new server that handles master clients; new client that handles additional objects in scene, with some progress towards instantiation and deleting

handTracking
Kyle Johnsen 2022-01-03 15:58:58 -05:00
parent e33201593b
commit a967795b58
10 changed files with 453 additions and 42 deletions

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@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class NetworkObject: MonoBehaviour
{
public NetworkPlayer owner;
public string networkId;
public abstract byte[] getSyncMessage(); //local owner asks for this and sends it periodically
public abstract void handleSyncMessage(byte[] message); //remote owner will call this
}

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m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
host: neko.ugavel.com host: localhost
port: 3290 port: 3290
userid: -1 userid: -1
room: room:
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@ -2255,6 +2351,7 @@ GameObject:
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m_Layer: 0 m_Layer: 0
m_Name: Dissonance m_Name: Dissonance
m_TagString: Untagged m_TagString: Untagged
@ -2365,6 +2462,25 @@ MonoBehaviour:
_tokens: [] _tokens: []
_roomName: Global _roomName: Global
_useTrigger: 0 _useTrigger: 0
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@ -0,0 +1,68 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
public class SyncTransform : NetworkObject
{
public Vector3 targetPosition;
public Quaternion targetRotation;
public override 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 handleSyncMessage(byte[] 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];
}
// Start is called before the first frame update
void Start()
{
StartCoroutine(syncBehavior());
}
IEnumerator syncBehavior()
{
while (true)
{
if (owner != null && owner.isLocal) {
owner.syncObject(this);
}
yield return new WaitForSeconds(.1f);
}
}
// Update is called once per frame
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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@ -22,6 +22,11 @@ public class NetworkManager : MonoBehaviour
public Action<NetworkPlayer> onJoinedRoom = delegate { }; public Action<NetworkPlayer> onJoinedRoom = delegate { };
public Action<NetworkPlayer> onPlayerJoined = delegate { }; public Action<NetworkPlayer> onPlayerJoined = delegate { };
public Action<NetworkPlayer> onPlayerLeft = delegate { }; public Action<NetworkPlayer> onPlayerLeft = delegate { };
public List<NetworkObject> prefabs = new List<NetworkObject>();
public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
NetworkPlayer masterPlayer = null;
#endregion #endregion
// Use this for initialization // Use this for initialization
public class Message public class Message
@ -47,9 +52,9 @@ public class NetworkManager : MonoBehaviour
receivedMessages.Add(m); receivedMessages.Add(m);
} }
} }
private void Update() private void Update()
{ {
lock(receivedMessages) { lock(receivedMessages) { //the main thread, which can do Unity stuff
foreach(Message m in receivedMessages) foreach(Message m in receivedMessages)
{ {
if(m.type == 0) //when you join the server if(m.type == 0) //when you join the server
@ -57,7 +62,7 @@ public class NetworkManager : MonoBehaviour
this.userid = m.sender; this.userid = m.sender;
Debug.Log("joined server"); Debug.Log("joined server");
} }
if (m.type == 2) if (m.type == 2)
{ {
//if this message is for me, that means I joined a new room... //if this message is for me, that means I joined a new room...
@ -104,12 +109,44 @@ public class NetworkManager : MonoBehaviour
} }
} }
} }
if(m.type == 3) if(m.type == 3) //generic message
{ {
players[m.sender]?.handleMessage(m); players[m.sender]?.handleMessage(m);
} }
if(m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
{
if (masterPlayer == null)
{
masterPlayer = players[m.sender];
//no master player yet, add the scene objects
NetworkObject[] sceneObjects = GameObject.FindObjectsOfType<NetworkObject>(); //add all local network objects
for (int i = 0; i < sceneObjects.Length; i++)
{
sceneObjects[i].networkId = -1 + "-" + i;
sceneObjects[i].owner = masterPlayer;
objects.Add(sceneObjects[i].networkId,sceneObjects[i]);
}
}
else
{
masterPlayer = players[m.sender];
}
masterPlayer.setAsMasterPlayer();
//master player should take over any objects that do not have an owner
foreach(KeyValuePair<string,NetworkObject> kvp in objects)
{
kvp.Value.owner = masterPlayer;
}
}
messageReceived(m); messageReceived(m);
} }
receivedMessages.Clear(); receivedMessages.Clear();
@ -142,7 +179,7 @@ public class NetworkManager : MonoBehaviour
Debug.Log("On client connect exception " + e); Debug.Log("On client connect exception " + e);
} }
} }
void handleMessage(string s) void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
{ {
Message m = new Message(); Message m = new Message();
string[] sections = s.Split(':'); string[] sections = s.Split(':');
@ -192,6 +229,16 @@ public class NetworkManager : MonoBehaviour
m.sender = int.Parse(sections[1]); m.sender = int.Parse(sections[1]);
m.text = sections[2]; m.text = sections[2];
addMessage(m); addMessage(m);
}
break;
}
case 4: //change master client
{
if(sections.Length > 1)
{
m.type = 4;
m.sender = int.Parse(sections[1]);
addMessage(m);
} }
break; break;
} }

