upm
Anton Franzluebbers 2022-01-30 17:09:21 -05:00
commit 997c2d5738
12 changed files with 826 additions and 385 deletions

48
Editor/EditorUtils.cs Normal file
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@ -0,0 +1,48 @@
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace VelNet.Editor
{
public class EditorUtils : MonoBehaviour
{
[MenuItem("VelNet/Check For Duplicate NetworkIds", false, 10)]
private static void CheckDuplicateNetworkIds()
{
NetworkObject[] objs = FindObjectsOfType<NetworkObject>();
Dictionary<int, NetworkObject> ids = new Dictionary<int, NetworkObject>();
foreach (NetworkObject o in objs)
{
if (!o.isSceneObject) continue;
if (ids.ContainsKey(o.sceneNetworkId) || o.sceneNetworkId < 100)
{
if (ids.ContainsKey(o.sceneNetworkId))
{
Debug.Log($"Found duplicated id: {o.name} {ids[o.sceneNetworkId].name}", o);
}
else
{
Debug.Log($"Found duplicated id: {o.name} {o.sceneNetworkId}", o);
}
o.sceneNetworkId = 100;
while (ids.ContainsKey(o.sceneNetworkId))
{
o.sceneNetworkId += 1;
}
PrefabUtility.RecordPrefabInstancePropertyModifications(o);
EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene());
}
ids.Add(o.sceneNetworkId, o);
}
}
}
}
#endif

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@ -0,0 +1,11 @@
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guid: 8f2f5f489d44f614c96bcf8f493c787d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,18 @@
{
"name": "VelNet.Editor",
"rootNamespace": "VelNet.Editor",
"references": [
"GUID:1e55e2c4387020247a1ae212bbcbd381"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: ae0703a992a8fe347978b1cd2dd2d7a9
AssemblyDefinitionImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -62,7 +62,7 @@ namespace VelNet
}
else
{
owner.SendMessage(this, index.ToString(), message, reliable);
VelNetPlayer.SendMessage(this, (byte)index, message, reliable);
}
}
@ -76,15 +76,15 @@ namespace VelNet
// send the message and an identifier for which component it belongs to
int index = syncedComponents.IndexOf(component);
owner.SendGroupMessage(this, group, index.ToString(), message, reliable);
VelNetPlayer.SendGroupMessage(this, group, (byte)index, message, reliable);
}
public void ReceiveBytes(string identifier, byte[] message)
public void ReceiveBytes(byte componentIdx, byte[] message)
{
// send the message to the right component
try
{
syncedComponents[int.Parse(identifier)].ReceiveBytes(message);
syncedComponents[componentIdx].ReceiveBytes(message);
}
catch (Exception e)
{
@ -128,6 +128,7 @@ namespace VelNet
foreach (NetworkComponent c in comps)
{
c.networkObject = t;
PrefabUtility.RecordPrefabInstancePropertyModifications(c);
}
PrefabUtility.RecordPrefabInstancePropertyModifications(t);
}

View File

@ -8,6 +8,8 @@ namespace VelNet
{
public static class BinaryWriterExtensions
{
#region Writers
public static void Write(this BinaryWriter writer, Vector3 v)
{
writer.Write(v.x);
@ -23,6 +25,18 @@ namespace VelNet
writer.Write(q.w);
}
public static void Write(this BinaryWriter writer, Color c)
{
writer.Write(c.r);
writer.Write(c.g);
writer.Write(c.b);
writer.Write(c.a);
}
#endregion
#region Readers
public static Vector3 ReadVector3(this BinaryReader reader)
{
return new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
@ -38,6 +52,35 @@ namespace VelNet
);
}
public static Color ReadColor(this BinaryReader reader)
{
return new Color(
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle(),
reader.ReadSingle()
);
}
#endregion
public static bool BytesSame(byte[] b1, byte[] b2)
{
if (b1 == null && b2 != null) return false; // only one null
if (b1 != null && b2 == null) return false; // only one null
if (b1 == null) return true; // both null
// length doesn't match
if (b1.Length != b2.Length)
{
return false;
}
// check if any bytes are different
return !b1.Where((t, i) => t != b2[i]).Any();
}
/// <summary>
/// Compresses the list of bools into bytes using a bitmask
