Pun-01/Assets/Photon/PhotonRealtime/Code/PhotonPing.cs

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2022-07-08 09:14:55 +08:00
// ----------------------------------------------------------------------------
// <copyright file="PhotonPing.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// This file includes various PhotonPing implementations for different APIs,
// platforms and protocols.
// The RegionPinger class is the instance which selects the Ping implementation
// to use.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
namespace Photon.Realtime
{
using System;
using System.Collections;
using System.Threading;
#if NETFX_CORE
using System.Diagnostics;
using Windows.Foundation;
using Windows.Networking;
using Windows.Networking.Sockets;
using Windows.Storage.Streams;
#endif
#if !NO_SOCKET && !NETFX_CORE
using System.Collections.Generic;
using System.Diagnostics;
using System.Net.Sockets;
#endif
#if UNITY_WEBGL
// import WWW class
using UnityEngine;
#endif
/// <summary>
/// Abstract implementation of PhotonPing, ase for pinging servers to find the "Best Region".
/// </summary>
public abstract class PhotonPing : IDisposable
{
public string DebugString = "";
public bool Successful;
protected internal bool GotResult;
protected internal int PingLength = 13;
protected internal byte[] PingBytes = new byte[] { 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x7d, 0x00 };
protected internal byte PingId;
private static readonly System.Random RandomIdProvider = new System.Random();
public virtual bool StartPing(string ip)
{
throw new NotImplementedException();
}
public virtual bool Done()
{
throw new NotImplementedException();
}
public virtual void Dispose()
{
throw new NotImplementedException();
}
protected internal void Init()
{
this.GotResult = false;
this.Successful = false;
this.PingId = (byte)(RandomIdProvider.Next(255));
}
}
#if !NETFX_CORE && !NO_SOCKET
/// <summary>Uses C# Socket class from System.Net.Sockets (as Unity usually does).</summary>
/// <remarks>Incompatible with Windows 8 Store/Phone API.</remarks>
public class PingMono : PhotonPing
{
private Socket sock;
/// <summary>
/// Sends a "Photon Ping" to a server.
/// </summary>
/// <param name="ip">Address in IPv4 or IPv6 format. An address containing a '.' will be interpreted as IPv4.</param>
/// <returns>True if the Photon Ping could be sent.</returns>
public override bool StartPing(string ip)
{
this.Init();
try
{
if (this.sock == null)
{
if (ip.Contains("."))
{
this.sock = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
}
else
{
this.sock = new Socket(AddressFamily.InterNetworkV6, SocketType.Dgram, ProtocolType.Udp);
}
this.sock.ReceiveTimeout = 5000;
int port = (RegionHandler.PortToPingOverride != 0) ? RegionHandler.PortToPingOverride : 5055;
this.sock.Connect(ip, port);
}
this.PingBytes[this.PingBytes.Length - 1] = this.PingId;
this.sock.Send(this.PingBytes);
this.PingBytes[this.PingBytes.Length - 1] = (byte)(this.PingId+1); // this buffer is re-used for the result/receive. invalidate the result now.
