From 887d310053d7bda20930ad2398b45e74313e4b92 Mon Sep 17 00:00:00 2001 From: Anton Franzluebbers Date: Thu, 6 Jan 2022 16:02:50 -0500 Subject: [PATCH] reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation --- Editor.meta | 8 + Runtime.meta | 8 + Runtime/NetworkManager.cs | 522 +++ Runtime/NetworkManager.cs.meta | 11 + Runtime/NetworkObject.cs | 16 + Runtime/NetworkObject.cs.meta | 11 + Runtime/NetworkPlayer.cs | 219 ++ Runtime/NetworkPlayer.cs.meta | 11 + Runtime/Util.meta | 8 + Runtime/Util/SyncTransform.cs | 80 + Runtime/Util/SyncTransform.cs.meta | 11 + .../DissonanceIntegration/VelAudioMixer.mixer | 83 + .../VelAudioMixer.mixer.meta | 8 + .../DissonanceIntegration/VelCommsNetwork.cs | 109 + .../VelCommsNetwork.cs.meta | 11 + Samples~/Example/NetworkGUI.cs | 73 + Samples~/Example/NetworkGUI.cs.meta | 11 + Samples~/Example/PlayerController.cs | 244 ++ Samples~/Example/PlayerController.cs.meta | 11 + Samples~/Example/PlayerPrefab.prefab | 136 + Samples~/Example/PlayerPrefab.prefab.meta | 7 + .../Example/TestNetworkedGameObject.prefab | 145 + .../TestNetworkedGameObject.prefab.meta | 7 + Samples~/Example/test.unity | 3431 +++++++++++++++++ Samples~/Example/test.unity.meta | 7 + VelNetUnity.asmdef | 14 + VelNetUnity.asmdef.meta | 7 + package.json | 31 + package.json.meta | 7 + 29 files changed, 5247 insertions(+) create mode 100644 Editor.meta create mode 100644 Runtime.meta create mode 100644 Runtime/NetworkManager.cs create mode 100644 Runtime/NetworkManager.cs.meta create mode 100644 Runtime/NetworkObject.cs create mode 100644 Runtime/NetworkObject.cs.meta create mode 100644 Runtime/NetworkPlayer.cs create mode 100644 Runtime/NetworkPlayer.cs.meta create mode 100644 Runtime/Util.meta create mode 100644 Runtime/Util/SyncTransform.cs create mode 100644 Runtime/Util/SyncTransform.cs.meta create mode 100644 Samples~/DissonanceIntegration/VelAudioMixer.mixer create mode 100644 Samples~/DissonanceIntegration/VelAudioMixer.mixer.meta create mode 100644 Samples~/DissonanceIntegration/VelCommsNetwork.cs create mode 100644 Samples~/DissonanceIntegration/VelCommsNetwork.cs.meta create mode 100644 Samples~/Example/NetworkGUI.cs create mode 100644 Samples~/Example/NetworkGUI.cs.meta create mode 100644 Samples~/Example/PlayerController.cs create mode 100644 Samples~/Example/PlayerController.cs.meta create mode 100644 Samples~/Example/PlayerPrefab.prefab create mode 100644 Samples~/Example/PlayerPrefab.prefab.meta create mode 100644 Samples~/Example/TestNetworkedGameObject.prefab create mode 100644 Samples~/Example/TestNetworkedGameObject.prefab.meta create mode 100644 Samples~/Example/test.unity create mode 100644 Samples~/Example/test.unity.meta create mode 100644 VelNetUnity.asmdef create mode 100644 VelNetUnity.asmdef.meta create mode 100644 package.json create mode 100644 package.json.meta diff --git a/Editor.meta b/Editor.meta new file mode 100644 index 0000000..e34903b --- /dev/null +++ b/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 453f243ca8f3d8b4db4a1db0d9f9d300 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime.meta b/Runtime.meta new file mode 100644 index 0000000..bbf4f4e --- /dev/null +++ b/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63ae5231117a1484198ba0a8f681612b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/NetworkManager.cs b/Runtime/NetworkManager.cs new file mode 100644 index 0000000..d75611e --- /dev/null +++ b/Runtime/NetworkManager.cs @@ -0,0 +1,522 @@ +using System; +using System.Collections.Generic; +using System.Net.Sockets; +using System.Text; +using System.Threading; +using UnityEngine; +using System.Net; + +namespace VelNetUnity +{ + public class NetworkManager : MonoBehaviour + { + public enum MessageType + { + OTHERS = 0, + ALL = 1, + OTHERS_ORDERED = 2, + ALL_ORDERED = 3 + }; + + public string host; + public int port; + + #region private members + + private TcpClient socketConnection; + private Socket udpSocket; + public bool udpConnected = false; + IPEndPoint RemoteEndPoint; + private Thread clientReceiveThread; + private Thread clientReceiveThreadUDP; + public int userid = -1; + public string room; + int messagesReceived = 0; + + public GameObject playerPrefab; + public Dictionary players = new Dictionary(); + + public Action onJoinedRoom = delegate { }; + public Action onPlayerJoined = delegate { }; + public Action onPlayerLeft = delegate { }; + + public List prefabs = new List(); + public NetworkObject[] sceneObjects; + public List deletedSceneObjects = new List(); + public Dictionary objects = new Dictionary(); //maintains a list of all known objects on the server (ones that have ids) + NetworkPlayer masterPlayer = null; + + #endregion + + // Use this for initialization + public class Message + { + public int type; + public string text; + public int sender; + } + + public List receivedMessages = new List(); + + void Start() + { + ConnectToTcpServer(); + sceneObjects = FindObjectsOfType(); //add all local network objects + } + + + private void addMessage(Message m) + { + lock (receivedMessages) + { + //Debug.Log(messagesReceived++); + receivedMessages.Add(m); + } + } + + private void Update() + { + lock (receivedMessages) + { + //the main thread, which can do Unity stuff + foreach (Message m in receivedMessages) + { + if (m.type == 0) //when you join the server + { + userid = m.sender; + Debug.Log("joined server"); + + //start the udp thread + clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP)); + clientReceiveThreadUDP.IsBackground = true; + clientReceiveThreadUDP.Start(); + } + + if (m.type == 2) + { + //if this message is for me, that means I joined a new room... + if (userid == m.sender) + { + foreach (KeyValuePair kvp in players) + { + Destroy(kvp.Value.gameObject); + } + + 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(); + + player.isLocal = true; + player.userid = m.sender; + players.Add(userid, player); + player.room = m.text; + player.manager = this; + onJoinedRoom(player); + } + } + 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 + + foreach (KeyValuePair kvp in objects) + { + if (kvp.Value.owner == players[m.sender]) //the owner is the player that left + { + if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately + { + 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) + { + 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(); + player.isLocal = false; + player.room = m.text; + player.userid = m.sender; + player.manager = this; + players.Add(m.sender, player); + onPlayerJoined(player); + } + } + } + + 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 (masterPlayer == null) + { + masterPlayer = players[m.sender]; + + //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[m.sender]; + } + + masterPlayer.setAsMasterPlayer(); + + //master player should take over any objects that do not have an owner + + foreach (KeyValuePair kvp in objects) + { + if (kvp.Value.owner == null) + { + kvp.Value.owner = masterPlayer; + } + } + } + + messageReceived(m); + } + + receivedMessages.Clear(); + } + } + + private void OnApplicationQuit() + { + socketConnection.Close(); + } + + public Action joinedRoom = delegate { }; + public Action messageReceived = delegate { }; + public Action loggedIn = delegate { }; + public Action roomsReceived = delegate { }; + + public bool connected = false; + + /// + /// Setup socket connection. + /// + private void ConnectToTcpServer() + { + try + { + clientReceiveThread = new Thread(new ThreadStart(ListenForData)); + clientReceiveThread.IsBackground = true; + clientReceiveThread.Start(); + } + catch (Exception e) + { + Debug.Log("On client connect exception " + e); + } + } + + void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread + { + Message m = new Message(); + string[] sections = s.Split(':'); + if (sections.Length > 0) + { + int type = int.Parse(sections[0]); + + switch (type) + { + case 0: //logged in message + { + if (sections.Length > 1) + { + m.type = type; + m.sender = int.Parse(sections[1]); + m.text = ""; + addMessage(m); + } + + break; + } + case 1: //room info message + { + break; + } + case 2: //joined room message + { + if (sections.Length > 2) + { + m.type = 2; + int user_id = int.Parse(sections[1]); + m.sender = user_id; + string new_room = sections[2]; + m.text = new_room; + + addMessage(m); + } + + break; + } + case 3: //text message + { + if (sections.Length > 2) + { + m.type = 3; + m.sender = int.Parse(sections[1]); + m.text = sections[2]; + addMessage(m); + } + + break; + } + case 4: //change master client + { + if (sections.Length > 1) + { + m.type = 4; + m.sender = int.Parse(sections[1]); + addMessage(m); + } + + break; + } + } + } + } + + /// + /// Runs