/// </summary>
@ -88,6 +131,5 @@ namespace VelNet
{
return (b & (1 << index)) != 0;
}
}
}

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@ -1,6 +1,6 @@
using System.Collections;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace VelNet
{
@ -9,6 +9,15 @@ namespace VelNet
[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
public float serializationRateHz = 30;
/// <summary>
/// If the data hasn't changed, only sends updates across the network at 1Hz
/// </summary>
public bool hybridOnChangeCompression = true;
private byte[] lastSentBytes;
private double lastSendTime;
private const double slowSendInterval = 2;
protected virtual void Awake()
{
StartCoroutine(SendMessageUpdate());
@ -18,9 +27,31 @@ namespace VelNet
{
while (true)
{
if (IsMine)
try
{
SendBytes(SendState());
if (IsMine && enabled)
{
byte[] newBytes = SendState();
if (hybridOnChangeCompression)
{
if (Time.timeAsDouble - lastSendTime > slowSendInterval || !BinaryWriterExtensions.BytesSame(lastSentBytes, newBytes))
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
}
else
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
lastSentBytes = newBytes;
}
}
catch (Exception e)
{
Debug.LogError(e);
}
yield return new WaitForSeconds(1f / serializationRateHz);

View File

@ -2,7 +2,6 @@
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEngine.Serialization;
namespace VelNet
{
@ -11,6 +10,16 @@ namespace VelNet
[Tooltip("Send rate of this object. This caps out at the framerate of the game.")]
public float serializationRateHz = 30;
/// <summary>
/// If the data hasn't changed, only sends updates across the network at 1Hz
/// </summary>
public bool hybridOnChangeCompression = true;
private byte[] lastSentBytes;
private double lastSendTime;
private const double slowSendInterval = 2;
protected virtual void Awake()
{
StartCoroutine(SendMessageUpdate());
@ -22,12 +31,28 @@ namespace VelNet
{
try
{
if (IsMine)
if (IsMine && enabled)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
SendState(writer);
SendBytes(mem.ToArray());
byte[] newBytes = mem.ToArray();
if (hybridOnChangeCompression)
{
if (Time.timeAsDouble - lastSendTime > slowSendInterval || !BinaryWriterExtensions.BytesSame(lastSentBytes, newBytes))
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
}
else
{
SendBytes(newBytes);
lastSendTime = Time.timeAsDouble;
}
lastSentBytes = newBytes;
}
}
catch (Exception e)

View File

@ -1,5 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
@ -8,20 +7,36 @@ using System.Threading;
using UnityEngine;
using System.Net;
using UnityEngine.SceneManagement;
using System.IO;
namespace VelNet
{
[AddComponentMenu("VelNet/VelNet Manager")]
public class VelNetManager : MonoBehaviour
{
public enum MessageType
public enum MessageSendType
{
OTHERS = 0,
ALL = 1,
OTHERS_ORDERED = 2,
ALL_ORDERED = 3
MESSAGE_OTHERS_ORDERED = 7,
MESSAGE_ALL_ORDERED = 8,
MESSAGE_LOGIN = 0,
MESSAGE_GETROOMS = 1,
MESSAGE_JOINROOM = 2,
MESSAGE_OTHERS = 3,
MESSAGE_ALL = 4,
MESSAGE_GROUP = 5,
MESSAGE_SETGROUP = 6
};
public enum MessageType : byte
{
ObjectSync,
TakeOwnership,
Instantiate,
Destroy,
DeleteSceneObjects,
Custom
}
public string host;
public int port;
@ -34,10 +49,11 @@ namespace VelNet
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
private int messagesReceived = 0;
public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
#region Callbacks
/// <summary>
/// We just joined a room
/// string - the room name
@ -61,9 +77,13 @@ namespace VelNet
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action<Message> MessageReceived;
public static Action OnLoggedIn;
public static Action<string[], int> RoomsReceived;
public static Action<RoomsMessage> RoomsReceived;
public static Action<Message> MessageReceived;
public static Action<byte[]> CustomMessageReceived;
#endregion
public bool connected;
@ -100,13 +120,59 @@ namespace VelNet
