fixes for mouse dragger, visualization for audio range, added some more callbacks to velnetmanager, added color syncing extension, take ownership of synced textbox, fix for deleting all scene objects

BinaryServer
Anton Franzluebbers 2022-01-24 21:12:13 -05:00
parent e42b499490
commit 80a16c4ce2
18 changed files with 907 additions and 455 deletions

View File

@ -20,7 +20,7 @@ public class MouseDragger : MonoBehaviour
{
foreach (string draggableTag in draggableTags)
{
if (hit.transform.CompareTag(draggableTag) || hit.transform.parent == null || hit.transform.parent.CompareTag(draggableTag))
if (hit.transform.CompareTag(draggableTag) || (hit.transform.parent != null && hit.transform.parent.CompareTag(draggableTag)))
{
NetworkObject netObj = hit.transform.GetComponent<NetworkObject>();
netObj ??= hit.transform.GetComponentInParent<NetworkObject>();

View File

@ -10,14 +10,16 @@ namespace VelNet
{
public class NetworkGUI : MonoBehaviour
{
[FormerlySerializedAs("networkManager")] public VelNetManager velNetManager;
[FormerlySerializedAs("networkManager")]
public VelNetManager velNetManager;
public InputField userInput;
public InputField sendInput;
public InputField roomInput;
public Text messages;
public List<string> messageBuffer;
public Dropdown microphones;
DissonanceComms comms;
private DissonanceComms comms;
public void HandleSend()
{
@ -42,6 +44,7 @@ namespace VelNet
VelNetManager.GetRooms();
}
}
public void HandleJoin()
{
if (roomInput.text != "")
@ -61,34 +64,14 @@ namespace VelNet
comms = FindObjectOfType<DissonanceComms>();
microphones.AddOptions(new List<string>(Microphone.devices));
/* todo
VelNetManager.MessageReceived += (m) =>
{
string s = m.type + ":" + m.sender + ":" + m.text;
messageBuffer.Add(s);
messages.text = "";
if (messageBuffer.Count > 10)
{
messageBuffer.RemoveAt(0);
}
foreach (string msg in messageBuffer)
{
messages.text = messages.text + msg + "\n";
}
};
*/
StartCoroutine(testes());
}
IEnumerator testes()
{
yield return new WaitForSeconds(1.0f);
HandleLogin();
yield return new WaitForSeconds(1.0f);
yield return new WaitForSeconds(1.0f);
HandleLogin();
yield return new WaitForSeconds(1.0f);
HandleJoin();
yield return null;
}

View File

@ -1,25 +1,30 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using Random = UnityEngine.Random;
namespace VelNet
{
public class PlayerController : NetworkComponent
public class PlayerController : NetworkSerializedObjectStream
{
public Vector3 targetPosition;
public Quaternion targetRotation;
private Renderer rend;
public Color color;
private void Start()
{
rend = GetComponent<MeshRenderer>();
if (IsMine)
{
color = new Color(Random.Range(0, 1f), Random.Range(0, 1f), Random.Range(0, 1f));
rend.material.color = color;
}
}
// 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
if (IsMine)
{
Vector3 movement = new Vector3();
@ -43,37 +48,30 @@ namespace VelNet
if (Input.GetKeyDown(KeyCode.Backspace))
{
foreach (KeyValuePair<string, NetworkObject> kvp in VelNetManager.instance.objects.Where(kvp => !kvp.Value.ownershipLocked))
foreach (string key in VelNetManager.instance.objects
.Where(kvp => !kvp.Value.ownershipLocked)
.Select(kvp => kvp.Key).ToArray())
{
VelNetManager.NetworkDestroy(kvp.Key);
VelNetManager.NetworkDestroy(key);
}
}
}
}
//
// protected override byte[] SendState()
// {
// using MemoryStream mem = new MemoryStream();
// using BinaryWriter writer = new BinaryWriter(mem);
//
// writer.Write(transform.position);
// writer.Write(transform.rotation);
//
// return mem.ToArray();
// }
//
// protected override void ReceiveState(byte[] message)
// {
// using MemoryStream mem = new MemoryStream(message);
// using BinaryReader reader = new BinaryReader(mem);
//
// targetPosition = reader.ReadVector3();
// targetRotation = reader.ReadQuaternion();
// }
public override void ReceiveBytes(byte[] message)
protected override void SendState(BinaryWriter binaryWriter)
{
throw new System.NotImplementedException();
binaryWriter.Write(color);
}
protected override void ReceiveState(BinaryReader binaryReader)
{
Color newColor = binaryReader.ReadColor();
if (newColor != color)
{
rend.material.color = newColor;
}
color = newColor;
}
}
}

