progress updating binary manager

BinaryServer
Kyle Johnsen 2022-01-18 19:02:07 -05:00
parent f48efad8d0
commit d983b34817
1 changed files with 330 additions and 208 deletions

View File

@ -17,12 +17,22 @@ namespace VelNet
[AddComponentMenu("VelNet/VelNet Manager")] [AddComponentMenu("VelNet/VelNet Manager")]
public class VelNetBinaryManager : MonoBehaviour public class VelNetBinaryManager : MonoBehaviour
{ {
public enum MessageType public enum MessageSendType
{ {
OTHERS = 0, LOGIN = 0,
ALL = 1, GET_ROOMS = 1,
OTHERS_ORDERED = 2, JOIN_ROOM = 2,
ALL_ORDERED = 3 MESSAGE_OTHERS = 3,
MESSAGE_ALL = 4,
MESSAGE_GROUP = 5,
FORM_GROUP = 6
};
public enum MessageReceiveType
{
LOGGED_IN = 0,
ROOM_LIST = 1,
CLIENT_JOINED = 2,
MESSAGE = 3
}; };
public string host; public string host;
@ -93,11 +103,14 @@ namespace VelNet
// Use this for initialization // Use this for initialization
public class Message public class Message
{ {
public int type; public MessageReceiveType type;
public string text; //public string text;
public byte[] data;
public int sender; public int sender;
} }
public readonly List<Message> receivedMessages = new List<Message>(); public readonly List<Message> receivedMessages = new List<Message>();
private void Awake() private void Awake()
@ -146,206 +159,208 @@ namespace VelNet
{ {
lock (receivedMessages) lock (receivedMessages)
{ {
////the main thread, which can do Unity stuff //the main thread, which can do Unity stuff
//foreach (Message m in receivedMessages) foreach (Message m in receivedMessages)
//{ {
// switch (m.type) switch (m.type)
// { {
// // when you join the server // when you join the server
// case 0: case 0:
// userid = m.sender; userid = m.sender;
// Debug.Log("joined server"); Debug.Log("joined server " + userid);
// try try
// { {
// LoggedIn?.Invoke(); LoggedIn?.Invoke();
// } }
// // prevent errors in subscribers from breaking our code // prevent errors in subscribers from breaking our code
// catch (Exception e) catch (Exception e)
// { {
// Debug.LogError(e); Debug.LogError(e);
// } }
// //start the udp thread //start the udp thread
// clientReceiveThreadUDP = new Thread(ListenForDataUDP); clientReceiveThreadUDP = new Thread(ListenForDataUDP);
// clientReceiveThreadUDP.IsBackground = true; clientReceiveThreadUDP.IsBackground = true;
// clientReceiveThreadUDP.Start(); clientReceiveThreadUDP.Start();
// break; break;
// // if this message is for me, that means I joined a new room... /*
// case 2 when userid == m.sender: // if this message is for me, that means I joined a new room...
// { case 2 when userid == m.sender:
// string oldRoom = LocalPlayer?.room; {
string oldRoom = LocalPlayer?.room;
// // we clear the list, but will recreate as we get messages from people in our room // we clear the list, but will recreate as we get messages from people in our room
// players.Clear(); players.Clear();
// masterPlayer = null; masterPlayer = null;
// if (m.text != "") if (m.text != "")
// { {
// VelNetPlayer player = new VelNetPlayer VelNetPlayer player = new VelNetPlayer
// { {
// isLocal = true, isLocal = true,
// userid = m.sender, userid = m.sender,
// room = m.text room = m.text
// }; };
// players.Add(userid, player); players.Add(userid, player);
// if (m.text != "") if (m.text != "")
// { {
// try try
// { {
// OnJoinedRoom?.Invoke(m.text); OnJoinedRoom?.Invoke(m.text);
// } }
// // prevent errors in subscribers from breaking our code // prevent errors in subscribers from breaking our code
// catch (Exception e) catch (Exception e)
// { {
// Debug.LogError(e); Debug.LogError(e);
// } }
// } }
// } }
// // we just left a room // we just left a room
// else else
// { {
// // delete all networkobjects that aren't sceneobjects or are null now // delete all networkobjects that aren't sceneobjects or are null now
// objects objects
// .Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject) .Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
// .Select(o => o.Key) .Select(o => o.Key)
// .ToList().ForEach(NetworkDestroy); .ToList().ForEach(NetworkDestroy);
// // then remove references to the ones that are left // then remove references to the ones that are left
// objects.Clear(); objects.Clear();
// // empty all the groups // empty all the groups
// foreach (string group in instance.groups.Keys) foreach (string group in instance.groups.Keys)
// { {
// SetupMessageGroup(group, new List<int>()); SetupMessageGroup(group, new List<int>());
// } }
// instance.groups.Clear(); instance.groups.Clear();
// try try
// { {
// OnLeftRoom?.Invoke(oldRoom); OnLeftRoom?.Invoke(oldRoom);
// } }
// // prevent errors in subscribers from breaking our code // prevent errors in subscribers from breaking our code