public static bool IsConnected => instance != null && instance.connected && instance.udpConnected;
//this is for sending udp packets
private static readonly byte[] toSend = new byte[1024];
// Use this for initialization
public class Message
public abstract class Message
{
}
public class ListedRoom
{
public string name;
public int numUsers;
public override string ToString()
{
return "Room Name: " + name + "\tUsers: " + numUsers;
}
}
public class LoginMessage : Message
{
public int userId;
}
public class RoomsMessage : Message
{
public List<ListedRoom> rooms;
public override string ToString()
{
return string.Join("\n", rooms);
}
}
public class JoinMessage : Message
{
public int userId;
public string room;
}
public class DataMessage : Message
{
public int senderId;
public byte[] data;
}
public class ChangeMasterMessage : Message
{
public int masterId;
}
public class ConnectedMessage : Message
{
public int type;
public string text;
public int sender;
}
public readonly List<Message> receivedMessages = new List<Message>();
@ -123,24 +189,13 @@ namespace VelNet
SceneManager.sceneLoaded += (scene, mode) =>
{
// add all local network objects
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o=>o.isSceneObject).ToArray();
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
};
}
private IEnumerator Start()
private void Start()
{
ConnectToTcpServer();
yield return null;
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
@ -151,6 +206,15 @@ namespace VelNet
//Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
try
{
MessageReceived?.Invoke(m);
}
catch (Exception e)
{
Debug.LogError(e);
}
}
private void Update()
@ -160,12 +224,26 @@ namespace VelNet
//the main thread, which can do Unity stuff
foreach (Message m in receivedMessages)
{
switch (m.type)
switch (m)
{
// when you join the server
case 0:
userid = m.sender;
Debug.Log("Joined server");
case ConnectedMessage msg:
{
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case LoginMessage lm:
{
userid = lm.userId;
Debug.Log("Joined server " + userid);
try
{
@ -179,11 +257,29 @@ namespace VelNet
//start the udp thread
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.IsBackground = true;
clientReceiveThreadUDP.Start();
break;
// if this message is for me, that means I joined a new room...
case 2 when userid == m.sender:
}
case RoomsMessage rm:
{
Debug.Log("Got Rooms Message:\n" + rm);
try
{
RoomsReceived?.Invoke(rm);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case JoinMessage jm:
{
if (userid == jm.userId) //this is us
{
string oldRoom = LocalPlayer?.room;
@ -191,21 +287,20 @@ namespace VelNet
players.Clear();
masterPlayer = null;
if (m.text != "")
if (jm.room != "")
{
VelNetPlayer player = new VelNetPlayer
{
isLocal = true,
userid = m.sender,
room = m.text
userid = jm.userId,
room = jm.room
};
players.Add(userid, player);
if (m.text != "")
{
try
{
OnJoinedRoom?.Invoke(m.text);
OnJoinedRoom?.Invoke(jm.room);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
@ -213,7 +308,6 @@ namespace VelNet
Debug.LogError(e);
}
}
}
// we just left a room
else
{
@ -244,37 +338,34 @@ namespace VelNet
Debug.LogError(e);
}
}
break;
}
// not for me, a player is joining or leaving
case 2:
else
{
VelNetPlayer me = players[userid];
if (me.room != m.text)
if (me.room != jm.room)
{
// we got a left message, kill it
// change ownership of all objects to master
List<string> deleteObjects = new List<string>();
foreach ((string key, NetworkObject value) in objects)
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (value.owner == players[m.sender]) // the owner is the player that left
if (kvp.Value.owner == players[jm.userId]) // the owner is the player that left
{
// if this object has locked ownership, delete it
if (value.ownershipLocked)
if (kvp.Value.ownershipLocked)
{
deleteObjects.Add(value.networkId);
deleteObjects.Add(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
