Im having trouble sending data across my network when more than one player connects to my server. I'm getting the error:
Trying to send command for object without authority.
UnityEngine.Networking.NetworkBehaviour:SendCommandInternal(NetworkWriter, Int32, String)
Network_Transmitter:CallCmdPrepareToReceiveBytes(Int32, Int32)
<DoSendBytes>c__Iterator0:MoveNext() (at Assets/Scripts/Networking/Network_Transmitter.cs:63)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Player_Data:PrepareServerData() (at Assets/Scripts/Player/Player_Data.cs:81)
Player_Data:OnStartLocalPlayer() (at Assets/Scripts/Player/Player_Data.cs:44)
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()
The error is occuring at the line CmdPrepareToReceiveBytes(transmissionId, data.Length);
in the function DoSendBytes
in my Player_Controller script. I have this script attached along with my Network_Transmitter script to a GameObject with a NetworkIdentity assigned as Local Player Authority. Once this byte array is completely received at the server I then instantiate a prefab (serverAvatar) on the server based on the data sent like so:
public class Server_InstantiatePrefab : NetworkBehaviour
{
[Server]
public void InstantiatePlayerOnServer(PlayerObject playerObj)
{
GameObject go = Instantiate(Player_Controller.instance.serverAvatar, new Vector3(playerObj.tranX, playerObj.tranY, playerObj.tranZ), Quaternion.identity) as GameObject;
StartCoroutine(DoLoadRawTextureData(go, playerObj.texBytes, playerObj.texWidth, playerObj.texHeight, playerObj.texFormat));
}
[Server]
IEnumerator DoLoadRawTextureData(GameObject go, byte[] texBytes, int texWidth, int texHeight, TextureFormat texFormat)
{
Texture2D tex = new Texture2D(texWidth, texHeight, texFormat, false);
byte[] decompressedTexBytes = lzip.decompressBuffer(texBytes); // decompress texture byte array
tex.LoadRawTextureData(decompressedTexBytes);
tex.Apply();
yield return new WaitForEndOfFrame();
go.GetComponent<Renderer>().material.mainTexture = tex;
}
}
So like I said, everything works when there is only one client connected but as soon as I connect more than one client I get this client authority error. How do I resolve this?
PlayerController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
public class Network_Transmitter : NetworkBehaviour {
public static Network_Transmitter instance = null;
private static readonly string LOG_PREFIX = "[" + typeof(Network_Transmitter).Name + "]: ";
private static int defaultBufferSize = 1400; //max ethernet MTU is ~1400
private class TransmissionData
{
public int curDataIndex; //current position in the array of data already received.
public byte[] data;
public TransmissionData(byte[] _data)
{
curDataIndex = 0;
data = _data;
}
}
// list of transmissions currently going on. a transmission id is used to
// uniquely identify to which transmission a received byte[] belongs to.
List<int> clientTransmissionIds = new List<int>();
//maps the transmission id to the data being received.
Dictionary<int, TransmissionData> serverTransmissionData = new Dictionary<int, TransmissionData>();
//callbacks which are invoked on the respective events. int = transmissionId. byte[] = data sent or received.
public event UnityAction<int, byte[]> OnDataComepletelySent;
public event UnityAction<int, byte[]> OnDataFragmentSent;
public event UnityAction<int, byte[]> OnDataFragmentReceived;
public event UnityAction<int, byte[]> OnDataCompletelyReceived;
private void Awake()
{
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
}
// SEND BYTE[] IN MULTIPLE PACKETS
[Client]
public void SendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
StartCoroutine(DoSendBytes(transmissionId, data));
}
[Client]
public IEnumerator DoSendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
Debug.Log(LOG_PREFIX + "SendBytesToClients processId=" + transmissionId + " | datasize=" + data.Length);
//tell client that he is going to receive some data and tell him how much it will be.
CmdPrepareToReceiveBytes(transmissionId, data.Length);
yield return null;
//begin transmission of data. send chunks of 'bufferSize' until completely transmitted.
clientTransmissionIds.Add(transmissionId);
TransmissionData dataToTransmit = new TransmissionData(data);
int bufferSize = defaultBufferSize;
while (dataToTransmit.curDataIndex < dataToTransmit.data.Length - 1)
{
//determine the remaining amount of bytes, still need to be sent.
