reorganized into a package, added a namespace, added an assemblydefinition, attempt at ci for upm branch creation
commit
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fileFormatVersion: 2
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guid: 63ae5231117a1484198ba0a8f681612b
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folderAsset: yes
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userData:
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using System;
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using System.Collections.Generic;
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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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using UnityEngine;
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using System.Net;
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namespace VelNetUnity
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{
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public class NetworkManager : MonoBehaviour
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{
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public enum MessageType
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{
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OTHERS = 0,
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ALL = 1,
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OTHERS_ORDERED = 2,
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ALL_ORDERED = 3
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};
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public string host;
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public int port;
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#region private members
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private TcpClient socketConnection;
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private Socket udpSocket;
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public bool udpConnected = false;
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IPEndPoint RemoteEndPoint;
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private Thread clientReceiveThread;
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private Thread clientReceiveThreadUDP;
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public int userid = -1;
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public string room;
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int messagesReceived = 0;
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public GameObject playerPrefab;
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public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
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public Action<NetworkPlayer> onJoinedRoom = delegate { };
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public Action<NetworkPlayer> onPlayerJoined = delegate { };
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public Action<NetworkPlayer> onPlayerLeft = delegate { };
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public List<NetworkObject> prefabs = new List<NetworkObject>();
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public NetworkObject[] sceneObjects;
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public List<string> deletedSceneObjects = new List<string>();
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public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
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NetworkPlayer masterPlayer = null;
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#endregion
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// Use this for initialization
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public class Message
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{
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public int type;
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public string text;
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public int sender;
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}
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public List<Message> receivedMessages = new List<Message>();
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void Start()
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{
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ConnectToTcpServer();
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sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects
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}
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private void addMessage(Message m)
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{
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lock (receivedMessages)
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{
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//Debug.Log(messagesReceived++);
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receivedMessages.Add(m);
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}
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}
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private void Update()
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{
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lock (receivedMessages)
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{
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//the main thread, which can do Unity stuff
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foreach (Message m in receivedMessages)
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{
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if (m.type == 0) //when you join the server
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{
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userid = m.sender;
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Debug.Log("joined server");
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//start the udp thread
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clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP));
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clientReceiveThreadUDP.IsBackground = true;
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clientReceiveThreadUDP.Start();
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}
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if (m.type == 2)
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{
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//if this message is for me, that means I joined a new room...
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if (userid == m.sender)
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{
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foreach (KeyValuePair<int, NetworkPlayer> kvp in players)
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{
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Destroy(kvp.Value.gameObject);
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}
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players.Clear(); //we clear the list, but will recreate as we get messages from people in our room
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if (m.text != "")
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{
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NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = true;
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player.userid = m.sender;
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players.Add(userid, player);
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player.room = m.text;
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player.manager = this;
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onJoinedRoom(player);
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}
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}
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else //not for me, a player is joining or leaving
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{
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NetworkPlayer me = players[userid];
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if (me.room != m.text)
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{
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//we got a left message, kill it
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//change ownership of all objects to master
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foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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{
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if (kvp.Value.owner == players[m.sender]) //the owner is the player that left
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{
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if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
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{
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me.takeOwnership(kvp.Key);
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}
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else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly)
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{
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kvp.Value.owner = null;
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}
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}
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}
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Destroy(players[m.sender].gameObject);
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players.Remove(m.sender);
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}
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else
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{
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//we got a join mesage, create it
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NetworkPlayer player = Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = false;
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player.room = m.text;
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player.userid = m.sender;
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player.manager = this;
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players.Add(m.sender, player);
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onPlayerJoined(player);
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}
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}
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}
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if (m.type == 3) //generic message
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{
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players[m.sender]?.handleMessage(m);
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}
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if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
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{
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if (masterPlayer == null)
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{
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masterPlayer = players[m.sender];
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//no master player yet, add the scene objects
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for (int i = 0; i < sceneObjects.Length; i++)
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{
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sceneObjects[i].networkId = -1 + "-" + i;
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sceneObjects[i].owner = masterPlayer;
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sceneObjects[i].isSceneObject = true; //needed for special handling when deleted
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objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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}
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}
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else
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{
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masterPlayer = players[m.sender];
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}
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masterPlayer.setAsMasterPlayer();
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//master player should take over any objects that do not have an owner
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foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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{
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if (kvp.Value.owner == null)
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{
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kvp.Value.owner = masterPlayer;
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}
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}
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}
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messageReceived(m);
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}
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receivedMessages.Clear();
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}
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}
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private void OnApplicationQuit()
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{
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socketConnection.Close();
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}
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public Action<string, int> joinedRoom = delegate { };
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public Action<Message> messageReceived = delegate { };
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public Action<string, int> loggedIn = delegate { };
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public Action<string[], int> roomsReceived = delegate { };
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public bool connected = false;
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/// <summary>
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/// Setup socket connection.