TakeOwnership(key);
TakeOwnership(kvp.Key);
}
// the master player left, so everyone should set the owner null (we should get a new master shortly)
else if (players[m.sender] == masterPlayer)
else if (players[jm.userId] == masterPlayer)
{
value.owner = null;
kvp.Value.owner = null;
}
}
}
@ -282,12 +373,14 @@ namespace VelNet
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
VelNetPlayer removedPlayer = players[m.sender];
players.Remove(m.sender);
VelNetPlayer leftPlayer = players[jm.userId];
players.Remove(jm.userId);
try
{
OnPlayerLeft?.Invoke(removedPlayer);
OnPlayerLeft?.Invoke(leftPlayer);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
@ -299,10 +392,10 @@ namespace VelNet
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = m.text,
userid = m.sender
room = jm.room,
userid = jm.userId
};
players.Add(m.sender, player);
players.Add(jm.userId, player);
try
{
OnPlayerJoined?.Invoke(player);
@ -313,27 +406,28 @@ namespace VelNet
Debug.LogError(e);
}
}
}
break;
}
// generic message
case 3:
if (players.ContainsKey(m.sender))
case DataMessage dm:
{
players[m.sender]?.HandleMessage(m);
if (players.ContainsKey(dm.senderId))
{
players[dm.senderId]?.HandleMessage(dm);
}
else
{
Debug.LogError("Received message from player that doesn't exist: " + m.text);
Debug.LogError("Received message from player that doesn't exist ");
}
break;
// change master player (this should only happen when the first player joins or if the master player leaves)
case 4:
}
case ChangeMasterMessage cm:
{
if (masterPlayer == null)
{
masterPlayer = players[m.sender];
masterPlayer = players[cm.masterId];
// no master player yet, add the scene objects
@ -346,12 +440,20 @@ namespace VelNet
sceneObjects[i].networkId = -1 + "-" + sceneObjects[i].sceneNetworkId;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
if (objects.ContainsKey(sceneObjects[i].networkId))
{
Debug.LogError($"Duplicate NetworkID: {sceneObjects[i].networkId} {sceneObjects[i].name} {objects[sceneObjects[i].networkId]}");
}
else
{
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
}
}
else
{
masterPlayer = players[m.sender];
masterPlayer = players[cm.masterId];
}
masterPlayer.SetAsMasterPlayer();
@ -366,7 +468,7 @@ namespace VelNet
}
}
MessageReceived?.Invoke(m);
//MessageReceived?.Invoke(m);
}
receivedMessages.Clear();
@ -376,6 +478,8 @@ namespace VelNet
private void OnApplicationQuit()
{
socketConnection?.Close();
clientReceiveThreadUDP?.Abort();
clientReceiveThread?.Abort();
}
/// <summary>
@ -386,7 +490,6 @@ namespace VelNet
try
{
clientReceiveThread = new Thread(ListenForData);
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
@ -395,77 +498,30 @@ namespace VelNet
}
}
private void HandleMessage(string s) // this parses messages from the server, and adds them to a queue to be processed on the main thread
{
// Debug.Log("Received: " + s);
Message m = new Message();
string[] sections = s.Split(':');
if (sections.Length <= 0) return;
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;
}
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private static byte[] ReadExact(Stream stream, int N)
{
byte[] toReturn = new byte[N];
int numRead = 0;
int numLeft = N;
while (numLeft > 0)
{
numRead += stream.Read(toReturn, numRead, numLeft);
numLeft = N - numRead;
}
return toReturn;
}
private static int GetIntFromBytes(byte[] bytes)
{
return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
}
private void ListenForData()
{
connected = true;
@ -473,41 +529,85 @@ namespace VelNet
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
byte[] bytes = new byte[1024];
string partialMessage = "";
// Get a stream object for reading
NetworkStream stream = socketConnection.GetStream();
using BinaryReader reader = new BinaryReader(stream);
//now we are connected, so add a message to the queue
AddMessage(new ConnectedMessage());
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)