int remaining = dataToTransmit.data.Length - dataToTransmit.curDataIndex;
if (remaining < bufferSize)
bufferSize = remaining;
//prepare the chunk of data which will be sent in this iteration
byte[] buffer = new byte[bufferSize];
System.Array.Copy(dataToTransmit.data, dataToTransmit.curDataIndex, buffer, 0, bufferSize);
//send the chunk
CmdReceiveBytes(transmissionId, buffer);
dataToTransmit.curDataIndex += bufferSize;
yield return null;
if (null != OnDataFragmentSent)
OnDataFragmentSent.Invoke(transmissionId, buffer);
}
//transmission complete.
clientTransmissionIds.Remove(transmissionId);
if (null != OnDataComepletelySent)
OnDataComepletelySent.Invoke(transmissionId, dataToTransmit.data);
}
[Command]
private void CmdPrepareToReceiveBytes(int transmissionId, int expectedSize)
{
if (serverTransmissionData.ContainsKey(transmissionId))
return;
//prepare data array which will be filled chunk by chunk by the received data
TransmissionData receivingData = new TransmissionData(new byte[expectedSize]);
serverTransmissionData.Add(transmissionId, receivingData);
}
//use reliable sequenced channel to ensure bytes are sent in correct order
[Command(channel = 1)]
private void CmdReceiveBytes(int transmissionId, byte[] recBuffer)
{
//already completely received or not prepared?
if (!serverTransmissionData.ContainsKey(transmissionId))
return;
//copy received data into prepared array and remember current dataposition
TransmissionData dataToReceive = serverTransmissionData[transmissionId];
System.Array.Copy(recBuffer, 0, dataToReceive.data, dataToReceive.curDataIndex, recBuffer.Length);
dataToReceive.curDataIndex += recBuffer.Length;
if (null != OnDataFragmentReceived)
OnDataFragmentReceived(transmissionId, recBuffer);
if (dataToReceive.curDataIndex < dataToReceive.data.Length - 1)
//current data not completely received
return;
//current data completely received
Debug.Log(LOG_PREFIX + "Completely Received Data at transmissionId=" + transmissionId);
serverTransmissionData.Remove(transmissionId);
if (null != OnDataCompletelyReceived)
OnDataCompletelyReceived.Invoke(transmissionId, dataToReceive.data);
}
Network_Transmitter.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
public class Network_Transmitter : NetworkBehaviour
{
public static Network_Transmitter instance = null;
private static readonly string LOG_PREFIX = "[" + typeof(Network_Transmitter).Name + "]: ";
private static int defaultBufferSize = 1400; //max ethernet MTU is ~1400
private class TransmissionData
{
public int curDataIndex; //current position in the array of data already received.
public byte[] data;
public TransmissionData(byte[] _data)
{
curDataIndex = 0;
data = _data;
}
}
// list of transmissions currently going on. a transmission id is used to
// uniquely identify to which transmission a received byte[] belongs to.
List<int> clientTransmissionIds = new List<int>();
//maps the transmission id to the data being received.
Dictionary<int, TransmissionData> serverTransmissionData = new Dictionary<int, TransmissionData>();
//callbacks which are invoked on the respective events. int = transmissionId. byte[] = data sent or received.
public event UnityAction<int, byte[]> OnDataComepletelySent;
public event UnityAction<int, byte[]> OnDataFragmentSent;
public event UnityAction<int, byte[]> OnDataFragmentReceived;
public event UnityAction<int, byte[]> OnDataCompletelyReceived;
private void Awake()
{
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
}
// SEND BYTE[] IN MULTIPLE PACKETS
public void SendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
StartCoroutine(DoSendBytes(transmissionId, data));
}
public IEnumerator DoSendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
Debug.Log(LOG_PREFIX + "SendBytesToClients processId=" + transmissionId + " | datasize=" + data.Length);
//tell server that he is going to receive some data and tell him how much it will be.
CmdPrepareToReceiveBytes(transmissionId, data.Length);
yield return null;
//begin transmission of data. send chunks of 'bufferSize' until completely transmitted.
clientTransmissionIds.Add(transmissionId);
TransmissionData dataToTransmit = new TransmissionData(data);
int bufferSize = defaultBufferSize;
while (dataToTransmit.curDataIndex < dataToTransmit.data.Length - 1)
{
//determine the remaining amount of bytes, still need to be sent.
int remaining = dataToTransmit.data.Length - dataToTransmit.curDataIndex;
if (remaining < bufferSize)
bufferSize = remaining;
//prepare the chunk of data which will be sent in this iteration
byte[] buffer = new byte[bufferSize];
System.Array.Copy(dataToTransmit.data, dataToTransmit.curDataIndex, buffer, 0, bufferSize);
//send the chunk
CmdReceiveBytes(transmissionId, buffer);
dataToTransmit.curDataIndex += bufferSize;
yield return null;
if (null != OnDataFragmentSent)
OnDataFragmentSent.Invoke(transmissionId, buffer);
}
//transmission complete.