// catch (Exception e) catch (Exception e)
// { {
// Debug.LogError(e); Debug.LogError(e);
// } }
// } }
// break; break;
// } }
// // not for me, a player is joining or leaving // not for me, a player is joining or leaving
// case 2: case 2:
// { {
// VelNetPlayer me = players[userid]; VelNetPlayer me = players[userid];
// if (me.room != m.text) if (me.room != m.text)
// { {
// // we got a left message, kill it // we got a left message, kill it
// // change ownership of all objects to master // change ownership of all objects to master
// List<string> deleteObjects = new List<string>(); List<string> deleteObjects = new List<string>();
// foreach (KeyValuePair<string, NetworkObject> kvp in objects) foreach (KeyValuePair<string, NetworkObject> kvp in objects)
// { {
// if (kvp.Value.owner == players[m.sender]) // the owner is the player that left if (kvp.Value.owner == players[m.sender]) // the owner is the player that left
// { {
// // if this object has locked ownership, delete it // if this object has locked ownership, delete it
// if (kvp.Value.ownershipLocked) if (kvp.Value.ownershipLocked)
// { {
// deleteObjects.Add(kvp.Value.networkId); deleteObjects.Add(kvp.Value.networkId);
// } }
// // I'm the local master player, so can take ownership immediately // I'm the local master player, so can take ownership immediately
// else if (me.isLocal && me == masterPlayer) else if (me.isLocal && me == masterPlayer)
// { {
// TakeOwnership(kvp.Key); TakeOwnership(kvp.Key);
// } }
// // the master player left, so everyone should set the owner null (we should get a new master shortly) // 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[m.sender] == masterPlayer)
// { {
// kvp.Value.owner = null; kvp.Value.owner = null;
// } }
// } }
// } }
// // TODO this may check for ownership in the future. We don't need ownership here // TODO this may check for ownership in the future. We don't need ownership here
// deleteObjects.ForEach(NetworkDestroy); deleteObjects.ForEach(NetworkDestroy);
// players.Remove(m.sender); players.Remove(m.sender);
// } }
// else else
// { {
// // we got a join message, create it // we got a join message, create it
// VelNetPlayer player = new VelNetPlayer VelNetPlayer player = new VelNetPlayer
// { {
// isLocal = false, isLocal = false,
// room = m.text, room = m.text,
// userid = m.sender userid = m.sender
// }; };
// players.Add(m.sender, player); players.Add(m.sender, player);
// try try
// { {
// OnPlayerJoined?.Invoke(player); OnPlayerJoined?.Invoke(player);
// } }
// // prevent errors in subscribers from breaking our code // prevent errors in subscribers from breaking our code
// catch (Exception e) catch (Exception e)
// { {
// Debug.LogError(e); Debug.LogError(e);
// } }
// } }
// break; break;
// } }
// // generic message // generic message
// case 3: case 3:
// if (players.ContainsKey(m.sender)) if (players.ContainsKey(m.sender))
// { {
// players[m.sender]?.HandleMessage(m); players[m.sender]?.HandleMessage(m);
// } }
// else else
// { {
// Debug.LogError("Received message from player that doesn't exist: " + m.text); Debug.LogError("Received message from player that doesn't exist: " + m.text);
// } }
// break; break;
// // change master player (this should only happen when the first player joins or if the master player leaves) // change master player (this should only happen when the first player joins or if the master player leaves)
// case 4: case 4:
// { {
// if (masterPlayer == null) if (masterPlayer == null)
// { {
// masterPlayer = players[m.sender]; masterPlayer = players[m.sender];
// // no master player yet, add the scene objects // no master player yet, add the scene objects
// for (int i = 0; i < sceneObjects.Length; i++) for (int i = 0; i < sceneObjects.Length; i++)
// { {
// sceneObjects[i].networkId = -1 + "-" + i; sceneObjects[i].networkId = -1 + "-" + i;
// sceneObjects[i].owner = masterPlayer; sceneObjects[i].owner = masterPlayer;
// sceneObjects[i].isSceneObject = true; // needed for special handling when deleted sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
// objects.Add(sceneObjects[i].networkId, sceneObjects[i]); objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
// } }
// } }
// else else
// { {
// masterPlayer = players[m.sender]; masterPlayer = players[m.sender];
// } }
// masterPlayer.SetAsMasterPlayer(); masterPlayer.SetAsMasterPlayer();
// // master player should take over any objects that do not have an owner // master player should take over any objects that do not have an owner
// foreach (KeyValuePair<string, NetworkObject> kvp in objects) foreach (KeyValuePair<string, NetworkObject> kvp in objects)
