(this.ResetAppOutOfFocusRecent));
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}
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else
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{
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this.Invoke(nameof(this.ResetAppOutOfFocusRecent), 5f);
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}
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}
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private void ResetAppOutOfFocusRecent()
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{
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AppOutOfFocusRecent = false;
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}
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/// <summary></summary>
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protected virtual void Awake()
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{
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if (this.ApplyDontDestroyOnLoad)
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{
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DontDestroyOnLoad(this.gameObject);
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}
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}
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/// <summary>Called by Unity when the application gets closed. Disconnects if OnApplicationQuit() was called before.</summary>
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protected virtual void OnDisable()
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{
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this.StopFallbackSendAckThread();
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if (AppQuits)
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{
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if (this.Client != null && this.Client.IsConnected)
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{
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this.Client.Disconnect(DisconnectCause.ApplicationQuit);
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this.Client.LoadBalancingPeer.StopThread();
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}
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SupportClass.StopAllBackgroundCalls();
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}
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}
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#endif
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/// <summary>
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/// When run in Unity, this returns Application.internetReachability != NetworkReachability.NotReachable.
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/// </summary>
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/// <returns>Application.internetReachability != NetworkReachability.NotReachable</returns>
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public static bool IsNetworkReachableUnity()
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{
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#if SUPPORTED_UNITY
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return Application.internetReachability != NetworkReachability.NotReachable;
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#else
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return true;
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#endif
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}
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public void StartFallbackSendAckThread()
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{
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#if !UNITY_WEBGL
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if (this.FallbackThreadRunning)
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{
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return;
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}
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#if UNITY_SWITCH
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this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50); // as workaround, we don't name the Thread.
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#else
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this.fallbackThreadId = SupportClass.StartBackgroundCalls(this.RealtimeFallbackThread, 50, "RealtimeFallbackThread");
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#endif
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#endif
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}
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public void StopFallbackSendAckThread()
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{
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#if !UNITY_WEBGL
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if (!this.FallbackThreadRunning)
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{
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return;
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}
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SupportClass.StopBackgroundCalls(this.fallbackThreadId);
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this.fallbackThreadId = 255;
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#endif
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}
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/// <summary>A thread which runs independent from the Update() calls. Keeps connections online while loading or in background. See <see cref="KeepAliveInBackground"/>.</summary>
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public bool RealtimeFallbackThread()
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{
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if (this.Client != null)
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{
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if (!this.Client.IsConnected)
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{
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this.didSendAcks = false;
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return true;
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}
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if (this.Client.LoadBalancingPeer.ConnectionTime - this.Client.LoadBalancingPeer.LastSendOutgoingTime > 100)
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{
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if (!this.didSendAcks)
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{
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backgroundStopwatch.Reset();
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backgroundStopwatch.Start();
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}
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// check if the client should disconnect after some seconds in background
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if (backgroundStopwatch.ElapsedMilliseconds > this.KeepAliveInBackground)
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{
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if (this.DisconnectAfterKeepAlive)
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{
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this.Client.Disconnect();
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}
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return true;
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}
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this.didSendAcks = true;
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this.CountSendAcksOnly++;
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this.Client.LoadBalancingPeer.SendAcksOnly();
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}
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else
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{
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this.didSendAcks = false;
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}
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}
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return true;
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}
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}
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/// <summary>
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/// The SystemConnectionSummary (SBS) is useful to analyze low level connection issues in Unity. This requires a ConnectionHandler in the scene.
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/// </summary>
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/// <remarks>
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/// A LoadBalancingClient automatically creates a SystemConnectionSummary on these disconnect causes:
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/// DisconnectCause.ExceptionOnConnect, DisconnectCause.Exception, DisconnectCause.ServerTimeout and DisconnectCause.ClientTimeout.
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///
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/// The SBS can then be turned into an integer (ToInt()) or string to debug the situation or use in analytics.
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/// Both, ToString and ToInt summarize the network-relevant conditions of the client at and before the connection fail, including the PhotonPeer.SocketErrorCode.