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/// </summary>
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private void ConnectToTcpServer()
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{
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try
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{
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clientReceiveThread = new Thread(new ThreadStart(ListenForData));
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clientReceiveThread.IsBackground = true;
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clientReceiveThread.Start();
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}
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catch (Exception e)
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{
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Debug.Log("On client connect exception " + e);
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}
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}
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void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
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{
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Message m = new Message();
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string[] sections = s.Split(':');
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if (sections.Length > 0)
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{
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int type = int.Parse(sections[0]);
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switch (type)
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{
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case 0: //logged in message
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{
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if (sections.Length > 1)
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{
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m.type = type;
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m.sender = int.Parse(sections[1]);
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m.text = "";
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addMessage(m);
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}
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break;
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}
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case 1: //room info message
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{
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break;
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}
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case 2: //joined room message
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{
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if (sections.Length > 2)
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{
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m.type = 2;
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int user_id = int.Parse(sections[1]);
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m.sender = user_id;
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string new_room = sections[2];
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m.text = new_room;
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addMessage(m);
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}
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break;
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}
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case 3: //text message
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{
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if (sections.Length > 2)
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{
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m.type = 3;
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m.sender = int.Parse(sections[1]);
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m.text = sections[2];
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addMessage(m);
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}
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break;
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}
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case 4: //change master client
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{
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if (sections.Length > 1)
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{
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m.type = 4;
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m.sender = int.Parse(sections[1]);
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addMessage(m);
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}
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break;
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}
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}
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}
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}
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/// <summary>
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/// Runs in background clientReceiveThread; Listens for incomming data.
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/// </summary>
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private void ListenForData()
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{
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connected = true;
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try
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{
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socketConnection = new TcpClient(host, port);
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socketConnection.NoDelay = true;
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Byte[] bytes = new Byte[1024];
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string partialMessage = "";
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while (true)
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{
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// Get a stream object for reading
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using (NetworkStream stream = socketConnection.GetStream())
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{
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int length;
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// Read incomming stream into byte arrary.
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while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
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{
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var incommingData = new byte[length];
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Array.Copy(bytes, 0, incommingData, 0, length);
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// Convert byte array to string message.
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string serverMessage = Encoding.ASCII.GetString(incommingData);
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string[] sections = serverMessage.Split('\n');
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if (sections.Length > 1)
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{
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lock (receivedMessages)
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{
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for (int i = 0; i < sections.Length - 1; i++)
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{
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if (i == 0)
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{
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handleMessage(partialMessage + sections[0]);
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partialMessage = "";
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}
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else
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{
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handleMessage(sections[i]);
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}
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}
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}
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}
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partialMessage = partialMessage + sections[sections.Length - 1];
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}
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}
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}
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}
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catch (Exception socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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connected = false;
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}
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private void ListenForDataUDP()
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{
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//I don't yet have a UDP connection
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try
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{
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var addresses = Dns.GetHostAddresses(host);
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Debug.Assert(addresses.Length > 0);
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RemoteEndPoint = new IPEndPoint(addresses[0], port);
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udpSocket = new Socket(AddressFamily.InterNetwork,
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SocketType.Dgram, ProtocolType.Udp);
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udpConnected = false;
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byte[] buffer = new byte[1024];
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while (true)
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{
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string welcome = userid + ":0:Hello";
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byte[] data = Encoding.ASCII.GetBytes(welcome);
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udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
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if (udpSocket.Available == 0)
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{
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Thread.Sleep(100);
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Debug.Log("Waiting for UDP response");
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}
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else
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{
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break;
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}
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}
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udpConnected = true;
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while (true)
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{
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int numReceived = udpSocket.Receive(buffer);
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string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
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string[] sections = message.Split(':');
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if (sections[0] == "0")
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{
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Debug.Log("UDP connected");
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}
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if (sections[0] == "3")
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{
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handleMessage(message);
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}
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}
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}
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catch (Exception socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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}
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private void SendUdpMessage(string message)
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{
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if (udpSocket == null || !udpConnected)
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{
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return;
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}
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byte[] data = Encoding.UTF8.GetBytes(message);
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//Debug.Log("Attempting to send: " + message);
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udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
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}
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/// <summary>
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/// Send message to server using socket connection.