in background clientReceiveThread; Listens for incomming data. + /// + private void ListenForData() + { + connected = true; + try + { + socketConnection = new TcpClient(host, port); + socketConnection.NoDelay = true; + Byte[] bytes = new Byte[1024]; + string partialMessage = ""; + while (true) + { + // Get a stream object for reading + using (NetworkStream stream = socketConnection.GetStream()) + { + int length; + // Read incomming stream into byte arrary. + while ((length = stream.Read(bytes, 0, bytes.Length)) != 0) + { + var incommingData = new byte[length]; + Array.Copy(bytes, 0, incommingData, 0, length); + // Convert byte array to string message. + string serverMessage = Encoding.ASCII.GetString(incommingData); + string[] sections = serverMessage.Split('\n'); + if (sections.Length > 1) + { + lock (receivedMessages) + { + for (int i = 0; i < sections.Length - 1; i++) + { + if (i == 0) + { + handleMessage(partialMessage + sections[0]); + partialMessage = ""; + } + else + { + handleMessage(sections[i]); + } + } + } + } + + partialMessage = partialMessage + sections[sections.Length - 1]; + } + } + } + } + + + catch (Exception socketException) + { + Debug.Log("Socket exception: " + socketException); + } + + connected = false; + } + + private void ListenForDataUDP() + { + //I don't yet have a UDP connection + try + { + var addresses = Dns.GetHostAddresses(host); + Debug.Assert(addresses.Length > 0); + RemoteEndPoint = new IPEndPoint(addresses[0], port); + + + udpSocket = new Socket(AddressFamily.InterNetwork, + SocketType.Dgram, ProtocolType.Udp); + + + udpConnected = false; + byte[] buffer = new byte[1024]; + while (true) + { + string welcome = userid + ":0:Hello"; + byte[] data = Encoding.ASCII.GetBytes(welcome); + udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint); + + if (udpSocket.Available == 0) + { + Thread.Sleep(100); + Debug.Log("Waiting for UDP response"); + } + else + { + break; + } + } + + udpConnected = true; + while (true) + { + int numReceived = udpSocket.Receive(buffer); + + string message = Encoding.UTF8.GetString(buffer, 0, numReceived); + + string[] sections = message.Split(':'); + if (sections[0] == "0") + { + Debug.Log("UDP connected"); + } + + if (sections[0] == "3") + { + handleMessage(message); + } + } + } + catch (Exception socketException) + { + Debug.Log("Socket exception: " + socketException); + } + } + + private void SendUdpMessage(string message) + { + if (udpSocket == null || !udpConnected) + { + return; + } + + byte[] data = Encoding.UTF8.GetBytes(message); + //Debug.Log("Attempting to send: " + message); + udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint); + } + + /// + /// Send message to server using socket connection. + /// + private void SendNetworkMessage(string clientMessage) + { + if (socketConnection == null) + { + return; + } + + try + { + // Get a stream object for writing. + NetworkStream stream = socketConnection.GetStream(); + if (stream.CanWrite) + { + // Convert string message to byte array. + clientMessage = clientMessage + "\n"; //append a new line to delineate the message + byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage); + // Write byte array to socketConnection stream. + stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length); + } + } + catch (SocketException socketException) + { + Debug.Log("Socket exception: " + socketException); + } + } + + public void login(string username, string password) + { + SendNetworkMessage("0:" + username + ":" + password); + } + + public void join(string roomname) + { + SendNetworkMessage("2:" + roomname); + } + + public void leave() + { + SendNetworkMessage("2:-1"); + } + + public void sendTo(MessageType type, string message, bool reliable = true) + { + if (reliable) + { + SendNetworkMessage("3:" + (int)type + ":" + message); + } + else + { + SendUdpMessage(userid + ":3:" + (int)type + ":" + message); + } + } + + public void sendToGroup(string group, string message, bool reliable = true) + { + if (reliable) + { + SendNetworkMessage("4:" + group + ":" + message); + } + else + { + SendUdpMessage(userid + ":4:" + group + ":" + message); + } + } + + //changes the designated group that sendto(4) will go to + public void setupMessageGroup(string groupname, int[] userids) + { + SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids)); + } + + public