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///
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/// Important: To correctly create the SBS instance, a ConnectionHandler component must be present and enabled in the
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/// Unity scene hierarchy. In best case, keep the ConnectionHandler on a GameObject which is flagged as
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/// DontDestroyOnLoad.
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/// </remarks>
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public class SystemConnectionSummary
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{
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// SystemConditionSummary v0 has 32 bits:
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// Version bits (4 bits)
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// UDP, TCP, WS, WSS (WebRTC potentially) (3 bits)
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// 1 bit empty
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//
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// AppQuits
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// AppPause
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// AppPauseRecent
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// AppOutOfFocus
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//
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// AppOutOfFocusRecent
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// NetworkReachability (Unity value)
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// ErrorCodeFits (ErrorCode > short.Max would be a problem)
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// WinSock (true) or BSD (false) Socket Error Codes
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//
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// Time since receive?
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// Times of send?!
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//
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// System/Platform -> should be in other analytic values (not this)
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public readonly byte Version = 0;
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public byte UsedProtocol;
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public bool AppQuits;
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public bool AppPause;
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public bool AppPauseRecent;
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public bool AppOutOfFocus;
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public bool AppOutOfFocusRecent;
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public bool NetworkReachable;
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public bool ErrorCodeFits;
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public bool ErrorCodeWinSock;
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public int SocketErrorCode;
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private static readonly string[] ProtocolIdToName = { "UDP", "TCP", "2(N/A)", "3(N/A)", "WS", "WSS", "6(N/A)", "7WebRTC" };
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private class SCSBitPos
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{
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/// <summary>28 and up. 4 bits.</summary>
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public const int Version = 28;
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/// <summary>25 and up. 3 bits.</summary>
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public const int UsedProtocol = 25;
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public const int EmptyBit = 24;
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public const int AppQuits = 23;
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public const int AppPause = 22;
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public const int AppPauseRecent = 21;
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public const int AppOutOfFocus = 20;
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public const int AppOutOfFocusRecent = 19;
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public const int NetworkReachable = 18;
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public const int ErrorCodeFits = 17;
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public const int ErrorCodeWinSock = 16;
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}
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/// <summary>
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/// Creates a SystemConnectionSummary for an incident of a local LoadBalancingClient. This gets used automatically by the LoadBalancingClient!
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/// </summary>
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/// <remarks>
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/// If the LoadBalancingClient.SystemConnectionSummary is non-null after a connection-loss, you can call .ToInt() and send this to analytics or log it.
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///
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/// </remarks>
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/// <param name="client"></param>
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public SystemConnectionSummary(LoadBalancingClient client)
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{
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if (client != null)
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{
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// protocol = 3 bits! potentially adding WebRTC.
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this.UsedProtocol = (byte)((int)client.LoadBalancingPeer.UsedProtocol & 7);
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this.SocketErrorCode = (int)client.LoadBalancingPeer.SocketErrorCode;
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}
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this.AppQuits = ConnectionHandler.AppQuits;
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this.AppPause = ConnectionHandler.AppPause;
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this.AppPauseRecent = ConnectionHandler.AppPauseRecent;
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this.AppOutOfFocus = ConnectionHandler.AppOutOfFocus;
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this.AppOutOfFocusRecent = ConnectionHandler.AppOutOfFocusRecent;
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this.NetworkReachable = ConnectionHandler.IsNetworkReachableUnity();
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this.ErrorCodeFits = this.SocketErrorCode <= short.MaxValue; // socket error code <= short.Max (everything else is a problem)
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this.ErrorCodeWinSock = true;
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}
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/// <summary>
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/// Creates a SystemConnectionSummary instance from an int (reversing ToInt()). This can then be turned into a string again.
