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
parent
37d818b5e2
commit
70dcf597c4
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@ -0,0 +1,33 @@
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using UnityEngine;
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namespace VelNetUnity
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{
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public abstract class NetworkComponent : MonoBehaviour
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{
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public NetworkObject networkObject;
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protected bool IsMine => networkObject != null && networkObject.owner != null && networkObject.owner.isLocal;
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protected NetworkPlayer Owner => networkObject != null ? networkObject.owner : null;
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/// <summary>
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/// call this in child classes to send a message to other people
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/// </summary>
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protected void SendBytes(byte[] message, bool reliable = true)
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{
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networkObject.SendBytes(this, message, reliable);
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}
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/// <summary>
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/// call this in child classes to send a message to other people
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/// </summary>
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protected void SendBytesToGroup(string group, byte[] message, bool reliable = true)
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{
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networkObject.SendBytesToGroup(this, group, message, reliable);
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}
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//
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/// <summary>
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/// This is called by <see cref="NetworkObject"/> when messages are received for this component
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/// </summary>
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public abstract void ReceiveBytes(byte[] message);
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 52c3bc18f2284ca28a9d2095e77330d2
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timeCreated: 1641527089
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@ -1,3 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace VelNetUnity
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@ -5,20 +7,57 @@ namespace VelNetUnity
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/// <summary>
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/// This is a base class for all objects that a player can instantiated/owned
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/// </summary>
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public abstract class NetworkObject : MonoBehaviour
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public class NetworkObject : MonoBehaviour
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{
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[Header("NetworkObject properties")]
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[Header("NetworkObject properties")]
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public NetworkPlayer owner;
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public bool IsMine => owner !=null && owner.isLocal;
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public bool ownershipLocked;
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public bool IsMine => owner != null && owner.isLocal;
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/// <summary>
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/// 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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/// </summary>
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public string networkId;
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/// <summary>
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/// This may be empty if it's not a prefab (scene object)
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/// </summary>
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public string prefabName;
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public bool isSceneObject;
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public abstract void HandleMessage(string identifier, byte[] message);
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public List<NetworkComponent> syncedComponents;
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public void SendBytes(NetworkComponent component, byte[] message, bool reliable = true)
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{
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if (!IsMine)
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{
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Debug.LogError("Can't send message if owner is null or not local", this);
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return;
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}
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// send the message and an identifier for which component it belongs to
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int index = syncedComponents.IndexOf(component);
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owner.SendMessage(this, index.ToString(), message, reliable);
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}
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public void SendBytesToGroup(NetworkComponent component, string group, byte[] message, bool reliable = true)
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{
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if (owner == null || !owner.isLocal)
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{
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Debug.LogError("Can't send message if owner is null or not local", this);
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return;
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}
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// send the message and an identifier for which component it belongs to
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int index = syncedComponents.IndexOf(component);
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owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
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}
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public void ReceiveBytes(string identifier, byte[] message)
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{
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// send the message to the right component
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syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
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}
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}
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}
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@ -1,11 +1,3 @@
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fileFormatVersion: 2
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guid: dd77ffdf919cc444f863d7bf0cda29ea
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 5515094c5c544b6b8ed7fd51a86548d4
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timeCreated: 1641527700
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@ -1,18 +1,13 @@
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace VelNetUnity
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{
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/// <summary>
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/// One of these will be instantiated for each player that joins the "room".