void deleteNetworkObject(string networkId) + { + if (objects.ContainsKey(networkId)) + { + NetworkObject obj = objects[networkId]; + if (obj.isSceneObject) + { + deletedSceneObjects.Add(networkId); + } + + Destroy(obj.gameObject); + objects.Remove(networkId); + } + } + } +} \ No newline at end of file diff --git a/Runtime/NetworkManager.cs.meta b/Runtime/NetworkManager.cs.meta new file mode 100644 index 0000000..56f31aa --- /dev/null +++ b/Runtime/NetworkManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 03a4d4e1a7fd74c7ab2eccca4ce168db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/NetworkObject.cs b/Runtime/NetworkObject.cs new file mode 100644 index 0000000..3a43a9f --- /dev/null +++ b/Runtime/NetworkObject.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace VelNetUnity +{ + /// + /// This is a base class for all objects that a player can instantiated/owned + /// + public abstract class NetworkObject : MonoBehaviour + { + public NetworkPlayer owner; + public string networkId; //this is forged from the combination of the creator's id (-1 in the case of a scene object) and an object id, so it's always unique for a room + public string prefabName; //this may be empty if it's not a prefab (scene object) + public bool isSceneObject = false; + public abstract void handleMessage(string identifier, byte[] message); + } +} \ No newline at end of file diff --git a/Runtime/NetworkObject.cs.meta b/Runtime/NetworkObject.cs.meta new file mode 100644 index 0000000..6a1a6e9 --- /dev/null +++ b/Runtime/NetworkObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dd77ffdf919cc444f863d7bf0cda29ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/NetworkPlayer.cs b/Runtime/NetworkPlayer.cs new file mode 100644 index 0000000..13d6b61 --- /dev/null +++ b/Runtime/NetworkPlayer.cs @@ -0,0 +1,219 @@ +using System.Collections.Generic; +using UnityEngine; +using System; + + +namespace VelNetUnity +{ + [RequireComponent(typeof(NetworkObject))] + public class NetworkPlayer : MonoBehaviour + { + public NetworkObject myObject; + public int userid; + public string username; + + public string room; + public NetworkManager manager; + + public bool isLocal = false; + + public int lastObjectId = 0; //for instantiation + + + private bool isMaster = false; + + private void Start() + { + myObject.owner = this; + manager = FindObjectOfType(); + manager.onPlayerJoined += handlePlayerJoined; + } + + public void handlePlayerJoined(NetworkPlayer player) + { + //if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names + if (isLocal) + { + foreach (KeyValuePair kvp in manager.objects) + { + if (kvp.Value.owner == this && kvp.Value.prefabName != "") + { + manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName); + } + } + + if (isMaster) + { + //send a list of scene object ids when someone joins + sendSceneUpdate(); + } + } + } + + + public void handleMessage(NetworkManager.Message m) + { + //these are generally things that come from the "owner" and should be enacted locally, where appropriate + //we need to parse the message + + //types of messages + string[] messages = m.text.Split(';'); //messages are split by ; + for (int i = 0; i < messages.Length; i++) + { + //individual message parameters separated by comma + string[] sections = messages[i].Split(','); + + switch (sections[0]) + { + case "1": //update my object's data + { + string identifier = sections[1]; + byte[] message = Convert.FromBase64String(sections[2]); + myObject.handleMessage(identifier, message); + break; + } + case "5": //sync update for an object I may own + { + string objectKey = sections[1]; + string identifier = sections[2]; + string syncMessage = sections[3]; + byte[] messageBytes = Convert.FromBase64String(syncMessage); + if (manager.objects.ContainsKey(objectKey)) + { + if (manager.objects[objectKey].owner == this) + { + manager.objects[objectKey].handleMessage(identifier, messageBytes); + } + } + + break; + } + case "6": //I'm trying to take ownership of an object + { + string networkId = sections[1]; + + if (manager.objects.ContainsKey(networkId)) + { + manager.objects[networkId].owner = this; + } + + break; + } + case "7": //I'm trying to instantiate an object + { + string networkId = sections[1]; + string prefabName = sections[2]; + if (manager.objects.ContainsKey(networkId)) + { + break; //we