new server that handles master clients; new client that handles additional objects in scene, with some progress towards instantiation and deleting
parent
e33201593b
commit
a967795b58
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@ -0,0 +1,11 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public abstract class NetworkObject: MonoBehaviour
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{
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public NetworkPlayer owner;
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public string networkId;
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public abstract byte[] getSyncMessage(); //local owner asks for this and sends it periodically
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public abstract void handleSyncMessage(byte[] message); //remote owner will call this
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}
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host: neko.ugavel.com
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host: localhost
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room:
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GameObject:
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@ -2255,6 +2351,7 @@ GameObject:
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networkId:
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@ -0,0 +1,68 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.Serialization;
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using System.Runtime.Serialization.Formatters.Binary;
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using UnityEngine;
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public class SyncTransform : NetworkObject
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{
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public Vector3 targetPosition;
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public Quaternion targetRotation;
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public override byte[] getSyncMessage()
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{
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float[] data = new float[7];
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for(int i = 0; i < 3; i++)
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{
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data[i] = transform.position[i];
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data[i + 3] = transform.rotation[i];
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}
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data[6] = transform.rotation[3];
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byte[] toReturn = new byte[sizeof(float) * data.Length];
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Buffer.BlockCopy(data, 0, toReturn,0, toReturn.Length);
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return toReturn;
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}
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public override void handleSyncMessage(byte[] message)
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{
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float[] data = new float[7];
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Buffer.BlockCopy(message, 0, data, 0, message.Length);
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for(int i = 0; i < 3; i++)
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{
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targetPosition[i] = data[i];
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targetRotation[i] = data[i + 3];
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}
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targetRotation[3] = data[6];
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}
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// Start is called before the first frame update
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void Start()
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{
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StartCoroutine(syncBehavior());
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}
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IEnumerator syncBehavior()
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{
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while (true)
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{
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if (owner != null && owner.isLocal) {
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owner.syncObject(this);
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}
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yield return new WaitForSeconds(.1f);
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}
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}
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// Update is called once per frame
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void Update()
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{
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if(owner != null && !owner.isLocal)
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{
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transform.position = Vector3.Lerp(transform.position, targetPosition, .1f);
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transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, .1f);
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3f1f9b0bbd93a484a987c51f1107ebe5
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -22,6 +22,11 @@ public class NetworkManager : MonoBehaviour
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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 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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@ -47,9 +52,9 @@ public class NetworkManager : MonoBehaviour
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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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private void Update()
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{
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lock(receivedMessages) {
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lock(receivedMessages) { //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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this.userid = m.sender;
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Debug.Log("joined server");
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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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@ -104,12 +109,44 @@ public class NetworkManager : MonoBehaviour
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}
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}
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}
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if(m.type == 3)
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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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NetworkObject[] sceneObjects = GameObject.FindObjectsOfType<NetworkObject>(); //add all local network 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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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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kvp.Value.owner = masterPlayer;
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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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Debug.Log("On client connect exception " + e);
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}
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}
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void handleMessage(string s)
