Struct NetworkStreamDriver
Singleton that can hold a reference to the NetworkDriverStore and that should be used to easily listening for new connection or connecting to server. Provide also other shortcut for retrieving the remote address of a NetworkStreamConnection or its underlying transport state.
Implements
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public struct NetworkStreamDriver : IComponentData, IQueryTypeParameter
Properties
ConcurrentDriverStore
A reference to the concurrent version of the NetworkDriverStore (ConcurrentDriverStore), used for send/receiving messages in jobs.
Declaration
public ref ConcurrentDriverStore ConcurrentDriverStore { get; }
Property Value
Type | Description |
---|---|
ConcurrentDriverStore |
ConnectionEventsForTick
Stores all NetCodeConnectionEvents raised by Netcode for this Unity.Entities.SimulationSystemGroup tick, which allows user code to subscribe to connection and disconnection events (including Handshake and Approval, if applicable). Refer to the Network connection page (https://docs.unity3d.com/Packages/com.unity.netcode@latest?subfolder=/manual/network-connection.html) for more details.
It's a self-cleaning list and therefore has no consume API (in other words, there's no need to explicitly remove entries from this collection, which is why it's read-only). This also means that events are only valid for a single Unity.Entities.SimulationSystemGroup tick, and therefore must be polled inside this group.
This collection is cleared and repopulated in the NetworkGroupCommandBufferSystem, which is also the ECB playback that creates and destroys NetworkStreamConnection 'NetworkConnection' entities. Therefore, if you query this collection after the `NetworkGroupCommandBufferSystem` system (via the Unity.Entities.UpdateAfterAttribute), you'll get the current tick's event data, but if you poll before it, your event data will always be one tick out of date.
[BurstCompile]
void ISystem.OnUpdate(ref SystemState state)
{
foreach (var evt in SystemAPI.GetSingleton<NetworkStreamDriver>().ConnectionEventsForTick)
{
UnityEngine.Debug.Log($"[{state.WorldUnmanaged.Name}] {evt.ToFixedString()}!");
}
}
Declaration
public readonly NativeArray<NetCodeConnectionEvent>.ReadOnly ConnectionEventsForTick { get; }
Property Value
Type | Description |
---|---|
NativeArray<NetCodeConnectionEvent>.ReadOnly |
Remarks
This collection can be safely passed into jobs, as long as the NetworkStreamDriver singleton is fetched as read/write.
These events are raised on client worlds as well, but only for your own client world. I.e. Each client does not receive events regarding other clients. Refer to the PlayerList NetcodeSamples sample (https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/NetcodeSamples/Assets/Samples/PlayerList) for an example implementation of RPC logic that actually communicates player join and leave events (with display names and NetworkStreamDisconnectReasons).
DriverStore
A pointer to the underlying DriverStore, giving access to raw Transport APIs.
Warning: You MUST fetch NetworkStreamDriver as RW access when performing Driver operations!
Declaration
public ref NetworkDriverStore DriverStore { get; }
Property Value
Type | Description |
---|---|
NetworkDriverStore |
Remarks
NetworkDriverStore has specific usage patterns (see for loop use-cases below). Use with care!
Copying such a large struct is expensive, prefer ref var driverStore = ref networkStreamDriver.RefRW.DriverStore;
syntax.
LastEndPoint
Convenience. Records the DriverStore used in the latest call to Listen(NetworkEndpoint) or Connect(EntityManager, NetworkEndpoint, Entity).
Declaration
public readonly NetworkEndpoint LastEndPoint { get; }
Property Value
Type | Description |
---|---|
NetworkEndpoint |
Remarks
Note that the actual Endpoint used by each NetworkStreamDriver may be different, due to Unity.Networking.Transport.IPCNetworkInterface.
See SanitizeConnectAddress(in NetworkEndpoint, int) and SanitizeListenAddress(in NetworkEndpoint, int).
RequireConnectionApproval
Require all incoming connections to all the drivers in the driver store to go through the connection
approval process. If turned off the connections are immediately approved and go from connecting to
the handshake state.
Server-only. Always false on the client.
Declaration
public bool RequireConnectionApproval { get; set; }
Property Value
Type | Description |
---|---|
bool |
Methods
Connect(EntityManager, NetworkEndpoint, Entity)
Initiate a connection to the remote endpoint
address.