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View File

@ -16,4 +16,9 @@ public class SyncedTextbox : NetworkSerializedObjectStream
{
text.text = binaryReader.ReadString();
}
public void TakeOwnership()
{
networkObject.TakeOwnership();
}
}

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@ -0,0 +1,8 @@
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View File

@ -8,6 +8,8 @@ namespace VelNet
{
public static class BinaryWriterExtensions
{
#region Writers
public static void Write(this BinaryWriter writer, Vector3 v)
{
writer.Write(v.x);
@ -23,6 +25,18 @@ namespace VelNet
writer.Write(q.w);
}
public static void Write(this BinaryWriter writer, Color c)
{
writer.Write(c.r);
writer.Write(c.g);
writer.Write(c.b);
writer.Write(c.a);
}
#endregion
#region Readers
public static Vector3 ReadVector3(this BinaryReader reader)
{
return new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
@ -31,19 +45,32 @@ namespace VelNet
public static Quaternion ReadQuaternion(this BinaryReader reader)
{
return new Quaternion(
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle()
);
}
public static Color ReadColor(this BinaryReader reader)
{
return new Color(
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle()
);
}
#endregion
/// <summary>
/// Compresses the list of bools into bytes using a bitmask
/// </summary>
public static byte[] GetBitmasks(this IEnumerable<bool> bools)
{
List<bool> values = bools.ToList();
List<bool> values = bools.ToList();
List<byte> bytes = new List<byte>();
for (int b = 0; b < Mathf.Ceil(values.Count / 8f); b++)
{
@ -61,7 +88,7 @@ namespace VelNet
return bytes.ToArray();
}
public static List<bool> GetBitmaskValues(this IEnumerable<byte> bytes)
{
List<bool> l = new List<bool>();
@ -72,7 +99,7 @@ namespace VelNet
return l;
}
public static List<bool> GetBitmaskValues(this byte b)
{
List<bool> l = new List<bool>();
@ -83,11 +110,10 @@ namespace VelNet
return l;
}
public static bool GetBitmaskValue(this byte b, int index)
{
return (b & (1 << index)) != 0;
}
}
}