//read a byte
MessageSendType type = (MessageSendType)stream.ReadByte();
switch (type)
{
byte[] 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)
//login
case MessageSendType.MESSAGE_LOGIN:
{
lock (receivedMessages)
{
for (int i = 0; i < sections.Length - 1; i++)
{
if (i == 0)
{
HandleMessage(partialMessage + sections[0]);
partialMessage = "";
LoginMessage m = new LoginMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
AddMessage(m);
break;
}
else
//rooms
case MessageSendType.MESSAGE_GETROOMS:
{
HandleMessage(sections[i]);
}
}
RoomsMessage m = new RoomsMessage();
m.rooms = new List<ListedRoom>();
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
byte[] utf8data = ReadExact(stream, N);
string roomMessage = Encoding.UTF8.GetString(utf8data);
string[] sections = roomMessage.Split(',');
foreach (string s in sections)
{
string[] pieces = s.Split(':');
if (pieces.Length == 2)
{
ListedRoom lr = new ListedRoom();
lr.name = pieces[0];
lr.numUsers = int.Parse(pieces[1]);
m.rooms.Add(lr);
}
}
partialMessage = partialMessage + sections[sections.Length - 1];
AddMessage(m);
break;
}
//joined
case MessageSendType.MESSAGE_JOINROOM:
{
JoinMessage m = new JoinMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4));
int N = stream.ReadByte();
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
m.room = Encoding.UTF8.GetString(utf8data);
AddMessage(m);
break;
}
//data
case MessageSendType.MESSAGE_OTHERS:
// case MessageSendType.MESSAGE_OTHERS_ORDERED:
// case MessageSendType.MESSAGE_ALL:
// case MessageSendType.MESSAGE_ALL_ORDERED:
{
DataMessage m = new DataMessage();
m.senderId = GetIntFromBytes(ReadExact(stream, 4));
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
m.data = ReadExact(stream, N); //the message
AddMessage(m);
break;
}
//new master
case MessageSendType.MESSAGE_ALL:
{
ChangeMasterMessage m = new ChangeMasterMessage();
m.masterId = GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
AddMessage(m);
break;
}
}
}
}
@ -539,9 +639,9 @@ namespace VelNet
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);
buffer[0] = 0;
Array.Copy(get_be_bytes(userid), 0, buffer, 1, 4);
udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
if (udpSocket.Available == 0)
{
@ -558,18 +658,24 @@ namespace VelNet
while (true)
{
int numReceived = udpSocket.Receive(buffer);
string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
string[] sections = message.Split(':');
if (sections[0] == "0")
switch (buffer[0])
{
case 0:
Debug.Log("UDP connected");
}
if (sections[0] == "3")
break;
case 3:
{
HandleMessage(message);
DataMessage m = new DataMessage();
//we should get the sender address
byte[] senderBytes = new byte[4];
Array.Copy(buffer, 1, senderBytes, 0, 4);
m.senderId = GetIntFromBytes(senderBytes);
byte[] messageBytes = new byte[numReceived - 5];
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
m.data = messageBytes;
AddMessage(m);
break;
}
}
}
}
@ -579,22 +685,20 @@ namespace VelNet
}
}
private static void SendUdpMessage(string message)
private static void SendUdpMessage(byte[] message, int N)
{
if (instance.udpSocket == null || !instance.udpConnected)
{
return;
}
byte[] data = Encoding.UTF8.GetBytes(message);
//Debug.Log("Attempting to send: " + message);
instance.udpSocket.SendTo(data, data.Length, SocketFlags.None, instance.RemoteEndPoint);
instance.udpSocket.SendTo(message, N, SocketFlags.None, instance.RemoteEndPoint);
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private static void SendNetworkMessage(string clientMessage)
private static void SendTcpMessage(byte[] message) //we can assume that this message is already formatted, so we just send it
{
// Debug.Log("Sent: " + clientMessage);
if (instance.socketConnection == null)
@ -608,11 +712,7 @@ namespace VelNet
NetworkStream stream = instance.socketConnection.GetStream();
if (stream.CanWrite)
{
// Convert string message to byte array.