Declaration
public Entity Connect(EntityManager entityManager, NetworkEndpoint endpoint, Entity ent = default)
Parameters
Type | Name | Description |
---|---|---|
EntityManager | entityManager | The entity manager to use to create the new entity, if |
NetworkEndpoint | endpoint | The remote address we want to connect |
Entity | ent | An optional entity to use to create the connection. If not set, a new entity will be create instead |
Returns
Type | Description |
---|---|
Entity | The entity that hold the NetworkStreamConnection. If the endpoint is not valid |
Exceptions
Type | Condition |
---|---|
InvalidOperationException | Throw an exception if the driver is not created or if multiple drivers are register |
GetConnectionState(NetworkStreamConnection)
The current state of the internal transport connection.
Declaration
public NetworkConnection.State GetConnectionState(NetworkStreamConnection connection)
Parameters
Type | Name | Description |
---|---|---|
NetworkStreamConnection | connection |
Returns
Type | Description |
---|---|
NetworkConnection.State |
Remarks
Is different from the ConnectionState.State and it is less granular.
GetLocalEndPoint()
Get the local endpoint (the endpoint remote peers will use to reach this driver) used by the first driver inside NetworkDriverStore. This is similar to calling GetLocalEndPoint(int) with NetworkDriverStore.FirstDriverId as argument.
Declaration
public NetworkEndpoint GetLocalEndPoint()
Returns
Type | Description |
---|---|
NetworkEndpoint | The local endpoint of the first driver. |
GetLocalEndPoint(int)
Get the local endpoint used by the driver (the endpoint remote peers will use to reach this driver).
When multiple drivers exist, e.g. when using both IPC and Socket connection, multiple drivers will be available
in the NetworkDriverStore.
Declaration
public NetworkEndpoint GetLocalEndPoint(int driverId)
Parameters
Type | Name | Description |
---|---|---|
int | driverId | Id of the driver. See GetDriverRO(int). |
Returns
Type | Description |
---|---|
NetworkEndpoint | The local endpoint of the driver. |
GetRemoteEndPoint(NetworkStreamConnection)
The remote connection address. This is the seen public ip address of the connection.
Declaration
public NetworkEndpoint GetRemoteEndPoint(NetworkStreamConnection connection)
Parameters
Type | Name | Description |
---|---|---|
NetworkStreamConnection | connection |
Returns
Type | Description |
---|---|
NetworkEndpoint | When relay is used, the current relay host address. Otherwise the remote endpoint address. |
Remarks
Be aware that this method work sliglty differnetly than the NetworkDriver.GetRemoteEndpoint. The Unity.Networking.Transport.NetworkDriver.GetRemoteEndpoint(Unity.Networking.Transport.NetworkConnection) does not always return a valid address when used with relay (once the connection is established it become the RelayAllocationId). We instead wanted a consistent behaviour for this method: always return the address to which this connection is is connected/connecting to.
Listen(NetworkEndpoint)
Tell all the registered NetworkDriverStore drivers to start listening for incoming connections.
Declaration
public bool Listen(NetworkEndpoint endpoint)
Parameters
Type | Name | Description |
---|---|---|
NetworkEndpoint | endpoint | The local address to use. This is the address that will be used to bind the underlying socket. |
Returns
Type | Description |
---|---|
bool |
ResetDriverStore(WorldUnmanaged, ref NetworkDriverStore)
Reset the current DriverStore by disposing the current instance and its associated ConcurrentDriverStore. This method can be used to re-create and re-configure the driver after world has been created and before either Listen(NetworkEndpoint) or Connect(EntityManager, NetworkEndpoint, Entity) has been called.
Declaration
public void ResetDriverStore(WorldUnmanaged world, ref NetworkDriverStore driverStore)
Parameters
Type | Name | Description |
---|---|---|
WorldUnmanaged | world | The world the NetworkStreamDriver singleton is part of. |
NetworkDriverStore | driverStore | The new driver store to use. |
Examples
var driverStore = new NetworkDriverStore();
var constructor = NetworkStreamReceiveSystem.DriverConstructor;
constructor.CreateServerDriver(serverWorld, ref driverStore, netDebug);
var driver = EntityManager.CreateEntityQuery(typeof(NetworkStreamDriver)).GetSingleton<NetworkStreamDriver>();
driver.ResetDriverStore(driverStore);
var listenEndPoint = NetworkEndpoint.AnyIpv4.WithPort(MyPort);
driver.Listen(listenEndPoint);
UseRelay(NetworkStreamConnection)
Check if the given connection is using relay to connect to the remote endpoint
Declaration
public bool UseRelay(NetworkStreamConnection connection)
Parameters
Type | Name | Description |
---|---|---|
NetworkStreamConnection | connection |
Returns
Type | Description |
---|---|
bool | Either if the connection is using the relay or not. |