View File

@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
@ -8,8 +7,6 @@ using System.Threading;
using UnityEngine;
using System.Net;
using UnityEngine.SceneManagement;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization;
using System.IO;
namespace VelNet
@ -42,10 +39,11 @@ namespace VelNet
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
private int messagesReceived = 0;
public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
#region Callbacks
/// <summary>
/// We just joined a room
/// string - the room name
@ -69,8 +67,12 @@ namespace VelNet
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action LoggedIn;
public static Action<string[], int> RoomsReceived;
public static Action OnLoggedIn;
public static Action<RoomsMessage> RoomsReceived;
public static Action<Message> MessageReceived;
#endregion
public bool connected;
@ -92,7 +94,7 @@ namespace VelNet
public static VelNetPlayer LocalPlayer => instance != null ? instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault() : null;
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
public static string Room => LocalPlayer?.room;
/// <summary>
/// The player count in this room.
/// -1 if not in a room.
@ -107,46 +109,59 @@ namespace VelNet
public static bool IsConnected => instance != null && instance.connected && instance.udpConnected;
//this is for sending udp packets
static byte[] toSend = new byte[1024];
private static readonly byte[] toSend = new byte[1024];
// Use this for initialization
public abstract class Message
{
}
public class ListedRoom
{
public string name;
public int numUsers;
public override string ToString()
{
return "Room Name: " + name + "\tUsers: " + numUsers;
}
}
public class LoginMessage: Message
public class LoginMessage : Message
{
public int userId;
}
public class RoomsMessage: Message
public class RoomsMessage : Message
{
public List<ListedRoom> rooms;
public override string ToString()
{
return string.Join("\n", rooms);
}
}
public class JoinMessage: Message
public class JoinMessage : Message
{
public int userId;
public string room;
}
public class DataMessage: Message
public class DataMessage : Message
{
public int senderId;
public byte[] data;
}
public class ChangeMasterMessage: Message
public class ChangeMasterMessage : Message
{
public int masterId;
}
public class ConnectedMessage: Message
public class ConnectedMessage : Message
{
}
public readonly List<Message> receivedMessages = new List<Message>();
@ -180,6 +195,15 @@ namespace VelNet
//Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
try
{
MessageReceived?.Invoke(m);
}
catch (Exception e)
{
Debug.LogError(e);
}
}
private void Update()
@ -191,216 +215,236 @@ namespace VelNet
{
switch (m)
{
case ConnectedMessage connected:
case ConnectedMessage msg:
{
try
{
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case LoginMessage lm:
{
userid = lm.userId;
Debug.Log("Joined server " + userid);
try
{
userid = lm.userId;
Debug.Log("joined server " + userid);
try
{
LoggedIn?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
//start the udp thread
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.IsBackground = true;
clientReceiveThreadUDP.Start();
break;
OnLoggedIn?.Invoke();
}
case RoomsMessage rm: {
Debug.Log("Got Rooms Message");
break;
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
case JoinMessage jm: {
if(userid == jm.userId) //this is us
//start the udp thread
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.Start();
break;
}
case RoomsMessage rm:
{
Debug.Log("Got Rooms Message:\n" + rm);
try
{
RoomsReceived?.Invoke(rm);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case JoinMessage jm:
{
if (userid == jm.userId) //this is us
{
string oldRoom = LocalPlayer?.room;
// we clear the list, but will recreate as we get messages from people in our room
players.Clear();
masterPlayer = null;
if (jm.room != "")
{
string oldRoom = LocalPlayer?.room;
// we clear the list, but will recreate as we get messages from people in our room
players.Clear();
masterPlayer = null;
if (jm.room != "")
VelNetPlayer player = new VelNetPlayer
{
VelNetPlayer player = new VelNetPlayer
{
isLocal = true,
userid = jm.userId,
room = jm.room
};
isLocal = true,
userid = jm.userId,
room = jm.room
};
players.Add(userid, player);
try
{
OnJoinedRoom?.Invoke(jm.room);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
players.Add(userid, player);
try
{
OnJoinedRoom?.Invoke(jm.room);
}
// we just left a room
else
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
// delete all networkobjects that aren't sceneobjects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(NetworkDestroy);
// then remove references to the ones that are left
objects.Clear();
// empty all the groups
foreach (string group in instance.groups.Keys)
{
SetupMessageGroup(group, new List<int>());
}
instance.groups.Clear();
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
Debug.LogError(e);
}
}
// we just left a room
else
{
VelNetPlayer me = players[userid];
// delete all networkobjects that aren't sceneobjects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(NetworkDestroy);
if (me.room != jm.room)