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/// Represents a network player
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/// </summary>
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[RequireComponent(typeof(NetworkObject))]
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[AddComponentMenu("VelNetUnity/VelNet Network Player")]
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public class NetworkPlayer : MonoBehaviour
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public class NetworkPlayer
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{
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private NetworkObject myObject;
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public int userid;
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public string username;
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@ -20,7 +15,7 @@ namespace VelNetUnity
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public bool isLocal;
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private NetworkManager manager;
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private VelNetManager manager;
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/// <summary>
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/// For instantiation
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@ -30,11 +25,10 @@ namespace VelNetUnity
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private bool isMaster;
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private void Start()
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public NetworkPlayer()
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{
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myObject = GetComponent<NetworkObject>();
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myObject.owner = this;
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manager = NetworkManager.instance;
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manager = VelNetManager.instance;
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manager.OnPlayerJoined += HandlePlayerJoined;
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}
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@ -47,7 +41,7 @@ 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(VelNetManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
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}
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}
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@ -60,27 +54,20 @@ namespace VelNetUnity
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}
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public void HandleMessage(NetworkManager.Message m)
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public void HandleMessage(VelNetManager.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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//types of messages
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string[] messages = m.text.Split(';'); //messages are split by ;
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for (int i = 0; i < messages.Length; i++)
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foreach (string s in messages)
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{
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//individual message parameters separated by comma
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string[] sections = messages[i].Split(',');
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string[] sections = s.Split(',');
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switch (sections[0])
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{
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case "1": //update my object's data
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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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break;
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}
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case "5": //sync update for an object I may own
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{
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string objectKey = sections[1];
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@ -91,7 +78,7 @@ 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].ReceiveBytes(identifier, messageBytes);
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}
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}
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@ -108,7 +95,7 @@ namespace VelNetUnity
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break;
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}
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case "7": //I'm trying to instantiate an object
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case "7": // I'm trying to instantiate an object
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{
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string networkId = sections[1];
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string prefabName = sections[2];
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@ -117,19 +104,11 @@ namespace VelNetUnity
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break; //we already have this one, ignore
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}
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NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
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if (temp != null)
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{
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NetworkObject instance = Instantiate(temp);
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instance.networkId = networkId;
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instance.prefabName = prefabName;
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instance.owner = this;
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manager.objects.Add(instance.networkId, instance);
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}
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VelNetManager.InstantiateNetworkObject(networkId, prefabName, this);
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break;
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}
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case "8": //I'm trying to destroy a gameobject I own
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case "8": // I'm trying to destroy a gameobject I own
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{
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string networkId = sections[1];
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@ -158,71 +137,50 @@ namespace VelNetUnity
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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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}
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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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}
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manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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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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}
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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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}
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}
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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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return null; //must be the local player to call instantiate
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}
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string networkId = userid + "-" + lastObjectId++;
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NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
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if (temp != null)
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{
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NetworkObject instance = Instantiate(temp);
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instance.networkId = networkId;
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instance.prefabName = prefabName;
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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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return instance;
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}
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return null;
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manager.SendTo(VelNetManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
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}
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/// <summary>
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/// TODO could move this to a static method in VelNetManager
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/// </summary>
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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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// must be the local owner of the object to destroy it
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if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return;
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// send to all, which will make me delete as well
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manager.SendTo(VelNetManager.MessageType.ALL_ORDERED, "8," + networkId);
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}
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public void TakeOwnership(string networkId)
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/// <summary>
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/// TODO could move this to a static method in VelNetManager
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/// </summary>
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/// <returns>True if successful, False if failed to transfer ownership</returns>
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public bool 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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// must exist and be the the local player
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if (!manager.objects.ContainsKey(networkId) || !isLocal) return false;
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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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// if the ownership is locked, fail
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if (manager.objects[networkId].ownershipLocked) return false;
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// immediately successful
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manager.objects[networkId].owner = this;
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// 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(VelNetManager.MessageType.ALL_ORDERED, "6," + networkId);
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return true;
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}