already have this one, ignore + } + + NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName); + if (temp != null) + { + NetworkObject instance = Instantiate(temp); + instance.networkId = networkId; + instance.prefabName = prefabName; + instance.owner = this; + manager.objects.Add(instance.networkId, instance); + } + + break; + } + case "8": //I'm trying to destroy a gameobject I own + { + string networkId = sections[1]; + + manager.deleteNetworkObject(networkId); + break; + } + case "9": //deleted scene objects + { + for (int k = 1; k < sections.Length; k++) + { + manager.deleteNetworkObject(sections[k]); + } + + break; + } + } + } + } + + public void setAsMasterPlayer() + { + isMaster = true; + //if I'm master, I'm now responsible for updating all scene objects + //FindObjectsOfType(); + } + + public void sendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true) + { + if (obj == myObject) + { + manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable); + } + else + { + manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); + } + } + + public void sendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true) + { + if (obj == myObject) + { + manager.sendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable); + } + else + { + manager.sendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); + } + } + + public NetworkObject networkInstantiate(string prefabName) + { + if (!isLocal) + { + return null; //must be the local player to call instantiate + } + + string networkId = userid + "-" + lastObjectId++; + + + NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName); + if (temp != null) + { + NetworkObject instance = Instantiate(temp); + instance.networkId = networkId; + instance.prefabName = prefabName; + instance.owner = this; + manager.objects.Add(instance.networkId, instance); + + manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately. + return instance; + } + + return null; + } + + public void networkDestroy(string networkId) + { + if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it + manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well + } + + public void takeOwnership(string networkId) + { + if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player + + manager.objects[networkId].owner = this; //immediately successful + manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome. + } + + public void sendSceneUpdate() + { + manager.sendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects)); + } + } +} \ No newline at end of file diff --git a/Runtime/NetworkPlayer.cs.meta b/Runtime/NetworkPlayer.cs.meta new file mode 100644 index 0000000..f2b23a1 --- /dev/null +++ b/Runtime/NetworkPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8d3b6de660834e3e898725928251405 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Util.meta b/Runtime/Util.meta new file mode 100644 index 0000000..4ece4ae --- /dev/null +++ b/Runtime/Util.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: cd6bc3db2c19417498a737fbb79e8c7d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Util/SyncTransform.cs b/Runtime/Util/SyncTransform.cs new file mode 100644 index 0000000..3557b80 --- /dev/null +++ b/Runtime/Util/SyncTransform.cs @@ -0,0 +1,80 @@ +using System; +using System.Collections; +using UnityEngine; + + +namespace VelNetUnity +{ + /// + /// A simple class that will sync the position and rotation of a network object + /// + public class SyncTransform : NetworkObject + { + public Vector3 targetPosition; + public Quaternion targetRotation; + + + public byte[] getSyncMessage() + { + float[] data = new float[7]; + for (int i = 0; i < 3; i++) + { + data[i] = transform.position[i]; + data[i + 3] = transform.rotation[i]; + } + + data[6] = transform.rotation[3]; + + byte[] toReturn = new byte[sizeof(float) * data.Length]; + Buffer.BlockCopy(data, 0, toReturn, 0, toReturn.Length); + return toReturn; + } + + public override void handleMessage(string identifier, byte[] message) + { + switch (identifier) + { + case "s": + float[] data = new float[7]; + Buffer.BlockCopy(message, 0, data, 0, message.Length); + for (int i = 0; i < 3; i++) + { + targetPosition[i] = data[i]; + targetRotation[i] = data[i + 3]; + } + + targetRotation[3] = data[6]; + break; + } + } + + // Start is called before the first frame update + void Start() + { + StartCoroutine(syncBehavior()); + } + + IEnumerator syncBehavior() + { + while (true) + { + if (owner != null && owner.isLocal) + { + 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); + } + } + } +} \ No newline at end of file diff --git a/Runtime/Util/SyncTransform.cs.meta b/Runtime/Util/SyncTransform.cs.meta new file mode 100644 index 0000000..cc91662 --- /dev/null +++ b/Runtime/Util/SyncTransform.