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/// </summary>
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/// <param name="summary">An int, as provided by ToInt(). No error checks yet.</param>
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public SystemConnectionSummary(int summary)
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{
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this.Version = GetBits(ref summary, SCSBitPos.Version, 0xF);
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this.UsedProtocol = GetBits(ref summary, SCSBitPos.UsedProtocol, 0x7);
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// 1 empty bit
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this.AppQuits = GetBit(ref summary, SCSBitPos.AppQuits);
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this.AppPause = GetBit(ref summary, SCSBitPos.AppPause);
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this.AppPauseRecent = GetBit(ref summary, SCSBitPos.AppPauseRecent);
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this.AppOutOfFocus = GetBit(ref summary, SCSBitPos.AppOutOfFocus);
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this.AppOutOfFocusRecent = GetBit(ref summary, SCSBitPos.AppOutOfFocusRecent);
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this.NetworkReachable = GetBit(ref summary, SCSBitPos.NetworkReachable);
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this.ErrorCodeFits = GetBit(ref summary, SCSBitPos.ErrorCodeFits);
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this.ErrorCodeWinSock = GetBit(ref summary, SCSBitPos.ErrorCodeWinSock);
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this.SocketErrorCode = summary & 0xFFFF;
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <returns>Compact representation of the context for a disconnect issue.</returns>
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public int ToInt()
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{
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int result = 0;
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SetBits(ref result, this.Version, SCSBitPos.Version);
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SetBits(ref result, this.UsedProtocol, SCSBitPos.UsedProtocol);
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// 1 empty bit
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SetBit(ref result, this.AppQuits, SCSBitPos.AppQuits);
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SetBit(ref result, this.AppPause, SCSBitPos.AppPause);
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SetBit(ref result, this.AppPauseRecent, SCSBitPos.AppPauseRecent);
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SetBit(ref result, this.AppOutOfFocus, SCSBitPos.AppOutOfFocus);
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SetBit(ref result, this.AppOutOfFocusRecent, SCSBitPos.AppOutOfFocusRecent);
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SetBit(ref result, this.NetworkReachable, SCSBitPos.NetworkReachable);
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SetBit(ref result, this.ErrorCodeFits, SCSBitPos.ErrorCodeFits);
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SetBit(ref result, this.ErrorCodeWinSock, SCSBitPos.ErrorCodeWinSock);
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// insert socket error code as lower 2 bytes
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int socketErrorCode = this.SocketErrorCode & 0xFFFF;
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result |= socketErrorCode;
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return result;
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}
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/// <summary>
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/// A readable debug log string of the context for network problems.
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/// </summary>
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/// <returns>SystemConnectionSummary as readable string.</returns>
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public override string ToString()
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{
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StringBuilder sb = new StringBuilder();
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string transportProtocol = ProtocolIdToName[this.UsedProtocol];
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sb.Append($"SCS v{this.Version} {transportProtocol} SocketErrorCode: {this.SocketErrorCode} ");
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if (this.AppQuits) sb.Append("AppQuits ");
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if (this.AppPause) sb.Append("AppPause ");
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if (!this.AppPause && this.AppPauseRecent) sb.Append("AppPauseRecent ");
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if (this.AppOutOfFocus) sb.Append("AppOutOfFocus ");
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if (!this.AppOutOfFocus && this.AppOutOfFocusRecent) sb.Append("AppOutOfFocusRecent ");
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if (!this.NetworkReachable) sb.Append("NetworkUnreachable ");
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if (!this.ErrorCodeFits) sb.Append("ErrorCodeRangeExceeded ");
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if (this.ErrorCodeWinSock) sb.Append("WinSock");
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else sb.Append("BSDSock");
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string result = sb.ToString();
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return result;
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}
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public static bool GetBit(ref int value, int bitpos)
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{
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int result = (value >> bitpos) & 1;
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return result != 0;
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}
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public static byte GetBits(ref int value, int bitpos, byte mask)
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{
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int result = (value >> bitpos) & mask;
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return (byte)result;
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}
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/// <summary>Applies bitval to bitpos (no matter value's initial bit value).</summary>
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public static void SetBit(ref int value, bool bitval, int bitpos)
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{
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if (bitval)
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{
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value |= 1 << bitpos;
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}
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else
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{
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value &= ~(1 << bitpos);
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}
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}
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/// <summary>Applies bitvals via OR operation (expects bits in value to be 0 initially).</summary>
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public static void SetBits(ref int value, byte bitvals, int bitpos)
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{
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value |= bitvals << bitpos;
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}
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}
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} |