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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(VelNetManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
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}
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}
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}
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@ -1,39 +1,40 @@
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using System;
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using System.Timers;
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace VelNetUnity
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{
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public abstract class NetworkSerializedObject : NetworkObject
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public abstract class NetworkSerializedObject : NetworkComponent
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{
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[FormerlySerializedAs("updateRateHz")] [Tooltip("Send rate of this object")] public float serializationRateHz = 30;
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[FormerlySerializedAs("updateRateHz")] [Tooltip("Send rate of this object")]
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public float serializationRateHz = 30;
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private void Start()
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{
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Timer timer = new Timer();
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timer.Interval = serializationRateHz;
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timer.Elapsed += SendMessageUpdate;
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StartCoroutine(SendMessageUpdate());
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}
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private void SendMessageUpdate(object sender, ElapsedEventArgs e)
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private IEnumerator SendMessageUpdate()
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{
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if (owner != null && owner.isLocal)
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while (true)
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{
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owner.SendMessage(this, "s", SendState());
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if (IsMine)
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{
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SendBytes(SendState());
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}
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yield return new WaitForSeconds(1 / serializationRateHz);
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}
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// ReSharper disable once IteratorNeverReturns
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}
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public override void ReceiveBytes(byte[] message)
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{
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ReceiveState(message);
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}
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protected abstract byte[] SendState();
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public override void HandleMessage(string identifier, byte[] message)
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{
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if (identifier == "s")
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{
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ReceiveState(message);
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}
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}
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protected abstract void ReceiveState(byte[] message);
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}
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}
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using System.Collections;
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using System.IO;
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using UnityEngine;
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@ -13,6 +12,7 @@ namespace VelNetUnity
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{
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public Vector3 targetPosition;
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public Quaternion targetRotation;
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public float smoothness = .1f;
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protected override byte[] SendState()
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{
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@ -36,9 +36,9 @@ namespace VelNetUnity
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private void Update()
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{
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if (owner == null || owner.isLocal) return;
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transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
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if (IsMine) return;
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transform.position = Vector3.Lerp(transform.position, targetPosition, 1 / smoothness / serializationRateHz);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, 1 / smoothness / serializationRateHz);
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}
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}
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}
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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@ -8,8 +9,8 @@ using System.Net;
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namespace VelNetUnity
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{
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[AddComponentMenu("VelNetUnity/VelNet Network Manager")]
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public class NetworkManager : MonoBehaviour
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[AddComponentMenu("VelNetUnity/VelNet Manager")]
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public class VelNetManager : MonoBehaviour
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{
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public enum MessageType
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{
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@ -22,9 +23,7 @@ namespace VelNetUnity
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public string host;
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public int port;
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public static NetworkManager instance;
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#region private members
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public static VelNetManager instance;
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private TcpClient socketConnection;
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private Socket udpSocket;
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@ -36,8 +35,7 @@ namespace VelNetUnity
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public string room;
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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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public readonly Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
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public Action<NetworkPlayer> OnJoinedRoom;
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public Action<NetworkPlayer> OnPlayerJoined;
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@ -48,8 +46,9 @@ namespace VelNetUnity
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public List<string> deletedSceneObjects = new List<string>();
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public readonly 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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private NetworkPlayer masterPlayer;
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public static NetworkPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p=>p.Value).FirstOrDefault();
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#endregion
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// Use this for initialization
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public class Message
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@ -67,6 +66,7 @@ namespace VelNetUnity
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{
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Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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}
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@ -106,85 +106,92 @@ namespace VelNetUnity
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|
||||
if (m.type == 2)
|
||||
{
|
||||
//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)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
else //not for me, a player is joining or leaving
|
||||
else // not for me, a player is joining or leaving
|
||||
{
|
||||
NetworkPlayer me = players[userid];
|
||||
|
||||
if (me.room != m.text)
|
||||
{
|
||||
//we got a left message, kill it
|
||||
//change ownership of all objects to master
|
||||
|
||||
// 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 (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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (m.type == 3) //generic message
|
||||
if (m.type == 3) // generic message
|
||||
{
|
||||
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)
|
||||
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];
|
||||
|
||||
//no master player yet, add the scene objects
|
||||
// no master player yet, add the scene objects
|
||||
|
||||
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
|
||||
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
|
||||
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
|
||||
}
|
||||
}
|
||||
|
|
@ -195,7 +202,7 @@ namespace VelNetUnity
|
|||
|
||||
masterPlayer.SetAsMasterPlayer();
|
||||
|
||||
//master player should take over any objects that do not have an owner
|
||||
// master player should take over any objects that do not have an owner
|
||||
|
||||
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
|
||||
{
|
||||
|
|
@ -515,6 +522,34 @@ 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)
|
||||
{
|
||||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
protected override void ReceiveState(byte[] message)
|
||||
{
|
||||
switch (identifier)
|
||||
{
|
||||
case "s": // sync message
|
||||
{
|
||||
using MemoryStream mem = new MemoryStream(message);
|
||||
using BinaryReader reader = new BinaryReader(mem);
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
targetPosition = reader.ReadVector3();
|
||||
targetRotation = reader.ReadQuaternion();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2fcf036844b060b47b23ad9a1e49eec2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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": [
|
||||
|
|
|
|||
Loading…
Reference in New Issue