}
catch (Exception e)
{
this.sock = null;
Console.WriteLine(e);
}
return false;
}
public override bool Done()
{
if (this.GotResult || this.sock == null)
{
return true; // this just indicates the ping is no longer waiting. this.Successful value defines if the roundtrip completed
}
int read = 0;
try
{
if (!this.sock.Poll(0, SelectMode.SelectRead))
{
return false;
}
read = this.sock.Receive(this.PingBytes, SocketFlags.None);
}
catch (Exception ex)
{
if (this.sock != null)
{
this.sock.Close();
this.sock = null;
}
this.DebugString += " Exception of socket! " + ex.GetType() + " ";
return true; // this just indicates the ping is no longer waiting. this.Successful value defines if the roundtrip completed
}
bool replyMatch = this.PingBytes[this.PingBytes.Length - 1] == this.PingId && read == this.PingLength;
if (!replyMatch)
{
this.DebugString += " ReplyMatch is false! ";
}
this.Successful = replyMatch;
this.GotResult = true;
return true;
}
public override void Dispose()
{
try
{
this.sock.Close();
}
catch
{
}
this.sock = null;
}
}
#endif
#if NETFX_CORE
/// <summary>Windows store API implementation of PhotonPing, based on DatagramSocket for UDP.</summary>
public class PingWindowsStore : PhotonPing
{
private DatagramSocket sock;
private readonly object syncer = new object();
public override bool StartPing(string host)
{
lock (this.syncer)
{
this.Init();
int port = (RegionHandler.PortToPingOverride != 0) ? RegionHandler.PortToPingOverride : 5055;
EndpointPair endPoint = new EndpointPair(null, string.Empty, new HostName(host), port.ToString());
this.sock = new DatagramSocket();
this.sock.MessageReceived += this.OnMessageReceived;
IAsyncAction result = this.sock.ConnectAsync(endPoint);
result.Completed = this.OnConnected;
this.DebugString += " End StartPing";
return true;
}
}
public override bool Done()
{
lock (this.syncer)
{
return this.GotResult || this.sock == null; // this just indicates the ping is no longer waiting. this.Successful value defines if the roundtrip completed
}
}
public override void Dispose()
{
lock (this.syncer)
{
this.sock = null;
}
}
private void OnConnected(IAsyncAction asyncinfo, AsyncStatus asyncstatus)
{
lock (this.syncer)
{
if (asyncinfo.AsTask().IsCompleted && !asyncinfo.AsTask().IsFaulted && this.sock != null && this.sock.Information.RemoteAddress != null)
{
this.PingBytes[this.PingBytes.Length - 1] = this.PingId;
DataWriter writer;
writer = new DataWriter(this.sock.OutputStream);
writer.WriteBytes(this.PingBytes);
DataWriterStoreOperation res = writer.StoreAsync();
res.AsTask().Wait(100);
this.PingBytes[this.PingBytes.Length - 1] = (byte)(this.PingId + 1); // this buffer is re-used for the result/receive. invalidate the result now.
writer.DetachStream();
writer.Dispose();
}
else
{
this.sock = null; // will cause Done() to return true but this.Successful defines if the roundtrip completed
}
}
}
private void OnMessageReceived(DatagramSocket sender, DatagramSocketMessageReceivedEventArgs args)
{
lock (this.syncer)
{
DataReader reader = null;
try
{
reader = args.GetDataReader();
uint receivedByteCount = reader.UnconsumedBufferLength;
if (receivedByteCount > 0)
{
byte[] resultBytes = new byte[receivedByteCount];
reader.ReadBytes(resultBytes);
//TODO: check result bytes!
this.Successful = receivedByteCount == this.PingLength && resultBytes[resultBytes.Length - 1] == this.PingId;
this.GotResult = true;
}
}
catch
{
// TODO: handle error
}
}
}
}
#endif
#if NATIVE_SOCKETS
/// <summary>Abstract base class to provide proper resource management for the below native ping implementations</summary>
public abstract class PingNative : PhotonPing
{
// Native socket states - according to EnetConnect.h state definitions
protected enum NativeSocketState : byte
{
Disconnected = 0,
Connecting = 1,
Connected = 2,
ConnectionError = 3,
SendError = 4,
ReceiveError = 5,
Disconnecting = 6
}
protected IntPtr pConnectionHandler = IntPtr.Zero;
~PingNative()
{
Dispose();
}
}
/// <summary>Uses dynamic linked native Photon socket library via DllImport("PhotonSocketPlugin") attribute (as done by Unity Android and Unity PS3).</summary>
public class PingNativeDynamic : PingNative