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f1f9b0bbd93a484a987c51f1107ebe5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Samples~/DissonanceIntegration/VelAudioMixer.mixer b/Samples~/DissonanceIntegration/VelAudioMixer.mixer new file mode 100644 index 0000000..b2ae0ea --- /dev/null +++ b/Samples~/DissonanceIntegration/VelAudioMixer.mixer @@ -0,0 +1,83 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!244 &-1719467165466355418 +AudioMixerEffectController: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_EffectID: 6362d3ceb713f4c3fa42448a3e29217e + m_EffectName: Dissonance Echo Cancellation + m_MixLevel: a240a2d1f057e4cf9bbc59f6cfbec367 + m_Parameters: [] + m_SendTarget: {fileID: 0} + m_EnableWetMix: 0 + m_Bypass: 0 +--- !u!241 &24100000 +AudioMixerController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: VelAudioMixer + m_OutputGroup: {fileID: 0} + m_MasterGroup: {fileID: 24300002} + m_Snapshots: + - {fileID: 24500006} + m_StartSnapshot: {fileID: 24500006} + m_SuspendThreshold: -80 + m_EnableSuspend: 1 + m_UpdateMode: 1 + m_ExposedParameters: [] + m_AudioMixerGroupViews: + - guids: + - b8e40716c8c1442ab9ef14e149b2423c + name: View + m_CurrentViewIndex: 0 + m_TargetSnapshot: {fileID: 24500006} +--- !u!243 &24300002 +AudioMixerGroupController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Master + m_AudioMixer: {fileID: 24100000} + m_GroupID: b8e40716c8c1442ab9ef14e149b2423c + m_Children: [] + m_Volume: 3d9590ea0314643bd94e1616b88508ef + m_Pitch: 31f1ddadf3a5d47caab0e64b81ced2ae + m_Send: 00000000000000000000000000000000 + m_Effects: + - {fileID: 24400004} + - {fileID: -1719467165466355418} + m_UserColorIndex: 0 + m_Mute: 0 + m_Solo: 0 + m_BypassEffects: 0 +--- !u!244 &24400004 +AudioMixerEffectController: + m_ObjectHideFlags: 3 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_EffectID: f79719d1f394d4b4783ede937d403602 + m_EffectName: Attenuation + m_MixLevel: 8d97d9fd1e8d446eb9244b5dead78e90 + m_Parameters: [] + m_SendTarget: {fileID: 0} + m_EnableWetMix: 0 + m_Bypass: 0 +--- !u!245 &24500006 +AudioMixerSnapshotController: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Snapshot + m_AudioMixer: {fileID: 24100000} + m_SnapshotID: 86ea5b9fedb76448594a5ab2119e34a1 + m_FloatValues: {} + m_TransitionOverrides: {} diff --git a/Samples~/DissonanceIntegration/VelAudioMixer.mixer.meta b/Samples~/DissonanceIntegration/VelAudioMixer.mixer.meta new file mode 100644 index 0000000..4db7f93 --- /dev/null +++ b/Samples~/DissonanceIntegration/VelAudioMixer.mixer.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fa1da19d935e241119cdd522ceae772c +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 24100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Samples~/DissonanceIntegration/VelCommsNetwork.cs b/Samples~/DissonanceIntegration/VelCommsNetwork.cs new file mode 100644 index 0000000..b6d7d8d --- /dev/null +++ b/Samples~/DissonanceIntegration/VelCommsNetwork.cs @@ -0,0 +1,109 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Dissonance; +using Dissonance.Extensions; +using Dissonance.Networking; +using UnityEngine; + + +public class VelCommsNetwork : MonoBehaviour, ICommsNetwork +{ + public ConnectionStatus Status + { + get + { + return manager.connected?ConnectionStatus.Connected:ConnectionStatus.Disconnected; + } + } + + public NetworkMode Mode + { + get + { + return NetworkMode.Client; + } + } + + public event Action ModeChanged; + public event Action PlayerJoined; + public event Action PlayerLeft; + public event Action VoicePacketReceived; + public event Action TextPacketReceived; + public event Action PlayerStartedSpeaking; + public event Action PlayerStoppedSpeaking; + public event Action PlayerEnteredRoom; + public event Action PlayerExitedRoom; + + ConnectionStatus _status = ConnectionStatus.Disconnected; + CodecSettings initSettings; + public string dissonanceId; + public DissonanceComms comms; + public