added unity project and server docs

handTracking
Kyle Johnsen 2021-12-20 10:31:35 -05:00
parent c52eb82a65
commit 090df30c77
32 changed files with 4646 additions and 0 deletions

72
TestVelGameServer/.gitignore vendored Normal file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class NetworkGUI : MonoBehaviour
{
public NetworkManager networkManager;
public InputField userInput;
public InputField sendInput;
public InputField roomInput;
public Text messages;
public List<string> messageBuffer;
public void handleSend()
{
if(sendInput.text != "")
{
networkManager.sendTo(0,sendInput.text);
}
}
public void handleLogin()
{
if(userInput.text != "")
{
networkManager.login(userInput.text, "nopass");
}
}
public void handleJoin()
{
if(roomInput.text != "")
{
networkManager.join(roomInput.text);
}
}
// Start is called before the first frame update
void Start()
{
networkManager.messageReceived += (m) => {
string s = m.type + ":" + m.sender +":" + m.text;
messageBuffer.Add(s);
messages.text = "";
if(messageBuffer.Count > 10)
{
messageBuffer.RemoveAt(0);
}
for(int i = 0; i < messageBuffer.Count; i++)
{
messages.text = messages.text + messageBuffer[i] + "\n";
}
};
}
// Update is called once per frame
void Update()
{
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class NetworkManager : MonoBehaviour
{
public string host;
public int port;
#region private members
private TcpClient socketConnection;
private Thread clientReceiveThread;
public int userid;
int messagesReceived = 0;
#endregion
// Use this for initialization
public class Message
{
public int type;
public string text;
public int sender;
}
public List<Message> receivedMessages = new List<Message>();
void Start()
{
ConnectToTcpServer();
}
private void addMessage(Message m)
{
lock (receivedMessages)
{
Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
}
private void Update()
{
lock(receivedMessages) {
foreach(Message m in receivedMessages)
{
messageReceived(m);
}
receivedMessages.Clear();
}
}
private void OnApplicationQuit()
{
socketConnection.Close();
}
public Action<string, int> joinedRoom = delegate { };
public Action<Message> messageReceived = delegate { };
public Action<string, int> loggedIn = delegate { };
public Action<string[], int> roomsReceived = delegate { };
public bool connected = false;
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
void handleMessage(string s)
{
Message m = new Message();
string[] sections = s.Split(':');
if (sections.Length > 0)
{
int type = int.Parse(sections[0]);
switch (type)
{
case 0://logged in message
{
if(sections.Length > 1)
{
int user_id = int.Parse(sections[1]);
m.type = type;
m.sender = user_id;
m.text = "";
addMessage(m);
}
break;
}
case 1://room info message
{
break;
}
case 2: //joined room message
{
if(sections.Length > 2)
{
m.type = 2;
int user_id = int.Parse(sections[1]);
m.sender = user_id;
string room_name = sections[2];
m.text = room_name;
addMessage(m);
}
break;
}
case 3: //text message
{
if(sections.Length > 2)
{
m.type = 3;
m.sender = int.Parse(sections[1]);
m.text = sections[2];
addMessage(m);
}
break;
}
}
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary>
private void ListenForData()
{
connected = true;
try
{
socketConnection = new TcpClient(host, port);
Byte[] bytes = new Byte[1024];
string partialMessage = "";
while (true)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incommingData = new byte[length];
Array.Copy(bytes, 0, incommingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incommingData);
string[] sections = serverMessage.Split('\n');
if(sections.Length > 1)
{
lock(receivedMessages){
for (int i = 0; i < sections.Length - 1; i++)
{
if (i == 0)
{
handleMessage(partialMessage + sections[0]);
partialMessage = "";
}
else
{
handleMessage(sections[i]);
}
}
}
}
partialMessage = partialMessage + sections[sections.Length - 1];
}
}
}
}
catch (Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
connected = false;
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private void SendNetworkMessage(string clientMessage)
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
// Convert string message to byte array.
clientMessage = clientMessage + "\n"; //append a new line to delineate the message
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
public void login(string username, string password)
{
SendNetworkMessage("0:" + username + ":" + password);
}
public void join(string roomname)
{
SendNetworkMessage("2:" + roomname);
}
public void leave()
{
SendNetworkMessage("2:-1\n");
}
public void sendTo(int type, string message)
{
SendNetworkMessage("3:" + type + ":" + message);
}
}

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This is a text-based server. Text can be relatively efficient for servers, as long as you don't try to make it inefficient with long text values. Using base64 for messages greatly reduces the inefficiency, or even using binary for parts of the messages that could be longer.
You start by making an ordinary tcp connection to the server.
The server relies upon usernames and passwords. Some out-of-band process is required to create these.
INCOMING MESSSAGES (sent by clients)
Join server - Provide a username and password. If valid, the server will create a new session for you, and send you message saying connected with the session id. It will mark that session as logged in. All subsequent commands require logged in. If you are in another session, it will end that session.
0:username:password\n (note, usernames and passwords cannot contain :s)
Get rooms - Assuming the session is logged in, you can get a list of public rooms. The server will retrieve the list of public rooms from its database, including who is in those rooms and send them to the client.
1:password\n
Join room - The server will put you in a valid room, or it will create a room and put you in it. You will start receiving messages from that room, starting with a room_joined message, and then all subsequent messages.
2:room:password\n
Send message - You can say "all", "others", or list specific users that should receive the message.
3:0:Message\n - others in room
3:1:Message\n - others in room
3:2:u1:u2...:uN:Message\n - others
OUTGOING MESSAGES (send by server)
Session_started - you know you are logged in, subsequent commands will succeed
0:[client_id]\n
Session_ended - you know you are logged out, subsequent commands will fail
0:-1\n
rooms - a list of rooms on the server, each with a list of user_ids that are in the room.
1:r1,u1,u2:r2,u3,u4:r3,u5,u6:r4\n
message - a message sent by someone on the server, who may or may not be in your room. This is simply interpreted by the user, so it's not the server's problem to solve. It will be the client's responsibility to do something. This can be used, for example to ask a user to join your room, or implement a party system.
3:Message\n