// then remove references to the ones that are left
objects.Clear();
// empty all the groups
foreach (string group in instance.groups.Keys)
{
// we got a left message, kill it
// change ownership of all objects to master
List<string> deleteObjects = new List<string>();
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
SetupMessageGroup(group, new List<int>());
}
instance.groups.Clear();
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
}
else
{
VelNetPlayer me = players[userid];
if (me.room != jm.room)
{
// we got a left message, kill it
// change ownership of all objects to master
List<string> deleteObjects = new List<string>();
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == players[jm.userId]) // the owner is the player that left
{
if (kvp.Value.owner == players[jm.userId]) // the owner is the player that left
// if this object has locked ownership, delete it
if (kvp.Value.ownershipLocked)
{
// if this object has locked ownership, delete it
if (kvp.Value.ownershipLocked)
{
deleteObjects.Add(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
TakeOwnership(kvp.Key);
}
// the master player left, so everyone should set the owner null (we should get a new master shortly)
else if (players[jm.userId] == masterPlayer)
{
kvp.Value.owner = null;
}
deleteObjects.Add(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
TakeOwnership(kvp.Key);
}
// the master player left, so everyone should set the owner null (we should get a new master shortly)
else if (players[jm.userId] == masterPlayer)
{
kvp.Value.owner = null;
}
}
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
players.Remove(jm.userId);
}
else
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
VelNetPlayer leftPlayer = players[jm.userId];
players.Remove(jm.userId);
try
{
// we got a join message, create it
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = jm.room,
userid = jm.userId
};
players.Add(jm.userId, player);
try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
OnPlayerLeft?.Invoke(leftPlayer);
}
}
break;
}
case DataMessage dm: {
if (players.ContainsKey(dm.senderId))
{
players[dm.senderId]?.HandleMessage(dm); //todo
}
else
{
Debug.LogError("Received message from player that doesn't exist ");
}
break;
}
case ChangeMasterMessage cm: {
if (masterPlayer == null)
{
masterPlayer = players[cm.masterId];
// no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
sceneObjects[i].networkId = -1 + "-" + i;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
Debug.LogError(e);
}
}
else
{
masterPlayer = players[cm.masterId];
// we got a join message, create it
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = jm.room,
userid = jm.userId
};
players.Add(jm.userId, player);
try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
kvp.Value.owner ??= masterPlayer;
}
break;
}
break;
}
case DataMessage dm:
{
if (players.ContainsKey(dm.senderId))
{
players[dm.senderId]?.HandleMessage(dm); //todo
}
else
{
Debug.LogError("Received message from player that doesn't exist ");
}
break;
}
case ChangeMasterMessage cm:
{
if (masterPlayer == null)
{
masterPlayer = players[cm.masterId];
// 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
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
}
else
{
masterPlayer = players[cm.masterId];
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
kvp.Value.owner ??= masterPlayer;
}
break;
}
}
//MessageReceived?.Invoke(m);
}
@ -421,7 +465,6 @@ namespace VelNet
try
{
clientReceiveThread = new Thread(ListenForData);
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
@ -432,10 +475,9 @@ namespace VelNet
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary>
///
private byte[] ReadExact(NetworkStream stream, int N)
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private static byte[] ReadExact(Stream stream, int N)
{
byte[] toReturn = new byte[N];
@ -446,20 +488,15 @@ namespace VelNet
numRead += stream.Read(toReturn, numRead, numLeft);
numLeft = N - numRead;
}
return toReturn;
}
private int GetIntFromBytes(byte[] bytes)
private static int GetIntFromBytes(byte[] bytes)
{
if (BitConverter.IsLittleEndian)
{
return BitConverter.ToInt32(bytes.Reverse().ToArray(),0);
}
else
{
return BitConverter.ToInt32(bytes, 0);
}
return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
}
private void ListenForData()
{
connected = true;
@ -476,44 +513,43 @@ namespace VelNet
//SendToGroup("close", Encoding.UTF8.GetBytes("HelloGroup"));
while (true)
{
// Get a stream object for reading
//read a byte
byte type = (byte)stream.ReadByte();
if (type == 0) //login
{
LoginMessage m = new LoginMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
AddMessage(m);
}
else if(type == 1) //rooms
else if (type == 1) //rooms
{
RoomsMessage m = new RoomsMessage();
m.rooms = new List<ListedRoom>();
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
byte[] utf8data = ReadExact(stream, N);
string roomMessage = Encoding.UTF8.GetString(utf8data);
string[] sections = roomMessage.Split(',');
foreach (string s in sections)
{
string[] pieces = s.Split(':');
if (pieces.Length == 2) {
if (pieces.Length == 2)
{
ListedRoom lr = new ListedRoom();
lr.name = pieces[0];
lr.numUsers = int.Parse(pieces[1]);