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);
stream.Write(message, 0, message.Length);
}
}
catch (SocketException socketException)
@ -621,12 +721,33 @@ namespace VelNet
}
}
public static byte[] get_be_bytes(int n)
{
return BitConverter.GetBytes(n).Reverse().ToArray();
}
/// <summary>
/// Connects to the server with a username
/// </summary>
public static void Login(string username, string password)
{
SendNetworkMessage("0:" + username + ":" + password);
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] uB = Encoding.UTF8.GetBytes(username);
byte[] pB = Encoding.UTF8.GetBytes(password);
writer.Write((byte)MessageSendType.MESSAGE_LOGIN);
writer.Write((byte)uB.Length);
writer.Write(uB);
writer.Write((byte)pB.Length);
writer.Write(pB);
SendTcpMessage(stream.ToArray());
}
public static void GetRooms()
{
SendTcpMessage(new byte[] { 1 }); //very simple message
}
/// <summary>
@ -635,52 +756,125 @@ namespace VelNet
/// <param name="roomname">The name of the room to join</param>
public static void Join(string roomname)
{
SendNetworkMessage("2:" + roomname);
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(roomname);
writer.Write((byte)MessageSendType.MESSAGE_JOINROOM);
writer.Write((byte)R.Length);
writer.Write(R);
SendTcpMessage(stream.ToArray());
}
/// <summary>
/// Leaves a room if we're in one
/// </summary>
public static void Leave()
{
if (InRoom) SendNetworkMessage("2:-1");
}
public static void SendTo(MessageType type, string message, bool reliable = true)
if (InRoom)
{
if (reliable)
{
SendNetworkMessage("3:" + (int)type + ":" + message);
}
else
{
SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message);
Join(""); //super secret way to leave
}
}
public static void SendToGroup(string group, string message, bool reliable = true)
public static void SendCustomMessage(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToRoom(mem.ToArray(), include_self, reliable, ordered);
}
public static void SendCustomMessageToGroup(string group, byte[] message,bool reliable = true)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToGroup(group, mem.ToArray(), reliable);
}
internal static void SendToRoom(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
byte sendType = (byte)MessageSendType.MESSAGE_OTHERS;
if (include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_ALL_ORDERED;
if (include_self && !ordered) sendType = (byte)MessageSendType.MESSAGE_ALL;
if (!include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_OTHERS_ORDERED;
if (reliable)
{
SendNetworkMessage("4:" + group + ":" + message);
MemoryStream mem = new MemoryStream();
BinaryWriter writer = new BinaryWriter(mem);
writer.Write(sendType);
writer.Write(get_be_bytes(message.Length));
writer.Write(message);
SendTcpMessage(mem.ToArray());
}
else
{
SendUdpMessage(instance.userid + ":4:" + group + ":" + message);
//udp message needs the type
toSend[0] = sendType; //we don't
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
Array.Copy(message, 0, toSend, 5, message.Length);
SendUdpMessage(toSend, message.Length + 5); //shouldn't be over 1024...
