maybe fixed ci, made naming convention consistent
parent
887d310053
commit
55b405c5b8
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@ -25,13 +25,13 @@ namespace VelNetUnity
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private TcpClient socketConnection;
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private Socket udpSocket;
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public bool udpConnected = false;
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IPEndPoint RemoteEndPoint;
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public bool udpConnected;
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private IPEndPoint RemoteEndPoint;
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private Thread clientReceiveThread;
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private Thread clientReceiveThreadUDP;
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public int userid = -1;
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public string room;
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int messagesReceived = 0;
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private int messagesReceived = 0;
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public GameObject playerPrefab;
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public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
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@ -44,7 +44,7 @@ namespace VelNetUnity
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public NetworkObject[] sceneObjects;
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public List<string> deletedSceneObjects = new List<string>();
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public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
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NetworkPlayer masterPlayer = null;
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private NetworkPlayer masterPlayer;
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#endregion
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@ -56,16 +56,16 @@ namespace VelNetUnity
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public int sender;
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}
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public List<Message> receivedMessages = new List<Message>();
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public readonly List<Message> receivedMessages = new List<Message>();
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void Start()
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private void Start()
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{
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ConnectToTcpServer();
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sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects
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}
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private void addMessage(Message m)
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private void AddMessage(Message m)
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{
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lock (receivedMessages)
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{
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@ -87,7 +87,7 @@ namespace VelNetUnity
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Debug.Log("joined server");
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//start the udp thread
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clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP));
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clientReceiveThreadUDP = new Thread(ListenForDataUDP);
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clientReceiveThreadUDP.IsBackground = true;
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clientReceiveThreadUDP.Start();
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}
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@ -106,7 +106,7 @@ namespace VelNetUnity
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if (m.text != "")
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{
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NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
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NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = true;
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player.userid = m.sender;
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@ -131,7 +131,7 @@ namespace VelNetUnity
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{
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if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
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{
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me.takeOwnership(kvp.Key);
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me.TakeOwnership(kvp.Key);
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}
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else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly)
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{
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@ -146,7 +146,7 @@ namespace VelNetUnity
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else
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{
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//we got a join mesage, create it
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NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
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NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = false;
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player.room = m.text;
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player.userid = m.sender;
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@ -159,7 +159,7 @@ namespace VelNetUnity
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if (m.type == 3) //generic message
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{
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players[m.sender]?.handleMessage(m);
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players[m.sender]?.HandleMessage(m);
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}
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if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
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@ -183,7 +183,7 @@ namespace VelNetUnity
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masterPlayer = players[m.sender];
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}
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masterPlayer.setAsMasterPlayer();
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masterPlayer.SetAsMasterPlayer();
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//master player should take over any objects that do not have an owner
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@ -196,7 +196,7 @@ namespace VelNetUnity
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}
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}
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messageReceived(m);
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MessageReceived(m);
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}
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receivedMessages.Clear();
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@ -208,12 +208,12 @@ namespace VelNetUnity
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socketConnection.Close();
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}
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public Action<string, int> joinedRoom = delegate { };
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public Action<Message> messageReceived = delegate { };
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public Action<string, int> loggedIn = delegate { };
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public Action<string[], int> roomsReceived = delegate { };
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public Action<string, int> JoinedRoom = delegate { };
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public Action<Message> MessageReceived = delegate { };
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public Action<string, int> LoggedIn = delegate { };
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public Action<string[], int> RoomsReceived = delegate { };
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public bool connected = false;
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public bool connected;
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/// <summary>
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/// Setup socket connection.