clientTransmissionIds.Remove(transmissionId);
if (null != OnDataComepletelySent)
OnDataComepletelySent.Invoke(transmissionId, dataToTransmit.data);
}
[Command]
private void CmdPrepareToReceiveBytes(int transmissionId, int expectedSize)
{
if (serverTransmissionData.ContainsKey(transmissionId))
return;
//prepare data array which will be filled chunk by chunk by the received data
TransmissionData receivingData = new TransmissionData(new byte[expectedSize]);
serverTransmissionData.Add(transmissionId, receivingData);
}
//use reliable sequenced channel to ensure bytes are sent in correct order
[Command(channel = 1)]
private void CmdReceiveBytes(int transmissionId, byte[] recBuffer)
{
//already completely received or not prepared?
if (!serverTransmissionData.ContainsKey(transmissionId))
return;
//copy received data into prepared array and remember current dataposition
TransmissionData dataToReceive = serverTransmissionData[transmissionId];
System.Array.Copy(recBuffer, 0, dataToReceive.data, dataToReceive.curDataIndex, recBuffer.Length);
dataToReceive.curDataIndex += recBuffer.Length;
if (null != OnDataFragmentReceived)
OnDataFragmentReceived(transmissionId, recBuffer);
if (dataToReceive.curDataIndex < dataToReceive.data.Length - 1)
//current data not completely received
return;
//current data completely received
Debug.Log(LOG_PREFIX + "Completely Received Data at transmissionId=" + transmissionId);
serverTransmissionData.Remove(transmissionId);
if (null != OnDataCompletelyReceived)
OnDataCompletelyReceived.Invoke(transmissionId, dataToReceive.data);
}
}
Player_Data.cs
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using VacuumShaders.TextureExtensions;
[Serializable]
public class PlayerObject
{
public byte[] texBytes;
public int texWidth;
public int texHeight;
public TextureFormat texFormat;
public float tranX;
public float tranY;
public float tranZ;
public string type;
public string id;
public int strength;
public int hitpoints;
}
public class Player_Data : NetworkBehaviour
{
PlayerObject playerObj = new PlayerObject();
public Texture2D texToSend;
private Texture2D texResized;
private string typeToSend = "Deer";
public Vector3 tran;
private int strengthToSend = 80;
private int hitPointsToSend = 2;
private void Start()
{
if (!isLocalPlayer)
return;
PrepareServerData();
}
[Client]
public void PrepareServerData()
{
Player_Spawn spawn = GetComponent<Player_Spawn>();
tran = spawn.GetPlayerPos();
StartCoroutine(DoResizeTexture(texToSend));
StartCoroutine(DoGetRawTextureData(texResized));
playerObj.texWidth = texResized.width;
playerObj.texHeight = texResized.height;
playerObj.texFormat = texResized.format;
playerObj.tranX = tran.x;
playerObj.tranY = tran.y;
playerObj.tranZ = tran.z;
playerObj.type = typeToSend;
Player_ID id = GetComponent<Player_ID>();
playerObj.id = id.MakeUniqueIdentity();
playerObj.strength = strengthToSend;
playerObj.hitpoints = hitPointsToSend;
Network_Serializer serialize = GetComponent<Network_Serializer>();
// Send Data from Client to Server as many small sequenced packets
byte[] bytes = serialize.ObjectToByteArray(playerObj);
Network_Transmitter networkTransmitter = GetComponent<Network_Transmitter>();
StartCoroutine(networkTransmitter.DoSendBytes(0, bytes));
}
IEnumerator DoResizeTexture(Texture2D tex)
{
tex.ResizePro(16, 16, out texResized);
yield return new WaitForEndOfFrame();
}
IEnumerator DoGetRawTextureData(Texture2D tex)
{
byte[] texBytes = tex.GetRawTextureData(); // comvert texture to raw bytes
byte[] compressedTexBytes = lzip.compressBuffer(texBytes, 1); // compress texture byte array
playerObj.texBytes = compressedTexBytes; // set compressed bytes to player object
yield return new WaitForEndOfFrame();
GameObject infoDisplayText = GameObject.Find("InfoDisplay");
infoDisplayText.GetComponent<Text>().text += "Bytes to send : " + playerObj.texBytes.Length + "\n";
}
}