NetworkManager manager; + + public Action> voiceQueued = delegate { }; //listen to this if you want to send voice + + public void Initialize(string playerName, Rooms rooms, PlayerChannels playerChannels, RoomChannels roomChannels, CodecSettings codecSettings) + { + dissonanceId = playerName; + initSettings = codecSettings; + comms.ResetMicrophoneCapture(); + } + + public void voiceReceived(string sender,byte[] data) + { + uint sequenceNumber = BitConverter.ToUInt32(data, 0); + VoicePacket vp = new VoicePacket(sender, ChannelPriority.Default, 1, true, new ArraySegment(data,4,data.Length-4), sequenceNumber); + VoicePacketReceived(vp); + } + + public void SendText(string data, ChannelType recipientType, string recipientId) + { + Debug.Log("sending text"); + } + + public void SendVoice(ArraySegment data) + { + voiceQueued(data); + } + + // Start is called before the first frame update + void Start() + { + _status = ConnectionStatus.Connected; + comms = GetComponent(); + + } + + public void playerJoined(string id) + { + Debug.Log("dissonance player joined"); + PlayerJoined(id, initSettings); + RoomEvent re = new RoomEvent(); + re.Joined = true; + re.Room = "Global"; + re.PlayerName = id; + PlayerEnteredRoom(re); + } + + public void playerLeft(string id) + { + RoomEvent re = new RoomEvent(); + re.Joined = false; + re.Room = "Global"; + re.PlayerName = id; + PlayerExitedRoom(re); + PlayerLeft(id); + } + + public void playerStartedSpeaking(string id) + { + PlayerStartedSpeaking(id); + } + public void playerStoppedSpeaking(string id) + { + PlayerStoppedSpeaking(id); + } + +} + diff --git a/Samples~/DissonanceIntegration/VelCommsNetwork.cs.meta b/Samples~/DissonanceIntegration/VelCommsNetwork.cs.meta new file mode 100644 index 0000000..f086eda --- /dev/null +++ b/Samples~/DissonanceIntegration/VelCommsNetwork.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d2009d8e264649749c0315d48765749 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Samples~/Example/NetworkGUI.cs b/Samples~/Example/NetworkGUI.cs new file mode 100644 index 0000000..0ff25e8 --- /dev/null +++ b/Samples~/Example/NetworkGUI.cs @@ -0,0 +1,73 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +public class NetworkGUI : MonoBehaviour +{ + public NetworkManager networkManager; + public InputField userInput; + public InputField sendInput; + public InputField roomInput; + public Text messages; + public List messageBuffer; + public Dropdown microphones; + Dissonance.DissonanceComms comms; + public void handleSend() + { + if(sendInput.text != "") + { + networkManager.sendTo(NetworkManager.MessageType.OTHERS,sendInput.text); + } + } + public void handleLogin() + { + if(userInput.text != "") + { + networkManager.login(userInput.text, "nopass"); + } + } + public void handleJoin() + { + if(roomInput.text != "") + { + + networkManager.join(roomInput.text); + } + + } + + // Start is called before the first frame update + void Start() + { + comms = GameObject.FindObjectOfType(); + microphones.AddOptions(new List(Microphone.devices)); + networkManager.messageReceived += (m) => { + string s = m.type + ":" + m.sender +":" + m.text; + messageBuffer.Add(s); + messages.text = ""; + + + + + if(messageBuffer.Count > 10) + { + messageBuffer.RemoveAt(0); + } + for(int i = 0; i < messageBuffer.Count; i++) + { + messages.text = messages.text + messageBuffer[i] + "\n"; + } + }; + } + + public void handleMicrophoneSelection() + { + comms.MicrophoneName = microphones.options[microphones.value].text; + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Samples~/Example/NetworkGUI.cs.meta b/Samples~/Example/NetworkGUI.cs.meta new file mode 100644 index 0000000..c4289bb --- /dev/null +++ b/Samples~/Example/NetworkGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a7db5bc792cd471dbd8039664359eee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Samples~/Example/PlayerController.cs b/Samples~/Example/PlayerController.cs new file mode 100644 index 0000000..0cfce96 --- /dev/null +++ b/Samples~/Example/PlayerController.cs @@ -0,0 +1,244 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Dissonance; +using System.Text; +public class PlayerController : NetworkObject, Dissonance.IDissonancePlayer +{ + VelCommsNetwork comms; + bool isSpeaking = false; + uint lastAudioId = 0; + public string dissonanceID=""; + //required