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@ -222,7 +222,7 @@ namespace VelNetUnity
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{
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try
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{
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clientReceiveThread = new Thread(new ThreadStart(ListenForData));
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clientReceiveThread = new Thread(ListenForData);
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clientReceiveThread.IsBackground = true;
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clientReceiveThread.Start();
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}
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@ -232,7 +232,7 @@ namespace VelNetUnity
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}
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}
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void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
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private void HandleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
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{
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Message m = new Message();
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string[] sections = s.Split(':');
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@ -249,7 +249,7 @@ namespace VelNetUnity
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m.type = type;
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m.sender = int.Parse(sections[1]);
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m.text = "";
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addMessage(m);
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AddMessage(m);
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}
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break;
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@ -268,7 +268,7 @@ namespace VelNetUnity
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string new_room = sections[2];
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m.text = new_room;
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addMessage(m);
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AddMessage(m);
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}
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break;
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@ -280,7 +280,7 @@ namespace VelNetUnity
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m.type = 3;
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m.sender = int.Parse(sections[1]);
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m.text = sections[2];
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addMessage(m);
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AddMessage(m);
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}
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break;
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@ -291,7 +291,7 @@ namespace VelNetUnity
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{
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m.type = 4;
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m.sender = int.Parse(sections[1]);
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addMessage(m);
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AddMessage(m);
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}
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break;
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@ -310,7 +310,7 @@ namespace VelNetUnity
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{
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socketConnection = new TcpClient(host, port);
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socketConnection.NoDelay = true;
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Byte[] bytes = new Byte[1024];
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byte[] bytes = new byte[1024];
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string partialMessage = "";
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while (true)
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{
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@ -321,7 +321,7 @@ namespace VelNetUnity
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// Read incomming stream into byte arrary.
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while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
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{
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var incommingData = new byte[length];
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byte[] incommingData = new byte[length];
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Array.Copy(bytes, 0, incommingData, 0, length);
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// Convert byte array to string message.
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string serverMessage = Encoding.ASCII.GetString(incommingData);
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@ -334,12 +334,12 @@ namespace VelNetUnity
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{
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if (i == 0)
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{
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handleMessage(partialMessage + sections[0]);
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HandleMessage(partialMessage + sections[0]);
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partialMessage = "";
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}
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else
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{
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handleMessage(sections[i]);
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HandleMessage(sections[i]);
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}
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}
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}
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@ -365,7 +365,7 @@ namespace VelNetUnity
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//I don't yet have a UDP connection
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try
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{
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var addresses = Dns.GetHostAddresses(host);
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IPAddress[] addresses = Dns.GetHostAddresses(host);
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Debug.Assert(addresses.Length > 0);
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RemoteEndPoint = new IPEndPoint(addresses[0], port);
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@ -408,7 +408,7 @@ namespace VelNetUnity
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if (sections[0] == "3")
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{
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handleMessage(message);
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HandleMessage(message);
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}
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}
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}
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@ -459,22 +459,22 @@ namespace VelNetUnity
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}
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}
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public void login(string username, string password)
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public void Login(string username, string password)
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{
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SendNetworkMessage("0:" + username + ":" + password);
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}
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public void join(string roomname)
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public void Join(string roomname)
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{
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SendNetworkMessage("2:" + roomname);
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}
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public void leave()
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public void Leave()
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{
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SendNetworkMessage("2:-1");
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}
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public void sendTo(MessageType type, string message, bool reliable = true)
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public void SendTo(MessageType type, string message, bool reliable = true)
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{
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if (reliable)
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{
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@ -486,7 +486,7 @@ namespace VelNetUnity
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}
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}
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public void sendToGroup(string group, string message, bool reliable = true)
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public void SendToGroup(string group, string message, bool reliable = true)
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{
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if (reliable)
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{
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@ -499,12 +499,12 @@ namespace VelNetUnity
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}
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//changes the designated group that sendto(4) will go to
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public void setupMessageGroup(string groupname, int[] userids)
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public void SetupMessageGroup(string groupname, int[] userids)
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{
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SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids));
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}
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public void deleteNetworkObject(string networkId)
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public void DeleteNetworkObject(string networkId)
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{
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if (objects.ContainsKey(networkId))
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{
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@ -10,7 +10,7 @@ namespace VelNetUnity
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public NetworkPlayer owner;
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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
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public string prefabName; //this may be empty if it's not a prefab (scene object)
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public bool isSceneObject = false;
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public abstract void handleMessage(string identifier, byte[] message);
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public bool isSceneObject;
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public abstract void HandleMessage(string identifier, byte[] message);
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}
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}
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@ -15,21 +15,21 @@ namespace VelNetUnity
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public string room;
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public NetworkManager manager;
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public bool isLocal = false;
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public bool isLocal;
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public int lastObjectId = 0; //for instantiation
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public int lastObjectId; //for instantiation
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private bool isMaster = false;
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private bool isMaster;
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private void Start()
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{
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myObject.owner = this;
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manager = FindObjectOfType<NetworkManager>();
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manager.onPlayerJoined += handlePlayerJoined;
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manager.onPlayerJoined += HandlePlayerJoined;
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}
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public void handlePlayerJoined(NetworkPlayer player)
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public void HandlePlayerJoined(NetworkPlayer player)
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{
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//if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names
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if (isLocal)
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@ -38,20 +38,20 @@ namespace VelNetUnity
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{
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if (kvp.Value.owner == this && kvp.Value.prefabName != "")
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{
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manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
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manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
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}
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}
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if (isMaster)
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{
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//send a list of scene object ids when someone joins
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sendSceneUpdate();
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SendSceneUpdate();
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}
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}
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}
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public void handleMessage(NetworkManager.Message m)
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public void HandleMessage(NetworkManager.Message m)
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{
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//these are generally things that come from the "owner" and should be enacted locally, where appropriate
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//we need to parse the message
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@ -69,7 +69,7 @@ namespace VelNetUnity
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{
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string identifier = sections[1];
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byte[] message = Convert.FromBase64String(sections[2]);
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myObject.handleMessage(identifier, message);
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myObject.HandleMessage(identifier, message);
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break;
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}
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case "5": //sync update for an object I may own
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@ -82,7 +82,7 @@ namespace VelNetUnity
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{
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if (manager.objects[objectKey].owner == this)
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{
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manager.objects[objectKey].handleMessage(identifier, messageBytes);
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manager.objects[objectKey].HandleMessage(identifier, messageBytes);
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}
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}
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@ -124,14 +124,14 @@ namespace VelNetUnity
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{
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string networkId = sections[1];
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manager.deleteNetworkObject(networkId);
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manager.DeleteNetworkObject(networkId);
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break;
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}
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case "9": //deleted scene objects
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{
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for (int k = 1; k < sections.Length; k++)
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{
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manager.deleteNetworkObject(sections[k]);
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manager.DeleteNetworkObject(sections[k]);
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}
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break;
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@ -140,38 +140,38 @@ namespace VelNetUnity
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}
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}
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public void setAsMasterPlayer()
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public void SetAsMasterPlayer()
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{
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isMaster = true;
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//if I'm master, I'm now responsible for updating all scene objects
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//FindObjectsOfType<NetworkObject>();
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}
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public void sendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
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public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
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{
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if (obj == myObject)
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{
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manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
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manager.SendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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else
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{
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manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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}
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public void sendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
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public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
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{
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if (obj == myObject)
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{
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manager.sendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
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manager.SendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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else
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{
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manager.sendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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manager.SendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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}
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public NetworkObject networkInstantiate(string prefabName)
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public NetworkObject NetworkInstantiate(string prefabName)
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{
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if (!isLocal)
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{
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@ -190,30 +190,30 @@ namespace VelNetUnity
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instance.owner = this;
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manager.objects.Add(instance.networkId, instance);
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manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately.
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manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately.
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return instance;
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}
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return null;
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}
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public void networkDestroy(string networkId)
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public void NetworkDestroy(string networkId)
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{
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if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it
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manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well
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manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well
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}
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public void takeOwnership(string networkId)
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public void TakeOwnership(string networkId)
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{
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if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player
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manager.objects[networkId].owner = this; //immediately successful
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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.
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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.
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}
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public void sendSceneUpdate()
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public void SendSceneUpdate()
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{
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manager.sendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
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manager.SendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
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}
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}
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}
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@ -14,7 +14,7 @@ namespace VelNetUnity
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public Quaternion targetRotation;
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public byte[] getSyncMessage()
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public byte[] GetSyncMessage()
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{
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float[] data = new float[7];
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for (int i = 0; i < 3; i++)
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@ -30,7 +30,7 @@ namespace VelNetUnity
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return toReturn;
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}
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||||
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -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": [
|
||||
|
|
|
|||
Loading…
Reference in New Issue