m.rooms.Add(lr);
}
}
AddMessage(m);
}
else if(type == 2) //joined
else if (type == 2) //joined
{
JoinMessage m = new JoinMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4));
@ -521,7 +557,8 @@ namespace VelNet
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
m.room = Encoding.UTF8.GetString(utf8data);
AddMessage(m);
}else if(type == 3) //data
}
else if (type == 3) //data
{
DataMessage m = new DataMessage();
m.senderId = GetIntFromBytes(ReadExact(stream, 4));
@ -529,10 +566,10 @@ namespace VelNet
m.data = ReadExact(stream, N); //the message
AddMessage(m);
}
else if(type == 4) //new master
else if (type == 4) //new master
{
ChangeMasterMessage m = new ChangeMasterMessage();
m.masterId = (int)GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
m.masterId = GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
AddMessage(m);
}
}
@ -584,20 +621,24 @@ namespace VelNet
while (true)
{
int numReceived = udpSocket.Receive(buffer);
if (buffer[0] == 0)
switch (buffer[0])
{
Debug.Log("UDP connected");
}else if (buffer[0] == 3)
{
DataMessage m = new DataMessage();
//we should get the sender address
byte[] senderBytes = new byte[4];
Array.Copy(buffer, 1, senderBytes, 0, 4);
m.senderId = GetIntFromBytes(senderBytes);
byte[] messageBytes = new byte[numReceived - 5];
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
m.data = messageBytes;
AddMessage(m);
case 0:
Debug.Log("UDP connected");
break;
case 3:
{
DataMessage m = new DataMessage();
//we should get the sender address
byte[] senderBytes = new byte[4];
Array.Copy(buffer, 1, senderBytes, 0, 4);
m.senderId = GetIntFromBytes(senderBytes);
byte[] messageBytes = new byte[numReceived - 5];
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
m.data = messageBytes;
AddMessage(m);
break;
}
}
}
}
@ -634,8 +675,7 @@ namespace VelNet
NetworkStream stream = instance.socketConnection.GetStream();
if (stream.CanWrite)
{
stream.Write(message,0,message.Length);
stream.Write(message, 0, message.Length);
}
}
catch (SocketException socketException)
@ -652,9 +692,9 @@ namespace VelNet
{
return BitConverter.GetBytes(n).Reverse().ToArray();
}
public static void Login(string username, string password)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
@ -667,14 +707,11 @@ namespace VelNet
writer.Write(pB);
SendTcpMessage(stream.ToArray());
}
public static void GetRooms()
{
SendTcpMessage(new byte[1] { 1 }); //very simple message
SendTcpMessage(new byte[] { 1 }); //very simple message
}
/// <summary>
@ -691,13 +728,8 @@ namespace VelNet
writer.Write((byte)R.Length);
writer.Write(R);
SendTcpMessage(stream.ToArray());
}
/// <summary>
/// Leaves a room if we're in one
@ -712,12 +744,12 @@ namespace VelNet
public static void SendToRoom(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
byte sendType = (byte) MessageSendType.MESSAGE_OTHERS;
byte sendType = (byte)MessageSendType.MESSAGE_OTHERS;
if (include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_ALL_ORDERED;
if (include_self && !ordered) sendType = (byte)MessageSendType.MESSAGE_ALL;
if (!include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_OTHERS_ORDERED;
if (reliable)
{
MemoryStream stream = new MemoryStream();
@ -730,10 +762,10 @@ namespace VelNet
else
{
//udp message needs the type
toSend[0] = sendType; //we don't
toSend[0] = sendType; //we don't
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
Array.Copy(message, 0, toSend, 5, message.Length);
SendUdpMessage(toSend,message.Length+5); //shouldn't be over 1024...
SendUdpMessage(toSend, message.Length + 5); //shouldn't be over 1024...
}
}
@ -759,7 +791,7 @@ namespace VelNet
//also need to send the group
toSend[5] = (byte)utf8bytes.Length;
Array.Copy(utf8bytes, 0, toSend, 6, utf8bytes.Length);
Array.Copy(message, 0, toSend, 6+utf8bytes.Length, message.Length);
Array.Copy(message, 0, toSend, 6 + utf8bytes.Length, message.Length);
SendUdpMessage(toSend, 6 + utf8bytes.Length + message.Length);
}
}
@ -785,6 +817,7 @@ namespace VelNet
{
writer.Write(get_be_bytes(client_ids[i]));
}
SendTcpMessage(stream.ToArray());
}
@ -805,6 +838,7 @@ namespace VelNet
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
return null;
}
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = networkId;
newObject.prefabName = prefabName;
@ -812,7 +846,7 @@ namespace VelNet
instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately.
SendToRoom(Encoding.UTF8.GetBytes("7," + newObject.networkId + "," + prefabName),false,true);
SendToRoom(Encoding.UTF8.GetBytes("7," + newObject.networkId + "," + prefabName), false, true);
return newObject;
}
@ -842,6 +876,7 @@ namespace VelNet
instance.objects.Remove(networkId);
return;
}
if (obj.isSceneObject)
{
instance.deletedSceneObjects.Add(networkId);
@ -864,7 +899,7 @@ namespace VelNet
Debug.LogError("Can't take ownership. No local player.");
return false;
}
// obj must exist
if (!instance.objects.ContainsKey(networkId))
{
@ -878,7 +913,7 @@ namespace VelNet
Debug.LogError("Can't take ownership. Ownership for this object is locked.");
return false;
}
// immediately successful
instance.objects[networkId].owner = LocalPlayer;
@ -888,4 +923,4 @@ namespace VelNet
return true;
}
}
}
}