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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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@ -192,6 +229,16 @@ public class NetworkManager : MonoBehaviour
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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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@ -14,6 +14,7 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
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public NetworkManager manager;
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Vector3 networkPosition;
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public bool isLocal = false;
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public int lastObjectId=0; //for instantiation
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public Dissonance.VelCommsNetwork commsNetwork;
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bool isSpeaking = false;
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public Quaternion Rotation => transform.rotation;
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public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote;
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public bool IsTracking => true;
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bool isMaster = false;
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void Start()
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{
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@ -132,6 +134,66 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
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}
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break;
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}
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case "5": //sync update for an object I may own
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{
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string objectKey = sections[1];
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string syncMessage = sections[2];
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byte[] messageBytes = Convert.FromBase64String(syncMessage);
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if (manager.objects.ContainsKey(objectKey))
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{
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if(manager.objects[objectKey].owner == this)
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{
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manager.objects[objectKey].handleSyncMessage(messageBytes);
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}
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}
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break;
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}
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case "6": //I'm trying to take ownership of an object
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{
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int objectId = int.Parse(sections[1]);
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int creatorId = int.Parse(sections[2]);
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string objectKey = creatorId + "-" + objectId;
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if (manager.objects.ContainsKey(objectKey))
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{
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manager.objects[objectKey].owner = this;
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}
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break;
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}
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case "7": //I'm trying to instantiate an object (sent to everyone)
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{
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int objectId = int.Parse(sections[1]);
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string prefabName = sections[2];
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NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
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if (temp != null)
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{
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NetworkObject instance = GameObject.Instantiate<NetworkObject>(temp);
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instance.networkId = this.userid + "-" + objectId;
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instance.owner = this;
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manager.objects.Add(instance.networkId, instance);
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}
|
||||
|
||||
break;
|
||||
}
|
||||
case "8": //I'm trying to destroy a gameobject I own (I guess this is sent to everyone)
|
||||
{
|
||||
int objectId = int.Parse(sections[1]);
|
||||
int creatorId = int.Parse(sections[2]);
|
||||
string objectKey = creatorId + "-" + objectId;
|
||||
if (manager.objects.ContainsKey(objectKey))
|
||||
{
|
||||
if (manager.objects[objectKey].owner == this)
|
||||
{
|
||||
GameObject.Destroy(manager.objects[objectKey].gameObject);
|
||||
}
|
||||
manager.objects.Remove(objectKey);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -154,4 +216,21 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
|
|||
manager.sendTo(0, "3," + id+";");
|
||||
commsNetwork.comms.TrackPlayerPosition(this);
|
||||
}
|
||||
|
||||
public void setAsMasterPlayer()
|
||||
{
|
||||
isMaster = true;
|
||||
//if I'm master, I'm now responsible for updating all scene objects
|
||||
//FindObjectsOfType<NetworkObject>();
|
||||
}
|
||||
public void syncObject(NetworkObject obj)
|
||||
{
|
||||
byte[] data = obj.getSyncMessage();
|
||||
manager.sendTo(0, "5," + obj.networkId + "," + Convert.ToBase64String(data));
|
||||
}
|
||||
|
||||
public void instantiateObject(string prefab)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ using UnityEngine;
|
|||
|
||||
namespace Dissonance
|
||||
{
|
||||
[RequireComponent(typeof(DissonanceComms),typeof(NetworkManager))]
|
||||
public class VelCommsNetwork : MonoBehaviour, ICommsNetwork
|
||||
{
|
||||
public ConnectionStatus Status
|
||||
|
|
@ -39,8 +40,6 @@ namespace Dissonance
|
|||
ConnectionStatus _status = ConnectionStatus.Disconnected;
|
||||
CodecSettings initSettings;
|
||||
public string dissonanceId;
|
||||
List<VoicePacket> packets = new List<VoicePacket>();
|
||||
bool loopBackSound = false;
|
||||
public DissonanceComms comms;
|
||||
public NetworkManager manager;
|
||||
NetworkPlayer myPlayer;
|
||||
|
|
|
|||
|
|
@ -40,6 +40,7 @@ rooms - a list of rooms on the server, with counts
|
|||
|
||||
3:user_id:Message\n - message from sender user_id
|
||||
|
||||
4:user_id\n - You are the master client
|
||||
|
||||
Unity-side.
|
||||
|
||||
|
|
|
|||
|
|
@ -46,6 +46,36 @@ def send_client_message(client, message):
|
|||
client.message_lock.release()
|
||||
client.message_ready.set()
|
||||
|
||||
def leave_room(client, clientDisconnected=False):
|
||||
global rooms
|
||||
global rooms_lock
|
||||
choseNewMaster = False
|
||||
newMasterId = -1
|
||||
rooms_lock.acquire()
|
||||
try:
|
||||
rooms[client.room].clients.remove(client)
|
||||
if(len(rooms[client.room].clients) == 0):
|
||||
del rooms[client.room]
|
||||
elif rooms[client.room].master == client:
|
||||
rooms[client.room].master = rooms[client.room].clients[0]
|
||||
newMasterId = rooms[client.room].master.id
|
||||
choseNewMaster = True
|
||||
|
||||
|
||||
except Exception as e:
|
||||
print("not in room")
|
||||
rooms_lock.release()
|
||||
send_room_message(client.room, f"2:{client.id}:\n") #client not in the room anymore
|
||||
if not clientDisconnected:
|
||||
send_client_message(client,f"2:{client.id}:\n") #so send again to them
|
||||
else:
|
||||
client_lock.acquire()
|
||||
del client_dict[client.id] #remove the client from the list of clients...