}
}
internal static void SendToGroup(string group, byte[] message, bool reliable = true)
{
byte[] utf8bytes = Encoding.UTF8.GetBytes(group);
if (reliable)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
writer.Write((byte)MessageSendType.MESSAGE_GROUP);
writer.Write(get_be_bytes(message.Length));
writer.Write(message);
writer.Write((byte)utf8bytes.Length);
writer.Write(utf8bytes);
SendTcpMessage(stream.ToArray());
}
else
{
toSend[0] = (byte)MessageSendType.MESSAGE_GROUP;
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
//also need to send the group
toSend[5] = (byte)utf8bytes.Length;
Array.Copy(utf8bytes, 0, toSend, 6, utf8bytes.Length);
Array.Copy(message, 0, toSend, 6 + utf8bytes.Length, message.Length);
SendUdpMessage(toSend, 6 + utf8bytes.Length + message.Length);
}
}
/// <summary>
/// changes the designated group that sendto(4) will go to
/// </summary>
public static void SetupMessageGroup(string groupName, List<int> userIds)
public static void SetupMessageGroup(string groupname, List<int> client_ids)
{
if (userIds.Count > 0)
if (client_ids.Count > 0)
{
instance.groups[groupName] = userIds.ToList();
instance.groups[groupname] = client_ids.ToList();
}
SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(groupname);
writer.Write((byte)6);
writer.Write((byte)R.Length);
writer.Write(R);
writer.Write(get_be_bytes(client_ids.Count * 4));
for (int i = 0; i < client_ids.Count; i++)
{
writer.Write(get_be_bytes(client_ids[i]));
}
SendTcpMessage(stream.ToArray());
}
@ -700,14 +894,21 @@ namespace VelNet
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
return null;
}
NetworkObject newObject = Instantiate(prefab);
newObject.networkId = networkId;
newObject.prefabName = prefabName;
newObject.owner = localPlayer;
instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately.
SendTo(MessageType.OTHERS, "7," + newObject.networkId + "," + prefabName);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Instantiate);
writer.Write(newObject.networkId);
writer.Write(prefabName);
SendToRoom(mem.ToArray(), include_self:false, reliable:true);
return newObject;
}
@ -737,6 +938,7 @@ namespace VelNet
instance.objects.Remove(networkId);
return;
}
if (obj.isSceneObject)
{
instance.deletedSceneObjects.Add(networkId);
@ -777,8 +979,13 @@ namespace VelNet
// immediately successful
instance.objects[networkId].owner = LocalPlayer;
// 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.
SendTo(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.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.TakeOwnership);
writer.Write(networkId);
SendToRoom(mem.ToArray(), false, true);
return true;
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 03a4d4e1a7fd74c7ab2eccca4ce168db
guid: 233344de094f11341bdb834d564708dc
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -1,5 +1,8 @@
using System.Collections.Generic;
using System;
using System.IO;
using System.Text;
using UnityEngine;
namespace VelNet
{
@ -39,7 +42,12 @@ namespace VelNet
{
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.Instantiate);
writer.Write(kvp.Value.networkId);
writer.Write(kvp.Value.prefabName);
VelNetManager.SendToRoom(mem.ToArray(), false, true);
}
}
@ -53,39 +61,42 @@ namespace VelNet
/// <summary>
/// These are generally things that come from the "owner" and should be enacted locally, where appropriate
///
/// Message encoding:
/// byte: message type
/// byte[]: message
///
/// The length of the byte[] for message is fixed according to the message type
/// </summary>
public void HandleMessage(VelNetManager.Message m)
public void HandleMessage(VelNetManager.DataMessage m)
{
//we need to parse the message
using MemoryStream mem = new MemoryStream(m.data);
using BinaryReader reader = new BinaryReader(mem);
//types of messages
string[] messages = m.text.Split(';'); //messages are split by ;
foreach (string s in messages)
{
//individual message parameters separated by comma
string[] sections = s.Split(',');
VelNetManager.MessageType messageType = (VelNetManager.MessageType)reader.ReadByte();
switch (sections[0])
switch (messageType)
{
case "5": // sync update for an object I may own
case VelNetManager.MessageType.ObjectSync: // 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);