{
public override bool StartPing(string ip)
{
lock (SocketUdpNativeDynamic.syncer)
{
base.Init();
if(pConnectionHandler == IntPtr.Zero)
{
pConnectionHandler = SocketUdpNativeDynamic.egconnect(ip);
SocketUdpNativeDynamic.egservice(pConnectionHandler);
byte state = SocketUdpNativeDynamic.eggetState(pConnectionHandler);
while (state == (byte) NativeSocketState.Connecting)
{
SocketUdpNativeDynamic.egservice(pConnectionHandler);
state = SocketUdpNativeDynamic.eggetState(pConnectionHandler);
}
}
PingBytes[PingBytes.Length - 1] = PingId;
SocketUdpNativeDynamic.egsend(pConnectionHandler, PingBytes, PingBytes.Length);
SocketUdpNativeDynamic.egservice(pConnectionHandler);
PingBytes[PingBytes.Length - 1] = (byte) (PingId - 1);
return true;
}
}
public override bool Done()
{
lock (SocketUdpNativeDynamic.syncer)
{
if (this.GotResult || pConnectionHandler == IntPtr.Zero)
{
return true;
}
int available = SocketUdpNativeDynamic.egservice(pConnectionHandler);
if (available < PingLength)
{
return false;
}
int pingBytesLength = PingBytes.Length;
int bytesInRemainginDatagrams = SocketUdpNativeDynamic.egread(pConnectionHandler, PingBytes, ref pingBytesLength);
this.Successful = (PingBytes != null && PingBytes[PingBytes.Length - 1] == PingId);
//Debug.Log("Successful: " + this.Successful + " bytesInRemainginDatagrams: " + bytesInRemainginDatagrams + " PingId: " + PingId);
this.GotResult = true;
return true;
}
}
public override void Dispose()
{
lock (SocketUdpNativeDynamic.syncer)
{
if (this.pConnectionHandler != IntPtr.Zero)
SocketUdpNativeDynamic.egdisconnect(this.pConnectionHandler);
this.pConnectionHandler = IntPtr.Zero;
}
GC.SuppressFinalize(this);
}
}
#if NATIVE_SOCKETS && NATIVE_SOCKETS_STATIC
/// <summary>Uses static linked native Photon socket library via DllImport("__Internal") attribute (as done by Unity iOS and Unity Switch).</summary>
public class PingNativeStatic : PingNative
{
public override bool StartPing(string ip)
{
base.Init();
lock (SocketUdpNativeStatic.syncer)
{
if(pConnectionHandler == IntPtr.Zero)
{
pConnectionHandler = SocketUdpNativeStatic.egconnect(ip);
SocketUdpNativeStatic.egservice(pConnectionHandler);
byte state = SocketUdpNativeStatic.eggetState(pConnectionHandler);
while (state == (byte) NativeSocketState.Connecting)
{
SocketUdpNativeStatic.egservice(pConnectionHandler);
state = SocketUdpNativeStatic.eggetState(pConnectionHandler);
Thread.Sleep(0); // suspending execution for a moment is critical on Switch for the OS to update the socket
}
}
PingBytes[PingBytes.Length - 1] = PingId;
SocketUdpNativeStatic.egsend(pConnectionHandler, PingBytes, PingBytes.Length);
SocketUdpNativeStatic.egservice(pConnectionHandler);
PingBytes[PingBytes.Length - 1] = (byte) (PingId - 1);
return true;
}
}
public override bool Done()
{
lock (SocketUdpNativeStatic.syncer)
{
if (this.GotResult || pConnectionHandler == IntPtr.Zero)
{
return true;
}
int available = SocketUdpNativeStatic.egservice(pConnectionHandler);
if (available < PingLength)
{
return false;
}
int pingBytesLength = PingBytes.Length;
int bytesInRemainginDatagrams = SocketUdpNativeStatic.egread(pConnectionHandler, PingBytes, ref pingBytesLength);
this.Successful = (PingBytes != null && PingBytes[PingBytes.Length - 1] == PingId);
//Debug.Log("Successful: " + this.Successful + " bytesInRemainginDatagrams: " + bytesInRemainginDatagrams + " PingId: " + PingId);
this.GotResult = true;
return true;
}
}
public override void Dispose()
{
lock (SocketUdpNativeStatic.syncer)
{
if (pConnectionHandler != IntPtr.Zero)
SocketUdpNativeStatic.egdisconnect(pConnectionHandler);
pConnectionHandler = IntPtr.Zero;
}
GC.SuppressFinalize(this);
}
}
#endif
#endif
#if UNITY_WEBGL
public class PingHttp : PhotonPing
{
private WWW webRequest;
public override bool StartPing(string address)
{
base.Init();
address = "https://" + address + "/photon/m/?ping&r=" + UnityEngine.Random.Range(0, 10000);
this.webRequest = new WWW(address);
return true;
}
public override bool Done()
{
if (this.webRequest.isDone)
{
Successful = true;
return true;
}
return false;
}
public override void Dispose()
{
this.webRequest.Dispose();
}
}
#endif
}