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/// </summary>
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private void SendNetworkMessage(string clientMessage)
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{
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if (socketConnection == null)
|
||||
{
|
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return;
|
||||
}
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||||
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try
|
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{
|
||||
// Get a stream object for writing.
|
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NetworkStream stream = socketConnection.GetStream();
|
||||
if (stream.CanWrite)
|
||||
{
|
||||
// Convert string message to byte array.
|
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clientMessage = clientMessage + "\n"; //append a new line to delineate the message
|
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byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
|
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// Write byte array to socketConnection stream.
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stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
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}
|
||||
}
|
||||
catch (SocketException socketException)
|
||||
{
|
||||
Debug.Log("Socket exception: " + socketException);
|
||||
}
|
||||
}
|
||||
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public void login(string username, string password)
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{
|
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SendNetworkMessage("0:" + username + ":" + password);
|
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}
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||||
public void join(string roomname)
|
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{
|
||||
SendNetworkMessage("2:" + roomname);
|
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}
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||||
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||||
public void leave()
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||||
{
|
||||
SendNetworkMessage("2:-1");
|
||||
}
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||||
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||||
public void sendTo(MessageType type, string message, bool reliable = true)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 03a4d4e1a7fd74c7ab2eccca4ce168db
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
using UnityEngine;
|
||||
|
||||
namespace VelNetUnity
|
||||
{
|
||||
/// <summary>
|
||||
/// This is a base class for all objects that a player can instantiated/owned
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: dd77ffdf919cc444f863d7bf0cda29ea
|
||||
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|
||||
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serializedVersion: 2
|
||||
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|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -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<NetworkManager>();
|
||||
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<string, NetworkObject> 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<NetworkObject>(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<NetworkObject>();
|
||||
}
|
||||
|
||||
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<NetworkObject>(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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
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@ -0,0 +1,80 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace VelNetUnity
|
||||
{
|
||||
/// <summary>
|
||||
/// A simple class that will sync the position and rotation of a network object
|
||||
/// </summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
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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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assetBundleVariant:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: VelAudioMixer
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@ -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<NetworkMode> ModeChanged;
|
||||
public event Action<string, CodecSettings> PlayerJoined;
|
||||
public event Action<string> PlayerLeft;
|
||||
public event Action<VoicePacket> VoicePacketReceived;
|
||||
public event Action<TextMessage> TextPacketReceived;
|
||||
public event Action<string> PlayerStartedSpeaking;
|
||||
public event Action<string> PlayerStoppedSpeaking;
|
||||
public event Action<RoomEvent> PlayerEnteredRoom;
|
||||
public event Action<RoomEvent> PlayerExitedRoom;
|
||||
|
||||
ConnectionStatus _status = ConnectionStatus.Disconnected;
|
||||
CodecSettings initSettings;
|
||||
public string dissonanceId;
|
||||
public DissonanceComms comms;
|
||||
public NetworkManager manager;
|
||||
|
||||
public Action<ArraySegment<byte>> 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<byte>(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<byte> data)
|
||||
{
|
||||
voiceQueued(data);
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
_status = ConnectionStatus.Connected;
|
||||
comms = GetComponent<DissonanceComms>();
|
||||
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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guid: 5d2009d8e264649749c0315d48765749
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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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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -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<string> 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<Dissonance.DissonanceComms>();
|
||||
microphones.AddOptions(new List<string>(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()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 7a7db5bc792cd471dbd8039664359eee
|
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleName:
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assetBundleVariant:
|
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|
|
@ -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<int> closePlayers = new List<int>();
|
||||
|
||||
|
||||
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<VelCommsNetwork>();
|
||||
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<byte> 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<PlayerController>();
|
||||
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 ? (byte)1 : (byte)0;
|
||||
owner.sendMessage(this, "x", toSend);
|
||||
|
||||
if (!isSpeaking)
|
||||
{
|
||||
lastAudioId = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
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 owner.manager.objects)
|
||||
{
|
||||
owner.takeOwnership(kvp.Key);
|
||||
}
|
||||
}
|
||||
if (Input.GetKeyDown(KeyCode.Backspace))
|
||||
{
|
||||
foreach (KeyValuePair<string, NetworkObject> kvp in owner.manager.objects)
|
||||
{
|
||||
owner.networkDestroy(kvp.Key);
|
||||
}
|
||||
}
|
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}
|
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}
|
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}
|
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|
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Loading…
Reference in New Issue