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@ -14,6 +14,7 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
public NetworkManager manager; public NetworkManager manager;
Vector3 networkPosition; Vector3 networkPosition;
public bool isLocal = false; public bool isLocal = false;
public int lastObjectId=0; //for instantiation
public Dissonance.VelCommsNetwork commsNetwork; public Dissonance.VelCommsNetwork commsNetwork;
bool isSpeaking = false; bool isSpeaking = false;
@ -25,6 +26,7 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
public Quaternion Rotation => transform.rotation; public Quaternion Rotation => transform.rotation;
public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote; public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote;
public bool IsTracking => true; public bool IsTracking => true;
bool isMaster = false;
void Start() void Start()
{ {
@ -132,6 +134,66 @@ public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
} }
break; break;
} }
case "5": //sync update for an object I may own
{
string objectKey = sections[1];
string syncMessage = sections[2];
byte[] messageBytes = Convert.FromBase64String(syncMessage);
if (manager.objects.ContainsKey(objectKey))
{
if(manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].handleSyncMessage(messageBytes);
}
}
break;
}
case "6": //I'm trying to take ownership of an object
{
int objectId = int.Parse(sections[1]);
int creatorId = int.Parse(sections[2]);
string objectKey = creatorId + "-" + objectId;
if (manager.objects.ContainsKey(objectKey))
{
manager.objects[objectKey].owner = this;
}
break;
}
case "7": //I'm trying to instantiate an object (sent to everyone)
{
int objectId = int.Parse(sections[1]);
string prefabName = sections[2];
NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
if (temp != null)
{
NetworkObject instance = GameObject.Instantiate<NetworkObject>(temp);
instance.networkId = this.userid + "-" + objectId;
instance.owner = this;
manager.objects.Add(instance.networkId, instance);
}
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+";"); manager.sendTo(0, "3," + id+";");
commsNetwork.comms.TrackPlayerPosition(this); 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)
{
}
} }

View File

@ -8,6 +8,7 @@ using UnityEngine;
namespace Dissonance namespace Dissonance
{ {
[RequireComponent(typeof(DissonanceComms),typeof(NetworkManager))]
public class VelCommsNetwork : MonoBehaviour, ICommsNetwork public class VelCommsNetwork : MonoBehaviour, ICommsNetwork
{ {
public ConnectionStatus Status public ConnectionStatus Status
@ -39,8 +40,6 @@ namespace Dissonance
ConnectionStatus _status = ConnectionStatus.Disconnected; ConnectionStatus _status = ConnectionStatus.Disconnected;
CodecSettings initSettings; CodecSettings initSettings;
public string dissonanceId; public string dissonanceId;
List<VoicePacket> packets = new List<VoicePacket>();
bool loopBackSound = false;
public DissonanceComms comms; public DissonanceComms comms;
public NetworkManager manager; public NetworkManager manager;
NetworkPlayer myPlayer; NetworkPlayer myPlayer;

View File

@ -40,6 +40,7 @@ rooms - a list of rooms on the server, with counts
3:user_id:Message\n - message from sender user_id 3:user_id:Message\n - message from sender user_id
4:user_id\n - You are the master client
Unity-side. Unity-side.

View File

@ -46,6 +46,36 @@ def send_client_message(client, message):
client.message_lock.release() client.message_lock.release()
client.message_ready.set() 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): def decode_message(client,message):
global rooms global rooms
global rooms_lock global rooms_lock
@ -68,50 +98,46 @@ def decode_message(client,message):
if messageType == '2' and len(decodedMessage) > 1: if messageType == '2' and len(decodedMessage) > 1:
#join or create a room #join or create a room
print("request to join " + decodedMessage[1] + " from " + str(client.id))
roomName = decodedMessage[1] roomName = decodedMessage[1]
if client.room == roomName: #don't join the same room if client.room == roomName: #don't join the same room
print("Client trying to join the same room")
pass pass
elif (roomName == '-1') and client.room != '': #can't leave a room if you aren't in one elif (roomName == '-1') and client.room != '': #can't leave a room if you aren't in one
#leave the room #leave the room
rooms_lock.acquire() leave_room(client)
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 = ''
elif roomName != '': #join or create the room 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: if roomName in rooms:
#join the room #join the room
rooms[roomName].clients.append(client) rooms[roomName].clients.append(client)
masterId = rooms[roomName].master.id
else: else:
#create the room and join #create the room and join it as master
rooms[roomName] = types.SimpleNamespace(name=roomName,clients=[client],room_lock=threading.Lock()) rooms[roomName] = types.SimpleNamespace(name=roomName,clients=[client],master=client,room_lock=threading.Lock())
masterId = client.id
rooms_lock.release()
if (client.room != '') and (client.room != roomName): #client left the previous room current_clients = rooms[roomName].clients
send_room_message(client.room, f"2:{client.id}:{roomName}:\n") rooms_lock.release()
client.room = roomName #client joins the new room client.room = roomName #client joins the new room
#send a message to the clients new room that they joined! #send a message to the clients new room that they joined!
send_room_message(roomName, f"2:{client.id}:{client.room}\n") 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: if c.id != client.id:
send_client_message(client,f"2:{c.id}:{client.room}\n") 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() client.message_ready.set()
pass pass
#now we can kill the client, removing the client from the rooms #now we can kill the client, removing the client from the rooms
client_lock.acquire()
rooms_lock.acquire()
if client.room != '': leave_room(client,True)
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")
print("client destroyed") print("client destroyed")
def client_write_thread(conn, addr, client): def client_write_thread(conn, addr, client):
while client.alive: while client.alive: