big reorganization to make NetworkObjects pass messages on to NetworkComponent, which do the actual syncing. Removed the need for a Player gameobject, added a ownershipLocked option for possible player objects, simplified instantiation process - but it doesn't seem to work all the time

upm
Anton Franzluebbers 2022-01-07 02:33:10 -05:00
parent 37d818b5e2
commit 70dcf597c4
19 changed files with 454 additions and 335 deletions

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@ -0,0 +1,33 @@
using UnityEngine;
namespace VelNetUnity
{
public abstract class NetworkComponent : MonoBehaviour
{
public NetworkObject networkObject;
protected bool IsMine => networkObject != null && networkObject.owner != null && networkObject.owner.isLocal;
protected NetworkPlayer Owner => networkObject != null ? networkObject.owner : null;
/// <summary>
/// call this in child classes to send a message to other people
/// </summary>
protected void SendBytes(byte[] message, bool reliable = true)
{
networkObject.SendBytes(this, message, reliable);
}
/// <summary>
/// call this in child classes to send a message to other people
/// </summary>
protected void SendBytesToGroup(string group, byte[] message, bool reliable = true)
{
networkObject.SendBytesToGroup(this, group, message, reliable);
}
//
/// <summary>
/// This is called by <see cref="NetworkObject"/> when messages are received for this component
/// </summary>
public abstract void ReceiveBytes(byte[] message);
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 52c3bc18f2284ca28a9d2095e77330d2
timeCreated: 1641527089

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@ -1,3 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace VelNetUnity
@ -5,20 +7,57 @@ namespace VelNetUnity
/// <summary>
/// This is a base class for all objects that a player can instantiated/owned
/// </summary>
public abstract class NetworkObject : MonoBehaviour
public class NetworkObject : MonoBehaviour
{
[Header("NetworkObject properties")]
public NetworkPlayer owner;
public bool ownershipLocked;
public bool IsMine => owner != null && owner.isLocal;
/// <summary>
/// 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
/// </summary>
public string networkId;
/// <summary>
/// This may be empty if it's not a prefab (scene object)
/// </summary>
public string prefabName;
public bool isSceneObject;
public abstract void HandleMessage(string identifier, byte[] message);
public List<NetworkComponent> syncedComponents;
public void SendBytes(NetworkComponent component, byte[] message, bool reliable = true)
{
if (!IsMine)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendMessage(this, index.ToString(), message, reliable);
}
public void SendBytesToGroup(NetworkComponent component, string group, byte[] message, bool reliable = true)
{
if (owner == null || !owner.isLocal)
{
Debug.LogError("Can't send message if owner is null or not local", this);
return;
}
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
}
public void ReceiveBytes(string identifier, byte[] message)
{
// send the message to the right component
syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
}
}
}

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@ -1,11 +1,3 @@
fileFormatVersion: 2
guid: dd77ffdf919cc444f863d7bf0cda29ea
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
fileFormatVersion: 2
guid: 5515094c5c544b6b8ed7fd51a86548d4
timeCreated: 1641527700

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@ -1,18 +1,13 @@
using System.Collections.Generic;
using UnityEngine;
using System;
namespace VelNetUnity
{
/// <summary>
/// One of these will be instantiated for each player that joins the "room".
/// Represents a network player
/// </summary>
[RequireComponent(typeof(NetworkObject))]
[AddComponentMenu("VelNetUnity/VelNet Network Player")]
public class NetworkPlayer : MonoBehaviour
public class NetworkPlayer
{
private NetworkObject myObject;
public int userid;
public string username;
@ -20,7 +15,7 @@ namespace VelNetUnity
public bool isLocal;
private NetworkManager manager;
private VelNetManager manager;
/// <summary>
/// For instantiation
@ -30,11 +25,10 @@ namespace VelNetUnity
private bool isMaster;
private void Start()
public NetworkPlayer()
{
myObject = GetComponent<NetworkObject>();
myObject.owner = this;
manager = NetworkManager.instance;
manager = VelNetManager.instance;
manager.OnPlayerJoined += HandlePlayerJoined;
}
@ -47,7 +41,7 @@ namespace VelNetUnity
{
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
manager.SendTo(VelNetManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
}
}
@ -60,27 +54,20 @@ namespace VelNetUnity
}
public void HandleMessage(NetworkManager.Message m)
public void HandleMessage(VelNetManager.Message m)
{
//these are generally things that come from the "owner" and should be enacted locally, where appropriate
//we need to parse the message
//types of messages
string[] messages = m.text.Split(';'); //messages are split by ;
for (int i = 0; i < messages.Length; i++)
foreach (string s in messages)
{
//individual message parameters separated by comma
string[] sections = messages[i].Split(',');
string[] sections = s.Split(',');
switch (sections[0])
{
case "1": //update my object's data
{
string identifier = sections[1];
byte[] message = Convert.FromBase64String(sections[2]);
myObject.HandleMessage(identifier, message);
break;
}
case "5": //sync update for an object I may own
{
string objectKey = sections[1];
@ -91,7 +78,7 @@ namespace VelNetUnity
{
if (manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].HandleMessage(identifier, messageBytes);
manager.objects[objectKey].ReceiveBytes(identifier, messageBytes);
}
}
@ -117,15 +104,7 @@ namespace VelNetUnity
break; //we already have this one, ignore
}
NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
if (temp != null)
{
NetworkObject instance = Instantiate(temp);
instance.networkId = networkId;
instance.prefabName = prefabName;
instance.owner = this;
manager.objects.Add(instance.networkId, instance);
}
VelNetManager.InstantiateNetworkObject(networkId, prefabName, this);
break;
}
@ -157,72 +136,51 @@ namespace VelNetUnity
}
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);
}
else
{
manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
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);
}
else
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
public NetworkObject NetworkInstantiate(string prefabName)
{
if (!isLocal)
{
return null; //must be the local player to call instantiate
}
string networkId = userid + "-" + lastObjectId++;
NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
if (temp != null)
{
NetworkObject instance = Instantiate(temp);
instance.networkId = networkId;
instance.prefabName = prefabName;
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.
return instance;
}
return null;
manager.SendTo(VelNetManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
/// <summary>
/// TODO could move this to a static method in VelNetManager
/// </summary>
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
// must be the local owner of the object to destroy it
if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return;
// send to all, which will make me delete as well
manager.SendTo(VelNetManager.MessageType.ALL_ORDERED, "8," + networkId);
}
public void TakeOwnership(string networkId)
/// <summary>
/// TODO could move this to a static method in VelNetManager
/// </summary>
/// <returns>True if successful, False if failed to transfer ownership</returns>
public bool TakeOwnership(string networkId)
{
if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player
// must exist and be the the local player
if (!manager.objects.ContainsKey(networkId) || !isLocal) return false;
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.
// if the ownership is locked, fail
if (manager.objects[networkId].ownershipLocked) return false;
// immediately successful
manager.objects[networkId].owner = this;
// 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(VelNetManager.MessageType.ALL_ORDERED, "6," + networkId);
return true;
}
public void SendSceneUpdate()
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
manager.SendTo(VelNetManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
}
}
}

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@ -1,39 +1,40 @@
using System;
using System.Timers;
using System.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace VelNetUnity
{
public abstract class NetworkSerializedObject : NetworkObject
public abstract class NetworkSerializedObject : NetworkComponent
{
[FormerlySerializedAs("updateRateHz")] [Tooltip("Send rate of this object")] public float serializationRateHz = 30;
[FormerlySerializedAs("updateRateHz")] [Tooltip("Send rate of this object")]
public float serializationRateHz = 30;
private void Start()
{
Timer timer = new Timer();
timer.Interval = serializationRateHz;
timer.Elapsed += SendMessageUpdate;
StartCoroutine(SendMessageUpdate());
}
private void SendMessageUpdate(object sender, ElapsedEventArgs e)
private IEnumerator SendMessageUpdate()
{
if (owner != null && owner.isLocal)
while (true)
{
owner.SendMessage(this, "s", SendState());
if (IsMine)
{
SendBytes(SendState());
}
yield return new WaitForSeconds(1 / serializationRateHz);
}
// ReSharper disable once IteratorNeverReturns
}
public override void ReceiveBytes(byte[] message)
{
ReceiveState(message);
}
protected abstract byte[] SendState();
public override void HandleMessage(string identifier, byte[] message)
{
if (identifier == "s")
{
ReceiveState(message);
}
}
protected abstract void ReceiveState(byte[] message);
}
}

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@ -1,4 +1,3 @@
using System.Collections;
using System.IO;
using UnityEngine;
@ -13,6 +12,7 @@ namespace VelNetUnity
{
public Vector3 targetPosition;
public Quaternion targetRotation;
public float smoothness = .1f;
protected override byte[] SendState()
{
@ -36,9 +36,9 @@ namespace VelNetUnity
private void Update()
{
if (owner == null || owner.isLocal) return;
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
if (IsMine) return;
transform.position = Vector3.Lerp(transform.position, targetPosition, 1 / smoothness / serializationRateHz);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 1 / smoothness / serializationRateHz);
}
}
}

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@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading;
@ -8,8 +9,8 @@ using System.Net;
namespace VelNetUnity
{
[AddComponentMenu("VelNetUnity/VelNet Network Manager")]
public class NetworkManager : MonoBehaviour
[AddComponentMenu("VelNetUnity/VelNet Manager")]
public class VelNetManager : MonoBehaviour
{
public enum MessageType
{
@ -22,9 +23,7 @@ namespace VelNetUnity
public string host;
public int port;
public static NetworkManager instance;
#region private members
public static VelNetManager instance;
private TcpClient socketConnection;
private Socket udpSocket;
@ -36,8 +35,7 @@ namespace VelNetUnity
public string room;
private int messagesReceived = 0;
public GameObject playerPrefab;
public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
public readonly Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
public Action<NetworkPlayer> OnJoinedRoom;
public Action<NetworkPlayer> OnPlayerJoined;
@ -48,8 +46,9 @@ namespace VelNetUnity
public List<string> deletedSceneObjects = new List<string>();
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 NetworkPlayer masterPlayer;
public static NetworkPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p=>p.Value).FirstOrDefault();
#endregion
// Use this for initialization
public class Message
@ -67,6 +66,7 @@ namespace VelNetUnity
{
Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
}
instance = this;
}
@ -109,21 +109,20 @@ namespace VelNetUnity
// if this message is for me, that means I joined a new room...
if (userid == m.sender)
{
foreach (KeyValuePair<int, NetworkPlayer> kvp in players)
{
Destroy(kvp.Value.gameObject);
}
// TODO delete all old objects when joining a new room
players.Clear(); //we clear the list, but will recreate as we get messages from people in our room
if (m.text != "")
{
NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
NetworkPlayer player = new NetworkPlayer
{
isLocal = true,
userid = m.sender,
room = m.text
};
player.isLocal = true;
player.userid = m.sender;
players.Add(userid, player);
player.room = m.text;
OnJoinedRoom?.Invoke(player);
}
}
@ -135,32 +134,40 @@ namespace VelNetUnity
{
// we got a left message, kill it
// change ownership of all objects to master
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == players[m.sender]) // the owner is the player that left
{
if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
// if this object has locked ownership, delete it
if (kvp.Value.ownershipLocked)
{
// TODO this may check for ownership in the future. We don't need ownership here
DeleteNetworkObject(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
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)
// the master player left, so everyone should set the owner null (we should get a new master shortly)
else if (players[m.sender] == masterPlayer)
{
kvp.Value.owner = null;
}
}
}
Destroy(players[m.sender].gameObject);
players.Remove(m.sender);
}
else
{
//we got a join mesage, create it
NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
player.isLocal = false;
player.room = m.text;
player.userid = m.sender;
// we got a join message, create it
NetworkPlayer player = new NetworkPlayer
{
isLocal = false,
room = m.text,
userid = m.sender
};
players.Add(m.sender, player);
OnPlayerJoined?.Invoke(player);
}
@ -516,6 +523,34 @@ namespace VelNetUnity
SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
}
public static void InstantiateNetworkObject(string prefabName)
{
NetworkPlayer localPlayer = LocalPlayer;
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
if (prefab == null)
{
Debug.LogError("Couldn't find a prefab with that name: " + prefabName);
return;
}
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++;;
newObject.prefabName = prefabName;
newObject.owner = localPlayer;
instance.objects.Add(newObject.networkId, newObject);
}
public static void InstantiateNetworkObject(string networkId, string prefabName, NetworkPlayer owner)
{
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
if (prefab == null) return;
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = networkId;
newObject.prefabName = prefabName;
newObject.owner = owner;
instance.objects.Add(newObject.networkId, newObject);
}
public void DeleteNetworkObject(string networkId)
{
if (objects.ContainsKey(networkId))

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@ -7,6 +7,10 @@ using UnityEngine.Serialization;
namespace VelNetUnity
{
/// <summary>
/// Added to the same object as DissonanceComms component. Only one in the scene.
/// </summary>
[RequireComponent(typeof(DissonanceComms))]
[AddComponentMenu("VelNetUnity/Dissonance/VelNet Comms Network")]
public class VelCommsNetwork : MonoBehaviour, ICommsNetwork
{
@ -26,8 +30,8 @@ namespace VelNetUnity
private ConnectionStatus _status = ConnectionStatus.Disconnected;
private CodecSettings initSettings;
public string dissonanceId;
[FormerlySerializedAs("comms")] public DissonanceComms dissonanceComms;
private NetworkManager manager;
[HideInInspector] public DissonanceComms dissonanceComms;
private VelNetManager manager;
/// <summary>
/// listen to this if you want to send voice
@ -40,7 +44,7 @@ namespace VelNetUnity
{
_status = ConnectionStatus.Connected;
dissonanceComms = GetComponent<DissonanceComms>();
manager = NetworkManager.instance;
manager = VelNetManager.instance;
}
public void Initialize(string playerName, Rooms rooms, PlayerChannels playerChannels, RoomChannels roomChannels, CodecSettings codecSettings)

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@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Dissonance;
using UnityEngine;
@ -12,7 +11,7 @@ namespace VelNetUnity
/// This should be added to your player object
/// </summary>
[AddComponentMenu("VelNetUnity/Dissonance/VelNet Dissonance Player")]
public class VelNetDissonancePlayer : NetworkObject, IDissonancePlayer
public class VelNetDissonancePlayer : NetworkComponent, IDissonancePlayer
{
private VelCommsNetwork comms;
private bool isSpeaking;
@ -25,20 +24,24 @@ namespace VelNetUnity
public string PlayerId => dissonanceID;
public Vector3 Position => transform.position;
public Quaternion Rotation => transform.rotation;
public NetworkPlayerType Type => owner.isLocal ? NetworkPlayerType.Local : NetworkPlayerType.Remote;
public NetworkPlayerType Type => IsMine ? NetworkPlayerType.Local : NetworkPlayerType.Remote;
public bool IsTracking => true;
public Vector3 targetPosition;
public Quaternion targetRotation;
private static readonly List<VelNetDissonancePlayer> allPlayers = new List<VelNetDissonancePlayer>();
public List<int> closePlayers = new List<int>();
[Tooltip("Maximum distance to transmit voice data. 0 to always send voice to all players.")]
public float maxDistance;
// Start is called before the first frame update
private void Start()
private enum MessageType : byte
{
AudioData,
DissonanceId,
SpeakingState
}
// This object should not be in the scene at the start.
private void Awake()
{
comms = FindObjectOfType<VelCommsNetwork>();
if (comms == null)
@ -53,76 +56,37 @@ namespace VelNetUnity
allPlayers.Add(this);
}
if (owner.isLocal)
if (IsMine)
{
SetDissonanceID(comms.dissonanceId);
comms.VoiceQueued += SendVoiceData;
//we also need to know when other players join, so we can send the dissonance ID again
NetworkManager.instance.OnPlayerJoined += (player) =>
VelNetManager.instance.OnPlayerJoined += (player) =>
{
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
owner.SendMessage(this, "d", b);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.DissonanceId);
writer.Write(dissonanceID);
SendBytes(mem.ToArray());
};
NetworkManager.instance.SetupMessageGroup("close", closePlayers.ToArray());
}
}
public override void HandleMessage(string identifier, byte[] message)
{
switch (identifier)
{
case "a": //audio data
{
if (isSpeaking)
{
comms.VoiceReceived(dissonanceID, message);
}
break;
}
case "d": //dissonance id (player joined)
{
if (dissonanceID == "") // I don't have this yet
{
dissonanceID = Encoding.UTF8.GetString(message);
// tell the comms network that this player joined the channel
comms.SetPlayerJoined(dissonanceID); // tell dissonance
comms.dissonanceComms.TrackPlayerPosition(this); // tell dissonance to track the remote player
}
break;
}
case "x": // speaking state
{
if (message[0] == 0)
{
comms.SetPlayerStoppedSpeaking(dissonanceID);
isSpeaking = false;
}
else
{
comms.SetPlayerStartedSpeaking(dissonanceID);
isSpeaking = true;
}
break;
}
VelNetManager.instance.SetupMessageGroup("close", closePlayers.ToArray());
}
}
private void SendVoiceData(ArraySegment<byte> data)
{
// need to send it
if (owner == null || !owner.isLocal) return;
if (!IsMine) return;
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.AudioData);
writer.Write(BitConverter.GetBytes(lastAudioId++));
writer.Write(data.ToArray());
// send voice data unreliably
owner.SendGroupMessage(this, "close", "a", mem.ToArray(), false);
SendBytesToGroup("close", mem.ToArray(), false);
}
/// <summary>
@ -132,8 +96,12 @@ namespace VelNetUnity
public void SetDissonanceID(string id)
{
dissonanceID = id;
byte[] b = Encoding.UTF8.GetBytes(dissonanceID);
owner.SendMessage(this, "d", b);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.DissonanceId);
writer.Write(dissonanceID);
SendBytes(mem.ToArray());
comms.dissonanceComms.TrackPlayerPosition(this);
}
@ -151,8 +119,7 @@ namespace VelNetUnity
// Update is called once per frame
private void Update()
{
if (owner == null) return;
if (!owner.isLocal) return;
if (!IsMine) return;
// handle nearness cutoff
if (maxDistance > 0)
@ -166,21 +133,21 @@ namespace VelNetUnity
}
float dist = Vector3.Distance(p.transform.position, transform.position);
if (dist < maxDistance && !closePlayers.Contains(p.owner.userid))
if (dist < maxDistance && !closePlayers.Contains(p.Owner.userid))
{
closePlayers.Add(p.owner.userid);
closePlayers.Add(p.Owner.userid);
closePlayerListChanged = true;
}
else if (dist >= maxDistance && closePlayers.Contains(p.owner.userid))
else if (dist >= maxDistance && closePlayers.Contains(p.Owner.userid))
{
closePlayers.Remove(p.owner.userid);
closePlayers.Remove(p.Owner.userid);
closePlayerListChanged = true;
}
}
if (closePlayerListChanged)
{
NetworkManager.instance.SetupMessageGroup("close", closePlayers);
VelNetManager.instance.SetupMessageGroup("close", closePlayers);
}
}
@ -191,8 +158,12 @@ namespace VelNetUnity
if (comms.dissonanceComms.FindPlayer(dissonanceID)?.IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this
{
isSpeaking = !isSpeaking;
byte[] toSend = { isSpeaking ? (byte)1 : (byte)0 };
owner.SendMessage(this, "x", toSend);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.SpeakingState);
writer.Write(isSpeaking ? (byte)1 : (byte)0);
SendBytes(mem.ToArray());
if (!isSpeaking)
{
@ -200,5 +171,52 @@ namespace VelNetUnity
}
}
}
public override void ReceiveBytes(byte[] message)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
byte identifier = reader.ReadByte();
switch (identifier)
{
case 0: //audio data
{
if (isSpeaking)
{
comms.VoiceReceived(dissonanceID, message.Skip(1).ToArray());
}
break;
}
case 1: //dissonance id (player joined)
{
if (dissonanceID == "") // I don't have this yet
{
dissonanceID = reader.ReadString();
// tell the comms network that this player joined the channel
comms.SetPlayerJoined(dissonanceID); // tell dissonance
comms.dissonanceComms.TrackPlayerPosition(this); // tell dissonance to track the remote player
}
break;
}
case 2: // speaking state
{
if (message[0] == 0)
{
comms.SetPlayerStoppedSpeaking(dissonanceID);
isSpeaking = false;
}
else
{
comms.SetPlayerStartedSpeaking(dissonanceID);
isSpeaking = true;
}
break;
}
}
}
}
}

View File

@ -1,12 +1,13 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace VelNetUnity
{
public class NetworkGUI : MonoBehaviour
{
public NetworkManager networkManager;
[FormerlySerializedAs("networkManager")] public VelNetManager velNetManager;
public InputField userInput;
public InputField sendInput;
public InputField roomInput;
@ -19,7 +20,7 @@ namespace VelNetUnity
{
if (sendInput.text != "")
{
networkManager.SendTo(NetworkManager.MessageType.OTHERS, sendInput.text);
velNetManager.SendTo(VelNetManager.MessageType.OTHERS, sendInput.text);
}
}
@ -27,7 +28,7 @@ namespace VelNetUnity
{
if (userInput.text != "")
{
networkManager.Login(userInput.text, "nopass");
velNetManager.Login(userInput.text, "nopass");
}
}
@ -35,7 +36,7 @@ namespace VelNetUnity
{
if (roomInput.text != "")
{
networkManager.Join(roomInput.text);
velNetManager.Join(roomInput.text);
}
}
@ -44,7 +45,7 @@ namespace VelNetUnity
{
comms = FindObjectOfType<Dissonance.DissonanceComms>();
microphones.AddOptions(new List<string>(Microphone.devices));
networkManager.MessageReceived += (m) =>
velNetManager.MessageReceived += (m) =>
{
string s = m.type + ":" + m.sender + ":" + m.text;
messageBuffer.Add(s);

View File

@ -1,16 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace VelNetUnity
{
public class PlayerController : NetworkObject
public class PlayerController : NetworkSerializedObject
{
public Vector3 targetPosition;
public Quaternion targetRotation;
public byte[] GetSyncMessage()
// Update is called once per frame
private void Update()
{
if (!IsMine)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
}
else
{
Vector3 movement = new Vector3();
movement.x += Input.GetAxis("Horizontal");
movement.y += Input.GetAxis("Vertical");
movement.z = 0;
transform.Translate(movement * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.Space))
{
VelNetManager.InstantiateNetworkObject("TestNetworkedGameObject");
}
if (Input.GetKeyDown(KeyCode.BackQuote))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects)
{
Owner.TakeOwnership(kvp.Key);
}
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects)
{
// don't destroy player objects
if (!kvp.Value.ownershipLocked)
{
Owner.NetworkDestroy(kvp.Key);
}
}
}
}
}
protected override byte[] SendState()
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
@ -21,80 +65,13 @@ namespace VelNetUnity
return mem.ToArray();
}
public override void HandleMessage(string identifier, byte[] message)
{
switch (identifier)
{
case "s": // sync message
protected override void ReceiveState(byte[] message)
{
using MemoryStream mem = new MemoryStream(message);
using BinaryReader reader = new BinaryReader(mem);
targetPosition = reader.ReadVector3();
targetRotation = reader.ReadQuaternion();
break;
}
}
}
// Start is called before the first frame update
private void Start()
{
// player controller shouldn't change ownership, so we can check here once
if (owner.isLocal)
{
StartCoroutine(SyncBehavior());
}
}
private IEnumerator SyncBehavior()
{
while (true)
{
owner.SendMessage(this, "s", GetSyncMessage());
yield return new WaitForSeconds(.1f);
}
}
// Update is called once per frame
private void Update()
{
if (owner != null && !owner.isLocal)
{
transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
}
else if (owner != null && owner.isLocal)
{
Vector3 movement = new Vector3();
movement.x += Input.GetAxis("Horizontal");
movement.y += Input.GetAxis("Vertical");
movement.z = 0;
transform.Translate(movement * Time.deltaTime);
if (Input.GetKeyDown(KeyCode.Space))
{
owner.NetworkInstantiate("TestNetworkedGameObject");
}
if (Input.GetKeyDown(KeyCode.BackQuote))
{
foreach (KeyValuePair<string, NetworkObject> kvp in NetworkManager.instance.objects)
{
owner.TakeOwnership(kvp.Key);
}
}
if (Input.GetKeyDown(KeyCode.Backspace))
{
foreach (KeyValuePair<string, NetworkObject> kvp in NetworkManager.instance.objects)
{
owner.NetworkDestroy(kvp.Key);
}
}
}
}
}
}

View File

@ -12,7 +12,7 @@ GameObject:
- component: {fileID: 8527011532923434593}
- component: {fileID: 6854617867369839}
- component: {fileID: 5845716565458182149}
- component: {fileID: 5713671764962751473}
- component: {fileID: 9102273340480352682}
- component: {fileID: -4404668399269848200}
- component: {fileID: 1181612843795795320}
m_Layer: 0
@ -98,7 +98,7 @@ BoxCollider:
serializedVersion: 2
m_Size: {x: 1, y: 1, z: 1}
m_Center: {x: 0, y: 0, z: 0}
--- !u!114 &5713671764962751473
--- !u!114 &9102273340480352682
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@ -107,14 +107,16 @@ MonoBehaviour:
m_GameObject: {fileID: 6139051692386484099}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: d8d3b6de660834e3e898725928251405, type: 3}
m_Script: {fileID: 11500000, guid: 5515094c5c544b6b8ed7fd51a86548d4, type: 3}
m_Name:
m_EditorClassIdentifier:
userid: 0
username:
room:
isLocal: 0
lastObjectId: 0
ownershipLocked: 1
networkId:
prefabName:
isSceneObject: 0
syncedComponents:
- {fileID: -4404668399269848200}
- {fileID: 1181612843795795320}
--- !u!114 &-4404668399269848200
MonoBehaviour:
m_ObjectHideFlags: 0
@ -127,10 +129,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 89e3af759df774692a566a166b4bf69b, type: 3}
m_Name:
m_EditorClassIdentifier:
owner: {fileID: 5713671764962751473}
networkId:
prefabName:
isSceneObject: 0
networkObject: {fileID: 9102273340480352682}
serializationRateHz: 30
targetPosition: {x: 0, y: 0, z: 0}
targetRotation: {x: 0, y: 0, z: 0, w: 0}
--- !u!114 &1181612843795795320
@ -145,13 +145,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: c773e094326d413bb1bca7f91cbf7f8c, type: 3}
m_Name:
m_EditorClassIdentifier:
owner: {fileID: 5713671764962751473}
networkId:
prefabName:
isSceneObject: 0
networkObject: {fileID: 9102273340480352682}
dissonanceID:
targetPosition: {x: 0, y: 0, z: 0}
targetRotation: {x: 0, y: 0, z: 0, w: 0}
allPlayers: []
closePlayers:
maxDistance: 0