by dissonance for spatial audio + public string PlayerId => dissonanceID; + public Vector3 Position => transform.position; + public Quaternion Rotation => transform.rotation; + public NetworkPlayerType Type => this.owner.isLocal ? NetworkPlayerType.Local : NetworkPlayerType.Remote; + public bool IsTracking => true; + + public Vector3 targetPosition; + public Quaternion targetRotation; + + public List closePlayers = new List(); + + + public byte[] getSyncMessage() + { + float[] data = new float[7]; + for (int i = 0; i < 3; i++) + { + data[i] = transform.position[i]; + data[i + 3] = transform.rotation[i]; + } + data[6] = transform.rotation[3]; + + byte[] toReturn = new byte[sizeof(float) * data.Length]; + Buffer.BlockCopy(data, 0, toReturn, 0, toReturn.Length); + return toReturn; + } + + public override void handleMessage(string identifier, byte[] message) + { + switch (identifier) + { + case "s": //sync message + float[] data = new float[7]; + Buffer.BlockCopy(message, 0, data, 0, message.Length); + for (int i = 0; i < 3; i++) + { + targetPosition[i] = data[i]; + targetRotation[i] = data[i + 3]; + } + targetRotation[3] = data[6]; + break; + 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.playerJoined(dissonanceID); //tell dissonance + comms.comms.TrackPlayerPosition(this); //tell dissonance to track the remote player + } + break; + } + case "x": //speaking state + { + if (message[0]==0) + { + comms.playerStoppedSpeaking(dissonanceID); + isSpeaking = false; + } + else + { + + comms.playerStartedSpeaking(dissonanceID); + isSpeaking = true; + } + break; + } + } + } + + // Start is called before the first frame update + void Start() + { + + //handle dissonance stuff + comms = GameObject.FindObjectOfType(); + if(comms != null) + { + if (owner.isLocal) + { + setDissonanceID(comms.dissonanceId); + comms.voiceQueued += sendVoiceData; + + //we also need to know when other players join, so we can send the dissonance ID again + + owner.manager.onPlayerJoined += (player) => + { + byte[] b = Encoding.UTF8.GetBytes(dissonanceID); + owner.sendMessage(this, "d", b); + }; + owner.manager.setupMessageGroup("close", closePlayers.ToArray()); + } + } + if (owner.isLocal) + { + StartCoroutine(syncBehavior()); + } + } + + void sendVoiceData(ArraySegment data) + { + //need to send it + if(owner != null && owner.isLocal) + { + byte[] toSend = new byte[data.Count+4]; + byte[] lastAudioIdBytes = BitConverter.GetBytes(lastAudioId++); + Buffer.BlockCopy(lastAudioIdBytes, 0, toSend, 0, 4); + Buffer.BlockCopy(data.Array, data.Offset, toSend, 4, data.Count); + owner.sendGroupMessage(this,"close", "a", toSend, false); //send voice data unreliably + } + } + + public void setDissonanceID(string id) //this sort of all initializes dissonance + { + dissonanceID = id; + byte[] b = Encoding.UTF8.GetBytes(dissonanceID); + owner.sendMessage(this, "d", b); + comms.comms.TrackPlayerPosition(this); + } + + void voiceInitialized(string id) + { + dissonanceID = id; + } + + void OnDestroy() + { + comms.playerLeft(dissonanceID); + } + + + IEnumerator syncBehavior() + { + while (true) + { + owner.sendMessage(this, "s", getSyncMessage()); + yield return new WaitForSeconds(.1f); + } + } + // Update is called once per frame + void Update() + { + if (owner != null && owner.isLocal) { + + PlayerController[] players = GameObject.FindObjectsOfType(); + bool shouldUpdate = false; + for (int i = 0; i < players.Length; i++) + { + if (players[i] == this) { continue; } + float dist = Vector3.Distance(players[i].transform.position, this.transform.position); + if (dist < 2 && !closePlayers.Contains(players[i].owner.userid)) + { + closePlayers.Add(players[i].owner.userid); + shouldUpdate = true; + } + else if(dist >=2 && closePlayers.Contains(players[i].owner.userid)) + { + closePlayers.Remove(players[i].owner.userid); + shouldUpdate = true; + } + } + if (shouldUpdate) + { + owner.manager.setupMessageGroup("close", closePlayers.ToArray()); + } + } + + + 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) + { + + //handle dissonance comms + + //if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly + if (comms.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this + { + isSpeaking = !isSpeaking; + byte[] toSend = new byte[1]; + toSend[0] = isSpeaking ? 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