string objectKey = reader.ReadString();
byte componentIdx = reader.ReadByte();
int messageLength = reader.ReadInt32();
byte[] syncMessage = reader.ReadBytes(messageLength);
if (manager.objects.ContainsKey(objectKey))
{
if (manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].ReceiveBytes(identifier, messageBytes);
manager.objects[objectKey].ReceiveBytes(componentIdx, syncMessage);
}
}
break;
}
case "6": // I'm trying to take ownership of an object
case VelNetManager.MessageType.TakeOwnership: // I'm trying to take ownership of an object
{
string networkId = sections[1];
string networkId = reader.ReadString();
if (manager.objects.ContainsKey(networkId))
{
@ -94,10 +105,10 @@ namespace VelNet
break;
}
case "7": // I'm trying to instantiate an object
case VelNetManager.MessageType.Instantiate: // I'm trying to instantiate an object
{
string networkId = sections[1];
string prefabName = sections[2];
string networkId = reader.ReadString();
string prefabName = reader.ReadString();
if (manager.objects.ContainsKey(networkId))
{
break; //we already have this one, ignore
@ -107,23 +118,30 @@ namespace VelNet
break;
}
case "8": // I'm trying to destroy a gameobject I own
case VelNetManager.MessageType.Destroy: // I'm trying to destroy a gameobject I own
{
string networkId = sections[1];
string networkId = reader.ReadString();
VelNetManager.NetworkDestroy(networkId);
break;
}
case "9": //deleted scene objects
case VelNetManager.MessageType.DeleteSceneObjects: //deleted scene objects
{
for (int k = 1; k < sections.Length; k++)
int len = reader.ReadInt32();
for (int k = 1; k < len; k++)
{
VelNetManager.NetworkDestroy(sections[k]);
VelNetManager.NetworkDestroy(reader.ReadString());
}
break;
}
case VelNetManager.MessageType.Custom: // custom packets
{
int len = reader.ReadInt32();
VelNetManager.CustomMessageReceived?.Invoke(reader.ReadBytes(len));
break;
}
default:
throw new ArgumentOutOfRangeException();
}
}
@ -134,19 +152,42 @@ namespace VelNet
//FindObjectsOfType<NetworkObject>();
}
public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
public static void SendGroupMessage(NetworkObject obj, string group, byte componentIdx, byte[] data, bool reliable = true)
{
VelNetManager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.ObjectSync);
writer.Write(obj.networkId);
writer.Write(componentIdx);
writer.Write(data.Length);
writer.Write(data);
VelNetManager.SendToGroup(group, mem.ToArray(), reliable);
}
public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
public static void SendMessage(NetworkObject obj, byte componentIdx, byte[] data, bool reliable = true)
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.ObjectSync);
writer.Write(obj.networkId);
writer.Write(componentIdx);
writer.Write(data.Length);
writer.Write(data);
VelNetManager.SendToRoom(mem.ToArray(), false, reliable);
}
public void SendSceneUpdate()
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.DeleteSceneObjects);
writer.Write(manager.deletedSceneObjects.Count);
foreach (string o in manager.deletedSceneObjects)
{
writer.Write(o);
}
VelNetManager.SendToRoom(mem.ToArray());
}
[Obsolete("Use VelNetManager.NetworkDestroy() instead.")]
@ -156,7 +197,12 @@ namespace VelNet
if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return;
// send to all, which will make me delete as well
VelNetManager.SendTo(VelNetManager.MessageType.ALL_ORDERED, "8," + networkId);
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.Destroy);
writer.Write(networkId);
VelNetManager.SendToRoom(mem.ToArray(), true, true);
}
/// <returns>True if successful, False if failed to transfer ownership</returns>
@ -172,8 +218,13 @@ namespace VelNet
// immediately successful
manager.objects[networkId].owner = this;
// must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
VelNetManager.SendTo(VelNetManager.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.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)VelNetManager.MessageType.TakeOwnership);
writer.Write(networkId);
VelNetManager.SendToRoom(mem.ToArray(), true, true, ordered: true);
return true;
}

View File

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