From 1606306134d3c5e747f364ce7c656f8ee32c3520 Mon Sep 17 00:00:00 2001 From: Anton Franzluebbers Date: Thu, 6 Jan 2022 16:24:36 -0500 Subject: [PATCH] maybe fixed ci, made naming convention consistent --- .github/workflows/ci.yml | 2 +- .../Dissonance Integration/VelCommsNetwork.cs | 20 ++--- .../VelNetUnity/1.0.0/Example/NetworkGUI.cs | 25 +++--- .../1.0.0/Example/PlayerController.cs | 24 +++--- .../VelNetUnity/1.0.0/Example/test.unity | 6 +- .../VelNetUnity/Runtime/NetworkManager.cs | 76 +++++++++---------- .../VelNetUnity/Runtime/NetworkObject.cs | 4 +- .../VelNetUnity/Runtime/NetworkPlayer.cs | 54 ++++++------- .../VelNetUnity/Runtime/Util/SyncTransform.cs | 12 +-- .../Packages/VelNetUnity/package.json | 2 +- 10 files changed, 110 insertions(+), 115 deletions(-) diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index 503cd9e..589c48a 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -16,4 +16,4 @@ jobs: git subtree split -P "$PKG_ROOT" -b upm git push -u origin upm env: - PKG_ROOT: TestVelGameServer\Packages\VelNetUnity \ No newline at end of file + PKG_ROOT: TestVelGameServer/Packages/VelNetUnity \ No newline at end of file diff --git a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Dissonance Integration/VelCommsNetwork.cs b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Dissonance Integration/VelCommsNetwork.cs index a862aa6..e5e87ca 100644 --- a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Dissonance Integration/VelCommsNetwork.cs +++ b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Dissonance Integration/VelCommsNetwork.cs @@ -21,7 +21,7 @@ namespace VelNetUnity public event Action PlayerEnteredRoom; public event Action PlayerExitedRoom; - ConnectionStatus _status = ConnectionStatus.Disconnected; + private ConnectionStatus _status = ConnectionStatus.Disconnected; CodecSettings initSettings; public string dissonanceId; public DissonanceComms comms; @@ -36,11 +36,11 @@ namespace VelNetUnity comms.ResetMicrophoneCapture(); } - public void voiceReceived(string sender, byte[] data) + public void VoiceReceived(string sender, byte[] data) { uint sequenceNumber = BitConverter.ToUInt32(data, 0); VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, true, new ArraySegment(data, 4, data.Length - 4), sequenceNumber); - VoicePacketReceived(vp); + VoicePacketReceived?.Invoke(vp); } public void SendText(string data, ChannelType recipientType, string recipientId) @@ -54,7 +54,7 @@ namespace VelNetUnity } // Start is called before the first frame update - void Start() + private void Start() { _status = ConnectionStatus.Connected; comms = GetComponent(); @@ -63,12 +63,12 @@ namespace VelNetUnity public void playerJoined(string id) { Debug.Log("dissonance player joined"); - PlayerJoined(id, initSettings); + PlayerJoined?.Invoke(id, initSettings); RoomEvent re = new RoomEvent(); re.Joined = true; re.Room = "Global"; re.PlayerName = id; - PlayerEnteredRoom(re); + PlayerEnteredRoom?.Invoke(re); } public void playerLeft(string id) @@ -77,18 +77,18 @@ namespace VelNetUnity re.Joined = false; re.Room = "Global"; re.PlayerName = id; - PlayerExitedRoom(re); - PlayerLeft(id); + PlayerExitedRoom?.Invoke(re); + PlayerLeft?.Invoke(id); } public void playerStartedSpeaking(string id) { - PlayerStartedSpeaking(id); + PlayerStartedSpeaking?.Invoke(id); } public void playerStoppedSpeaking(string id) { - PlayerStoppedSpeaking(id); + PlayerStoppedSpeaking?.Invoke(id); } } } \ No newline at end of file diff --git a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/NetworkGUI.cs b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/NetworkGUI.cs index c781ba4..b5ed7af 100644 --- a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/NetworkGUI.cs +++ b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/NetworkGUI.cs @@ -15,36 +15,36 @@ namespace VelNetUnity public Dropdown microphones; Dissonance.DissonanceComms comms; - public void handleSend() + public void HandleSend() { if (sendInput.text != "") { - networkManager.sendTo(NetworkManager.MessageType.OTHERS, sendInput.text); + networkManager.SendTo(NetworkManager.MessageType.OTHERS, sendInput.text); } } - public void handleLogin() + public void HandleLogin() { if (userInput.text != "") { - networkManager.login(userInput.text, "nopass"); + networkManager.Login(userInput.text, "nopass"); } } - public void handleJoin() + public void HandleJoin() { if (roomInput.text != "") { - networkManager.join(roomInput.text); + networkManager.Join(roomInput.text); } } // Start is called before the first frame update - void Start() + private void Start() { comms = FindObjectOfType(); microphones.AddOptions(new List(Microphone.devices)); - networkManager.messageReceived += (m) => + networkManager.MessageReceived += (m) => { string s = m.type + ":" + m.sender + ":" + m.text; messageBuffer.Add(s); @@ -56,9 +56,9 @@ namespace VelNetUnity messageBuffer.RemoveAt(0); } - for (int i = 0; i < messageBuffer.Count; i++) + foreach (string msg in messageBuffer) { - messages.text = messages.text + messageBuffer[i] + "\n"; + messages.text = messages.text + msg + "\n"; } }; } @@ -67,10 +67,5 @@ namespace VelNetUnity { comms.MicrophoneName = microphones.options[microphones.value].text; } - - // Update is called once per frame - void Update() - { - } } } \ No newline at end of file diff --git a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/PlayerController.cs b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/PlayerController.cs index 5574949..a22c2d0 100644 --- a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/PlayerController.cs +++ b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/PlayerController.cs @@ -44,7 +44,7 @@ namespace VelNetUnity return toReturn; } - public override void handleMessage(string identifier, byte[] message) + public override void HandleMessage(string identifier, byte[] message) { switch (identifier) { @@ -63,7 +63,7 @@ namespace VelNetUnity { if (isSpeaking) { - comms.voiceReceived(dissonanceID, message); + comms.VoiceReceived(dissonanceID, message); } break; @@ -115,9 +115,9 @@ namespace VelNetUnity owner.manager.onPlayerJoined += (player) => { byte[] b = Encoding.UTF8.GetBytes(dissonanceID); - owner.sendMessage(this, "d", b); + owner.SendMessage(this, "d", b); }; - owner.manager.setupMessageGroup("close", closePlayers.ToArray()); + owner.manager.SetupMessageGroup("close", closePlayers.ToArray()); } } @@ -136,7 +136,7 @@ namespace VelNetUnity byte[] lastAudioIdBytes = BitConverter.GetBytes(lastAudioId++); Buffer.BlockCopy(lastAudioIdBytes, 0, toSend, 0, 4); Buffer.BlockCopy(data.Array, data.Offset, toSend, 4, data.Count); - owner.sendGroupMessage(this, "close", "a", toSend, false); //send voice data unreliably + owner.SendGroupMessage(this, "close", "a", toSend, false); //send voice data unreliably } } @@ -144,7 +144,7 @@ namespace VelNetUnity { dissonanceID = id; byte[] b = Encoding.UTF8.GetBytes(dissonanceID); - owner.sendMessage(this, "d", b); + owner.SendMessage(this, "d", b); comms.comms.TrackPlayerPosition(this); } @@ -163,7 +163,7 @@ namespace VelNetUnity { while (true) { - owner.sendMessage(this, "s", getSyncMessage()); + owner.SendMessage(this, "s", getSyncMessage()); yield return new WaitForSeconds(.1f); } } @@ -197,7 +197,7 @@ namespace VelNetUnity if (shouldUpdate) { - owner.manager.setupMessageGroup("close", closePlayers.ToArray()); + owner.manager.SetupMessageGroup("close", closePlayers.ToArray()); } } @@ -217,7 +217,7 @@ namespace VelNetUnity isSpeaking = !isSpeaking; byte[] toSend = new byte[1]; toSend[0] = isSpeaking ? (byte)1 : (byte)0; - owner.sendMessage(this, "x", toSend); + owner.SendMessage(this, "x", toSend); if (!isSpeaking) { @@ -234,14 +234,14 @@ namespace VelNetUnity if (Input.GetKeyDown(KeyCode.Space)) { - owner.networkInstantiate("TestNetworkedGameObject"); + owner.NetworkInstantiate("TestNetworkedGameObject"); } if (Input.GetKeyDown(KeyCode.BackQuote)) { foreach (KeyValuePair kvp in owner.manager.objects) { - owner.takeOwnership(kvp.Key); + owner.TakeOwnership(kvp.Key); } } @@ -249,7 +249,7 @@ namespace VelNetUnity { foreach (KeyValuePair kvp in owner.manager.objects) { - owner.networkDestroy(kvp.Key); + owner.NetworkDestroy(kvp.Key); } } } diff --git a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/test.unity b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/test.unity index 7e44ef7..2fcffdb 100644 --- a/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/test.unity +++ b/TestVelGameServer/Assets/Samples/VelNetUnity/1.0.0/Example/test.unity @@ -2121,7 +2121,7 @@ MonoBehaviour: m_Calls: - m_Target: {fileID: 244561621} m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp - m_MethodName: handleJoin + m_MethodName: HandleJoin m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} @@ -2725,7 +2725,7 @@ MonoBehaviour: m_Calls: - m_Target: {fileID: 244561621} m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp - m_MethodName: handleLogin + m_MethodName: HandleLogin m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} @@ -2858,7 +2858,7 @@ MonoBehaviour: m_Calls: - m_Target: {fileID: 244561621} m_TargetAssemblyTypeName: NetworkGUI, Assembly-CSharp - m_MethodName: handleSend + m_MethodName: HandleSend m_Mode: 1 m_Arguments: m_ObjectArgument: {fileID: 0} diff --git a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkManager.cs b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkManager.cs index d75611e..1780255 100644 --- a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkManager.cs +++ b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkManager.cs @@ -25,13 +25,13 @@ namespace VelNetUnity private TcpClient socketConnection; private Socket udpSocket; - public bool udpConnected = false; - IPEndPoint RemoteEndPoint; + public bool udpConnected; + private IPEndPoint RemoteEndPoint; private Thread clientReceiveThread; private Thread clientReceiveThreadUDP; public int userid = -1; public string room; - int messagesReceived = 0; + private int messagesReceived = 0; public GameObject playerPrefab; public Dictionary players = new Dictionary(); @@ -44,7 +44,7 @@ namespace VelNetUnity public NetworkObject[] sceneObjects; public List deletedSceneObjects = new List(); public Dictionary objects = new Dictionary(); //maintains a list of all known objects on the server (ones that have ids) - NetworkPlayer masterPlayer = null; + private NetworkPlayer masterPlayer; #endregion @@ -56,16 +56,16 @@ namespace VelNetUnity public int sender; } - public List receivedMessages = new List(); + public readonly List receivedMessages = new List(); - void Start() + private void Start() { ConnectToTcpServer(); sceneObjects = FindObjectsOfType(); //add all local network objects } - private void addMessage(Message m) + private void AddMessage(Message m) { lock (receivedMessages) { @@ -87,7 +87,7 @@ namespace VelNetUnity Debug.Log("joined server"); //start the udp thread - clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP)); + clientReceiveThreadUDP = new Thread(ListenForDataUDP); clientReceiveThreadUDP.IsBackground = true; clientReceiveThreadUDP.Start(); } @@ -106,7 +106,7 @@ namespace VelNetUnity if (m.text != "") { - NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); + NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); player.isLocal = true; player.userid = m.sender; @@ -131,7 +131,7 @@ namespace VelNetUnity { if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately { - me.takeOwnership(kvp.Key); + me.TakeOwnership(kvp.Key); } else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly) { @@ -146,7 +146,7 @@ namespace VelNetUnity else { //we got a join mesage, create it - NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); + NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); player.isLocal = false; player.room = m.text; player.userid = m.sender; @@ -159,7 +159,7 @@ namespace VelNetUnity if (m.type == 3) //generic message { - players[m.sender]?.handleMessage(m); + players[m.sender]?.HandleMessage(m); } if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves) @@ -183,7 +183,7 @@ namespace VelNetUnity masterPlayer = players[m.sender]; } - masterPlayer.setAsMasterPlayer(); + masterPlayer.SetAsMasterPlayer(); //master player should take over any objects that do not have an owner @@ -196,7 +196,7 @@ namespace VelNetUnity } } - messageReceived(m); + MessageReceived(m); } receivedMessages.Clear(); @@ -208,12 +208,12 @@ namespace VelNetUnity socketConnection.Close(); } - public Action joinedRoom = delegate { }; - public Action messageReceived = delegate { }; - public Action loggedIn = delegate { }; - public Action roomsReceived = delegate { }; + public Action JoinedRoom = delegate { }; + public Action MessageReceived = delegate { }; + public Action LoggedIn = delegate { }; + public Action RoomsReceived = delegate { }; - public bool connected = false; + public bool connected; /// /// Setup socket connection. @@ -222,7 +222,7 @@ namespace VelNetUnity { try { - clientReceiveThread = new Thread(new ThreadStart(ListenForData)); + clientReceiveThread = new Thread(ListenForData); clientReceiveThread.IsBackground = true; clientReceiveThread.Start(); } @@ -232,7 +232,7 @@ namespace VelNetUnity } } - void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread + private void HandleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread { Message m = new Message(); string[] sections = s.Split(':'); @@ -249,7 +249,7 @@ namespace VelNetUnity m.type = type; m.sender = int.Parse(sections[1]); m.text = ""; - addMessage(m); + AddMessage(m); } break; @@ -268,7 +268,7 @@ namespace VelNetUnity string new_room = sections[2]; m.text = new_room; - addMessage(m); + AddMessage(m); } break; @@ -280,7 +280,7 @@ namespace VelNetUnity m.type = 3; m.sender = int.Parse(sections[1]); m.text = sections[2]; - addMessage(m); + AddMessage(m); } break; @@ -291,7 +291,7 @@ namespace VelNetUnity { m.type = 4; m.sender = int.Parse(sections[1]); - addMessage(m); + AddMessage(m); } break; @@ -310,7 +310,7 @@ namespace VelNetUnity { socketConnection = new TcpClient(host, port); socketConnection.NoDelay = true; - Byte[] bytes = new Byte[1024]; + byte[] bytes = new byte[1024]; string partialMessage = ""; while (true) { @@ -321,7 +321,7 @@ namespace VelNetUnity // Read incomming stream into byte arrary. while ((length = stream.Read(bytes, 