|
||||
client_lock.release()
|
||||
if choseNewMaster:
|
||||
send_room_message(client.room,f"4:{newMasterId}\n")
|
||||
client.room = ""
|
||||
|
||||
def decode_message(client,message):
|
||||
global rooms
|
||||
global rooms_lock
|
||||
|
|
@ -68,50 +98,46 @@ def decode_message(client,message):
|
|||
if messageType == '2' and len(decodedMessage) > 1:
|
||||
|
||||
#join or create a room
|
||||
|
||||
print("request to join " + decodedMessage[1] + " from " + str(client.id))
|
||||
roomName = decodedMessage[1]
|
||||
if client.room == roomName: #don't join the same room
|
||||
print("Client trying to join the same room")
|
||||
pass
|
||||
elif (roomName == '-1') and client.room != '': #can't leave a room if you aren't in one
|
||||
#leave the room
|
||||
rooms_lock.acquire()
|
||||
try:
|
||||
|
||||
rooms[client.room].clients.remove(client)
|
||||
if(len(rooms[client.room].clients) == 0):
|
||||
del rooms[client.room]
|
||||
except Exception as e:
|
||||
print("not in room")
|
||||
rooms_lock.release()
|
||||
send_room_message(client.room, f"2:{client.id}:\n")
|
||||
send_client_message(client,f"2:{client.id}:\n")
|
||||
client.room = ''
|
||||
leave_room(client)
|
||||
elif roomName != '': #join or create the room
|
||||
rooms_lock.acquire()
|
||||
|
||||
|
||||
if client.room != '':
|
||||
#leave that room
|
||||
leave_room(client)
|
||||
|
||||
masterId = -1
|
||||
rooms_lock.acquire()
|
||||
|
||||
if roomName in rooms:
|
||||
#join the room
|
||||
rooms[roomName].clients.append(client)
|
||||
|
||||
masterId = rooms[roomName].master.id
|
||||
else:
|
||||
#create the room and join
|
||||
rooms[roomName] = types.SimpleNamespace(name=roomName,clients=[client],room_lock=threading.Lock())
|
||||
|
||||
|
||||
rooms_lock.release()
|
||||
#create the room and join it as master
|
||||
rooms[roomName] = types.SimpleNamespace(name=roomName,clients=[client],master=client,room_lock=threading.Lock())
|
||||
masterId = client.id
|
||||
|
||||
if (client.room != '') and (client.room != roomName): #client left the previous room
|
||||
send_room_message(client.room, f"2:{client.id}:{roomName}:\n")
|
||||
current_clients = rooms[roomName].clients
|
||||
rooms_lock.release()
|
||||
|
||||
client.room = roomName #client joins the new room
|
||||
#send a message to the clients new room that they joined!
|
||||
send_room_message(roomName, f"2:{client.id}:{client.room}\n")
|
||||
|
||||
for c in rooms[roomName].clients:
|
||||
|
||||
for c in current_clients: #tell that client about all the other clients in the room
|
||||
if c.id != client.id:
|
||||
send_client_message(client,f"2:{c.id}:{client.room}\n")
|
||||
|
||||
|
||||
send_client_message(client, f"4:{masterId}\n") #tell the client who the master is
|
||||
|
||||
|
||||
|
||||
|
|
@ -157,16 +183,10 @@ def client_read_thread(conn, addr, client):
|
|||
client.message_ready.set()
|
||||
pass
|
||||
#now we can kill the client, removing the client from the rooms
|
||||
client_lock.acquire()
|
||||
rooms_lock.acquire()
|
||||
if client.room != '':
|
||||
rooms[client.room].clients.remove(client)
|
||||
if(len(rooms[client.room].clients) == 0):
|
||||
del rooms[client.room]
|
||||
del client_dict[client.id] #remove the client from the list of clients...
|
||||
rooms_lock.release()
|
||||
client_lock.release()
|
||||
send_room_message(client.room, f"2:{client.id}:\n")
|
||||
|
||||
|
||||
leave_room(client,True)
|
||||
|
||||
print("client destroyed")
|
||||
def client_write_thread(conn, addr, client):
|
||||
while client.alive:
|
||||
|
|
|
|||
Loading…
Reference in New Issue