View File

@ -9,10 +9,11 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 8565720275311462455}
- component: {fileID: 3951900052977689805}
- component: {fileID: 8565720275311462452}
m_Layer: 0
m_Name: TestNetworkedGameObject
m_TagString: Untagged
m_TagString: TestSphere
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
@ -32,6 +33,24 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &3951900052977689805
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8565720275311462453}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5515094c5c544b6b8ed7fd51a86548d4, type: 3}
m_Name:
m_EditorClassIdentifier:
ownershipLocked: 0
networkId:
prefabName:
isSceneObject: 0
syncedComponents:
- {fileID: 8565720275311462452}
--- !u!114 &8565720275311462452
MonoBehaviour:
m_ObjectHideFlags: 0
@ -44,10 +63,11 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 3f1f9b0bbd93a484a987c51f1107ebe5, type: 3}
m_Name:
m_EditorClassIdentifier:
owner: {fileID: 0}
networkId:
networkObject: {fileID: 3951900052977689805}
serializationRateHz: 30
targetPosition: {x: 0, y: 0, z: 0}
targetRotation: {x: 0, y: 0, z: 0, w: 0}
smoothness: 0.1
--- !u!1 &8565720276181857625
GameObject:
m_ObjectHideFlags: 0

View File

@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VelNetUnity;
public class VelNetMan : MonoBehaviour
{
public GameObject playerPrefab;
// Start is called before the first frame update
private void Start()
{
VelNetManager.instance.OnJoinedRoom += player =>
{
VelNetManager.InstantiateNetworkObject(playerPrefab.name);
};
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2fcf036844b060b47b23ad9a1e49eec2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_IndirectSpecularColor: {r: 0.44657874, g: 0.49641275, b: 0.5748172, a: 1}
m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
@ -624,7 +624,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7a7db5bc792cd471dbd8039664359eee, type: 3}
m_Name:
m_EditorClassIdentifier:
networkManager: {fileID: 1099803616}
velNetManager: {fileID: 1099803616}
userInput: {fileID: 626742069}
sendInput: {fileID: 945446555}
roomInput: {fileID: 711524768}
@ -1787,6 +1787,7 @@ GameObject:
m_Component:
- component: {fileID: 1099803615}
- component: {fileID: 1099803616}
- component: {fileID: 1099803613}
m_Layer: 0
m_Name: NetworkManager
m_TagString: Untagged
@ -1794,6 +1795,19 @@ GameObject:
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &1099803613
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1099803612}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2fcf036844b060b47b23ad9a1e49eec2, type: 3}
m_Name:
m_EditorClassIdentifier:
playerPrefab: {fileID: 6139051692386484099, guid: d4158ab9c4a204cdbba28d3273fc1fb3, type: 3}
--- !u!4 &1099803615
Transform:
m_ObjectHideFlags: 0
@ -1825,9 +1839,9 @@ MonoBehaviour:
udpConnected: 0
userid: -1
room:
playerPrefab: {fileID: 6139051692386484099, guid: d4158ab9c4a204cdbba28d3273fc1fb3, type: 3}
prefabs:
- {fileID: 8565720275311462452, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
- {fileID: 3951900052977689805, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
- {fileID: 9102273340480352682, guid: d4158ab9c4a204cdbba28d3273fc1fb3, type: 3}
sceneObjects: []
deletedSceneObjects: []
connected: 0
@ -2281,8 +2295,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
dissonanceId:
comms: {fileID: 1434745021}
manager: {fileID: 1099803616}
dissonanceComms: {fileID: 1434745021}
--- !u!4 &1434745020
Transform:
m_ObjectHideFlags: 0

View File

@ -1,7 +1,7 @@
{
"name": "edu.uga.engr.vel.velnetunity",
"displayName": "VelNetUnity",
"version": "1.0.2",
"version": "1.0.3",
"unity": "2019.1",
"description": "A custom networking library for Unity.",
"keywords": [