0, bytes.Length)) != 0) { - var incommingData = new byte[length]; + byte[] incommingData = new byte[length]; Array.Copy(bytes, 0, incommingData, 0, length); // Convert byte array to string message. string serverMessage = Encoding.ASCII.GetString(incommingData); @@ -334,12 +334,12 @@ namespace VelNetUnity { if (i == 0) { - handleMessage(partialMessage + sections[0]); + HandleMessage(partialMessage + sections[0]); partialMessage = ""; } else { - handleMessage(sections[i]); + HandleMessage(sections[i]); } } } @@ -365,7 +365,7 @@ namespace VelNetUnity //I don't yet have a UDP connection try { - var addresses = Dns.GetHostAddresses(host); + IPAddress[] addresses = Dns.GetHostAddresses(host); Debug.Assert(addresses.Length > 0); RemoteEndPoint = new IPEndPoint(addresses[0], port); @@ -408,7 +408,7 @@ namespace VelNetUnity if (sections[0] == "3") { - handleMessage(message); + HandleMessage(message); } } } @@ -459,22 +459,22 @@ namespace VelNetUnity } } - public void login(string username, string password) + public void Login(string username, string password) { SendNetworkMessage("0:" + username + ":" + password); } - public void join(string roomname) + public void Join(string roomname) { SendNetworkMessage("2:" + roomname); } - public void leave() + public void Leave() { SendNetworkMessage("2:-1"); } - public void sendTo(MessageType type, string message, bool reliable = true) + public void SendTo(MessageType type, string message, bool reliable = true) { if (reliable) { @@ -486,7 +486,7 @@ namespace VelNetUnity } } - public void sendToGroup(string group, string message, bool reliable = true) + public void SendToGroup(string group, string message, bool reliable = true) { if (reliable) { @@ -499,12 +499,12 @@ namespace VelNetUnity } //changes the designated group that sendto(4) will go to - public void setupMessageGroup(string groupname, int[] userids) + public void SetupMessageGroup(string groupname, int[] userids) { SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids)); } - public void deleteNetworkObject(string networkId) + public void DeleteNetworkObject(string networkId) { if (objects.ContainsKey(networkId)) { diff --git a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkObject.cs b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkObject.cs index 3a43a9f..c106206 100644 --- a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkObject.cs +++ b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkObject.cs @@ -10,7 +10,7 @@ namespace VelNetUnity public NetworkPlayer owner; public string networkId; //this is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room public string prefabName; //this may be empty if it's not a prefab (scene object) - public bool isSceneObject = false; - public abstract void handleMessage(string identifier, byte[] message); + public bool isSceneObject; + public abstract void HandleMessage(string identifier, byte[] message); } } \ No newline at end of file diff --git a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkPlayer.cs b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkPlayer.cs index 13d6b61..1c1e46f 100644 --- a/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkPlayer.cs +++ b/TestVelGameServer/Packages/VelNetUnity/Runtime/NetworkPlayer.cs @@ -15,21 +15,21 @@ namespace VelNetUnity public string room; public NetworkManager manager; - public bool isLocal = false; + public bool isLocal; - public int lastObjectId = 0; //for instantiation + public int lastObjectId; //for instantiation - private bool isMaster = false; + private bool isMaster; private void Start() { myObject.owner = this; manager = FindObjectOfType(); - manager.onPlayerJoined += handlePlayerJoined; + manager.onPlayerJoined += HandlePlayerJoined; } - public void handlePlayerJoined(NetworkPlayer player) + public void HandlePlayerJoined(NetworkPlayer player) { //if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names if (isLocal) @@ -38,20 +38,20 @@ namespace VelNetUnity { if (kvp.Value.owner == this && kvp.Value.prefabName != "") { - manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName); + manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName); } } if (isMaster) { //send a list of scene object ids when someone joins - sendSceneUpdate(); + SendSceneUpdate(); } } } - public void handleMessage(NetworkManager.Message m) + public void HandleMessage(NetworkManager.Message m) { //these are generally things that come from the "owner" and should be enacted locally, where appropriate //we need to parse the message @@ -69,7 +69,7 @@ namespace VelNetUnity { string identifier = sections[1]; byte[] message = Convert.FromBase64String(sections[2]); - myObject.handleMessage(identifier, message); + myObject.HandleMessage(identifier, message); break; } case "5": //sync update