View File

@ -1,7 +1,7 @@
{
"name": "edu.uga.engr.vel.velnet",
"displayName": "VelNet",
"version": "1.0.7",
"version": "1.0.8",
"unity": "2019.1",
"description": "A custom networking library for Unity.",
"keywords": [

View File

@ -2,13 +2,13 @@
"dependencies": {
"com.unity.collab-proxy": "1.15.7",
"com.unity.ide.rider": "2.0.7",
"com.unity.ide.visualstudio": "2.0.12",
"com.unity.ide.visualstudio": "2.0.14",
"com.unity.ide.vscode": "1.2.4",
"com.unity.test-framework": "1.1.30",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.4.8",
"com.unity.ugui": "1.0.0",
"edu.uga.engr.vel.velnet.dissonance": "file:c:/git_repo/VelNetDissonanceIntegration",
"edu.uga.engr.vel.velnet.dissonance": "https://github.com/velaboratory/VelNetDissonanceIntegration.git",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

View File

@ -27,7 +27,7 @@
"url": "https://packages.unity.com"
},
"com.unity.ide.visualstudio": {
"version": "2.0.12",
"version": "2.0.14",
"depth": 0,
"source": "registry",
"dependencies": {
@ -106,12 +106,13 @@
"dependencies": {}
},
"edu.uga.engr.vel.velnet.dissonance": {
"version": "file:c:/git_repo/VelNetDissonanceIntegration",
"version": "https://github.com/velaboratory/VelNetDissonanceIntegration.git",
"depth": 0,
"source": "local",
"source": "git",
"dependencies": {
"edu.uga.engr.vel.velnet": "1.0.4"
}
},
"hash": "2767cf12e6f1b5c568c44cd6f1753866ae2e6fca"
},
"com.unity.modules.ai": {
"version": "1.0.0",

View File

@ -1,2 +1,2 @@
m_EditorVersion: 2020.3.11f1
m_EditorVersionWithRevision: 2020.3.11f1 (99c7afb366b3)
m_EditorVersion: 2020.3.23f1
m_EditorVersionWithRevision: 2020.3.23f1 (c5d91304a876)