more action callbacks for various events, removing objects on leave room, made some stuff static in VelNetManager

upm
Anton Franzluebbers 2022-01-07 23:23:03 -05:00
parent 96e3e762eb
commit 1b5be601ed
2 changed files with 218 additions and 122 deletions

View File

@ -1,4 +1,5 @@
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Net.Sockets; using System.Net.Sockets;
@ -37,9 +38,34 @@ namespace VelNet
public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>(); public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
public Action<VelNetPlayer> OnJoinedRoom; /// <summary>
public Action<VelNetPlayer> OnPlayerJoined; /// We just joined a room
public Action<VelNetPlayer> OnPlayerLeft; /// string - the room name
/// </summary>
public static Action<string> OnJoinedRoom;
/// <summary>
/// We just left a room
/// string - the room name we left
/// </summary>
public static Action<string> OnLeftRoom;
/// <summary>
/// Somebody else just joined our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerJoined;
/// <summary>
/// Somebody else just left our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action<Message> MessageReceived;
public static Action LoggedIn;
public static Action<string[], int> RoomsReceived;
public bool connected;
public List<NetworkObject> prefabs = new List<NetworkObject>(); public List<NetworkObject> prefabs = new List<NetworkObject>();
public NetworkObject[] sceneObjects; public NetworkObject[] sceneObjects;
@ -47,6 +73,7 @@ namespace VelNet
public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids) public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
private VelNetPlayer masterPlayer; private VelNetPlayer masterPlayer;
public static VelNetPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault(); public static VelNetPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault();
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
// Use this for initialization // Use this for initialization
@ -69,10 +96,21 @@ namespace VelNet
instance = this; instance = this;
} }
private void Start() private IEnumerator Start()
{ {
ConnectToTcpServer(); ConnectToTcpServer();
sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects
yield return null;
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
} }
@ -92,25 +130,35 @@ namespace VelNet
//the main thread, which can do Unity stuff //the main thread, which can do Unity stuff
foreach (Message m in receivedMessages) foreach (Message m in receivedMessages)
{ {
if (m.type == 0) //when you join the server switch (m.type)
{ {
userid = m.sender; // when you join the server
Debug.Log("joined server"); case 0:
userid = m.sender;
Debug.Log("joined server");
//start the udp thread try
clientReceiveThreadUDP = new Thread(ListenForDataUDP); {
clientReceiveThreadUDP.IsBackground = true; LoggedIn?.Invoke();
clientReceiveThreadUDP.Start(); }
} // prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
if (m.type == 2) //start the udp thread
{ clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.IsBackground = true;
clientReceiveThreadUDP.Start();
break;
// if this message is for me, that means I joined a new room... // if this message is for me, that means I joined a new room...
if (userid == m.sender) case 2 when userid == m.sender:
{ {
// TODO delete all old objects when joining a new room string oldRoom = LocalPlayer?.room;
players.Clear(); //we clear the list, but will recreate as we get messages from people in our room // we clear the list, but will recreate as we get messages from people in our room
players.Clear();
if (m.text != "") if (m.text != "")
{ {
@ -122,10 +170,44 @@ namespace VelNet
}; };
players.Add(userid, player); players.Add(userid, player);
OnJoinedRoom?.Invoke(player); if (m.text != "")
{
try
{
OnJoinedRoom?.Invoke(m.text);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
} }
// we just left a room
else
{
// delete all networkobjects that aren't sceneobjects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(DeleteNetworkObject);
Debug.Log("Left VelNet Room: " + oldRoom);
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
break;
} }
else // not for me, a player is joining or leaving // not for me, a player is joining or leaving
case 2:
{ {
VelNetPlayer me = players[userid]; VelNetPlayer me = players[userid];
@ -171,51 +253,62 @@ namespace VelNet
userid = m.sender userid = m.sender
}; };
players.Add(m.sender, player); players.Add(m.sender, player);
OnPlayerJoined?.Invoke(player); try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
} }
break;
} }
} // generic message
case 3:
if (m.type == 3) // generic message players[m.sender]?.HandleMessage(m);
{ break;
players[m.sender]?.HandleMessage(m); // change master player (this should only happen when the first player joins or if the master player leaves)
} case 4:
if (m.type == 4) // change master player (this should only happen when the first player joins or if the master player leaves)
{
if (masterPlayer == null)
{ {
masterPlayer = players[m.sender]; if (masterPlayer == null)
// no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
{ {
sceneObjects[i].networkId = -1 + "-" + i; masterPlayer = players[m.sender];
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted // no master player yet, add the scene objects
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
for (int i = 0; i < sceneObjects.Length; i++)
{
sceneObjects[i].networkId = -1 + "-" + i;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
} }
} else
else
{
masterPlayer = players[m.sender];
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == null)
{ {
kvp.Value.owner = masterPlayer; masterPlayer = players[m.sender];
} }
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == null)
{
kvp.Value.owner = masterPlayer;
}
}
break;
} }
} }
MessageReceived(m); MessageReceived?.Invoke(m);
} }
receivedMessages.Clear(); receivedMessages.Clear();
@ -227,13 +320,6 @@ namespace VelNet
socketConnection.Close(); 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;
/// <summary> /// <summary>
/// Setup socket connection. /// Setup socket connection.
/// </summary> /// </summary>
@ -251,70 +337,70 @@ namespace VelNet
} }
} }
private 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
{ {
// Debug.Log("Received: " + s);
Message m = new Message(); Message m = new Message();
string[] sections = s.Split(':'); string[] sections = s.Split(':');
if (sections.Length > 0) if (sections.Length <= 0) return;
int type = int.Parse(sections[0]);
switch (type)
{ {
int type = int.Parse(sections[0]); case 0: // logged in message
switch (type)
{ {
case 0: //logged in message if (sections.Length > 1)
{ {
if (sections.Length > 1) m.type = type;
{ m.sender = int.Parse(sections[1]);
m.type = type; m.text = "";
m.sender = int.Parse(sections[1]); AddMessage(m);
m.text = "";
AddMessage(m);
}
break;
} }
case 1: //room info message
break;
}
case 1: // room info message
{
break;
}
case 2: // joined room message
{
if (sections.Length > 2)
{ {
break; m.type = 2;
int user_id = int.Parse(sections[1]);
m.sender = user_id;
string new_room = sections[2];
m.text = new_room;
AddMessage(m);
} }
case 2: //joined room message
break;
}
case 3: // text message
{
if (sections.Length > 2)
{ {
if (sections.Length > 2) m.type = 3;
{ m.sender = int.Parse(sections[1]);
m.type = 2; m.text = sections[2];
int user_id = int.Parse(sections[1]); AddMessage(m);
m.sender = user_id;
string new_room = sections[2];
m.text = new_room;
AddMessage(m);
}
break;
} }
case 3: //text message
break;
}
case 4: // change master client
{
if (sections.Length > 1)
{ {
if (sections.Length > 2) m.type = 4;
{ m.sender = int.Parse(sections[1]);
m.type = 3; AddMessage(m);
m.sender = int.Parse(sections[1]);
m.text = sections[2];
AddMessage(m);
}
break;
} }
case 4: //change master client
{
if (sections.Length > 1)
{
m.type = 4;
m.sender = int.Parse(sections[1]);
AddMessage(m);
}
break; break;
}
} }
} }
} }
@ -452,6 +538,7 @@ namespace VelNet
/// </summary> /// </summary>
private static void SendNetworkMessage(string clientMessage) private static void SendNetworkMessage(string clientMessage)
{ {
// Debug.Log("Sent: " + clientMessage);
if (instance.socketConnection == null) if (instance.socketConnection == null)
{ {
return; return;
@ -476,19 +563,29 @@ namespace VelNet
} }
} }
/// <summary>
/// Connects to the server with a username
/// </summary>
public static void Login(string username, string password) public static void Login(string username, string password)
{ {
SendNetworkMessage("0:" + username + ":" + password); SendNetworkMessage("0:" + username + ":" + password);
} }
/// <summary>
/// Joins a room by name
/// </summary>
/// <param name="roomname">The name of the room to join</param>
public static void Join(string roomname) public static void Join(string roomname)
{ {
SendNetworkMessage("2:" + roomname); SendNetworkMessage("2:" + roomname);
} }
/// <summary>
/// Leaves a room if we're in one
/// </summary>
public static void Leave() public static void Leave()
{ {
SendNetworkMessage("2:-1"); if (InRoom) SendNetworkMessage("2:-1");
} }
public static void SendTo(MessageType type, string message, bool reliable = true) public static void SendTo(MessageType type, string message, bool reliable = true)
@ -557,17 +654,16 @@ namespace VelNet
public void DeleteNetworkObject(string networkId) public void DeleteNetworkObject(string networkId)
{ {
if (objects.ContainsKey(networkId)) if (!objects.ContainsKey(networkId)) return;
NetworkObject obj = objects[networkId];
if (obj == null) return;
if (obj.isSceneObject)
{ {
NetworkObject obj = objects[networkId]; deletedSceneObjects.Add(networkId);
if (obj.isSceneObject)
{
deletedSceneObjects.Add(networkId);
}
Destroy(obj.gameObject);
objects.Remove(networkId);
} }
Destroy(obj.gameObject);
objects.Remove(networkId);
} }
} }
} }

View File

@ -29,7 +29,7 @@ namespace VelNet
public VelNetPlayer() public VelNetPlayer()
{ {
manager = VelNetManager.instance; manager = VelNetManager.instance;
manager.OnPlayerJoined += HandlePlayerJoined; VelNetManager.OnPlayerJoined += HandlePlayerJoined;
} }
public void HandlePlayerJoined(VelNetPlayer player) public void HandlePlayerJoined(VelNetPlayer player)