for an object I may own @@ -82,7 +82,7 @@ namespace VelNetUnity { if (manager.objects[objectKey].owner == this) { - manager.objects[objectKey].handleMessage(identifier, messageBytes); + manager.objects[objectKey].HandleMessage(identifier, messageBytes); } } @@ -124,14 +124,14 @@ namespace VelNetUnity { string networkId = sections[1]; - manager.deleteNetworkObject(networkId); + manager.DeleteNetworkObject(networkId); break; } case "9": //deleted scene objects { for (int k = 1; k < sections.Length; k++) { - manager.deleteNetworkObject(sections[k]); + manager.DeleteNetworkObject(sections[k]); } break; @@ -140,38 +140,38 @@ namespace VelNetUnity } } - public void setAsMasterPlayer() + public void SetAsMasterPlayer() { isMaster = true; //if I'm master, I'm now responsible for updating all scene objects //FindObjectsOfType(); } - public void sendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true) + public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true) { if (obj == myObject) { - manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable); + manager.SendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable); } else { - manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); + manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); } } - public void sendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true) + public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true) { if (obj == myObject) { - manager.sendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable); + manager.SendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable); } else { - manager.sendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); + manager.SendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); } } - public NetworkObject networkInstantiate(string prefabName) + public NetworkObject NetworkInstantiate(string prefabName) { if (!isLocal) { @@ -190,30 +190,30 @@ namespace VelNetUnity instance.owner = this; manager.objects.Add(instance.networkId, instance); - manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately. + manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately. return instance; } return null; } - public void networkDestroy(string networkId) + public void NetworkDestroy(string networkId) { if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it - manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well + manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well } - public void takeOwnership(string networkId) + public void TakeOwnership(string networkId) { if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player manager.objects[networkId].owner = this; //immediately successful - manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome. + manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome. } - public void sendSceneUpdate() + public void SendSceneUpdate() { - manager.sendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects)); + manager.SendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects)); } } } \ No newline at end of file diff --git a/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/SyncTransform.cs b/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/SyncTransform.cs index 3557b80..f3e09e4 100644 --- a/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/SyncTransform.cs +++ b/TestVelGameServer/Packages/VelNetUnity/Runtime/Util/SyncTransform.cs @@ -14,7 +14,7 @@ namespace VelNetUnity public Quaternion targetRotation; - public byte[] getSyncMessage() + public byte[] GetSyncMessage() { float[] data = new float[7]; for (int i = 0; i < 3; i++) @@ -30,7 +30,7 @@ namespace VelNetUnity return toReturn; } - public override void handleMessage(string identifier, byte[] message) + public override void HandleMessage(string identifier, byte[] message) { switch (identifier) { @@ -49,18 +49,18 @@ namespace VelNetUnity } // Start is called before the first frame update - void Start() + private void Start() { - StartCoroutine(syncBehavior()); + StartCoroutine(SyncBehavior()); } - IEnumerator syncBehavior() + private IEnumerator SyncBehavior() { while (true) { if (owner != null && owner.isLocal) { - owner.sendMessage(this, "s", getSyncMessage()); + owner.SendMessage(this, "s", GetSyncMessage()); } yield return new WaitForSeconds(.1f); diff --git a/TestVelGameServer/Packages/VelNetUnity/package.json b/TestVelGameServer/Packages/VelNetUnity/package.json index b3016a0..20d2d37 100644 --- a/TestVelGameServer/Packages/VelNetUnity/package.json +++ b/TestVelGameServer/Packages/VelNetUnity/package.json @@ -1,7 +1,7 @@ { "name": "edu.uga.engr.vel.velnetunity", "displayName": "VelNetUnity", - "version": "1.0.0", + "version": "1.0.1", "unity": "2019.1", "description": "A custom networking library for Unity.", "keywords": [