// { {
// kvp.Value.owner ??= masterPlayer; kvp.Value.owner ??= masterPlayer;
// } }
// break; break;
// } }
// } */
}
// MessageReceived?.Invoke(m); MessageReceived?.Invoke(m);
//} }
//receivedMessages.Clear(); receivedMessages.Clear();
} }
} }
@ -373,6 +388,7 @@ 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 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); // Debug.Log("Received: " + s);
Message m = new Message(); Message m = new Message();
string[] sections = s.Split(':'); string[] sections = s.Split(':');
@ -436,12 +452,38 @@ namespace VelNet
break; break;
} }
} }*/
} }
/// <summary> /// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data. /// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary> /// </summary>
///
private byte[] ReadExact(NetworkStream 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 uint GetUintFromBytes(byte[] bytes)
{
if (BitConverter.IsLittleEndian)
{
return BitConverter.ToUInt32(bytes.Reverse().ToArray(),0);
}
else
{
return BitConverter.ToUInt32(bytes, 0);
}
}
private void ListenForData() private void ListenForData()
{ {
connected = true; connected = true;
@ -450,14 +492,44 @@ namespace VelNet
socketConnection = new TcpClient(host, port); socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true; socketConnection.NoDelay = true;
byte[] bytes = new byte[1024]; byte[] bytes = new byte[1024];
string partialMessage = "";
Login("Kyle", "Johnsen"); Login("Kyle", "Johnsen");
//Join("MyRoom");
//SendTo(MessageSendType.MESSAGE_OTHERS, Encoding.UTF8.GetBytes("Hello"));
//FormGroup("close", new List<uint> { 1 });
//SendToGroup("close", Encoding.UTF8.GetBytes("HelloGroup"));
while (true) while (true)
{ {
// Get a stream object for reading // Get a stream object for reading
using NetworkStream stream = socketConnection.GetStream(); using NetworkStream stream = socketConnection.GetStream();
int length; int length;
//read a byte
byte type = (byte)stream.ReadByte();
if(type == 0)
{
//read the id (this is my network id)
Message m = new Message();
m.sender = (int)GetUintFromBytes(ReadExact(stream, 4));
m.data = new byte[0]; //no data
m.type = 0;
AddMessage(m);
}
else if(type == 1)
{
//rooms message
}else if(type == 2)
{
//join message
}else if(type == 3)
{
//message from client over tcp
}
// Read incomming stream into byte arrary. // Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0) while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{ {
@ -524,9 +596,9 @@ namespace VelNet
byte[] buffer = new byte[1024]; byte[] buffer = new byte[1024];
while (true) while (true)
{ {
string welcome = userid + ":0:Hello"; buffer[0] = 0;
byte[] data = Encoding.ASCII.GetBytes(welcome); Array.Copy(get_be_bytes((uint)userid), 0, buffer, 1, 4);
udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint); udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
if (udpSocket.Available == 0) if (udpSocket.Available == 0)
{ {
@ -544,18 +616,27 @@ namespace VelNet
{ {
int numReceived = udpSocket.Receive(buffer); int numReceived = udpSocket.Receive(buffer);
string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
if (buffer[0] == 0)
string[] sections = message.Split(':');
if (sections[0] == "0")
{ {
Debug.Log("UDP connected"); Debug.Log("UDP connected");
}else if (buffer[0] == 3)
{
//we should get the sender address
byte[] senderBytes = new byte[4];
Array.Copy(buffer, 1, senderBytes, 0, 4);
uint senderId = GetUintFromBytes(senderBytes);
byte[] messageBytes = new byte[numReceived - 5];
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
Message m = new Message();
m.sender = (int)senderId;
m.data = messageBytes;
m.type = MessageReceiveType.MESSAGE;
} }
if (sections[0] == "3")
{
HandleMessage(message);
}
} }
} }
catch (Exception socketException) catch (Exception socketException)
@ -607,7 +688,7 @@ namespace VelNet
/// Connects to the server with a username /// Connects to the server with a username
/// </summary> /// </summary>
/// ///
public static byte[] get_be_bytes(int n) public static byte[] get_be_bytes(uint n)
{ {
return BitConverter.GetBytes(n).Reverse().ToArray(); return BitConverter.GetBytes(n).Reverse().ToArray();
} }
@ -619,15 +700,15 @@ namespace VelNet
byte[] uB = Encoding.UTF8.GetBytes(username); byte[] uB = Encoding.UTF8.GetBytes(username);
byte[] pB = Encoding.UTF8.GetBytes(password); byte[] pB = Encoding.UTF8.GetBytes(password);
writer.Write((byte)0); writer.Write((byte)MessageSendType.LOGIN);
writer.Write((byte)uB.Length); writer.Write((byte)uB.Length);
writer.Write(uB); writer.Write(uB);
writer.Write((byte)pB.Length); writer.Write((byte)pB.Length);
writer.Write(pB); writer.Write(pB);
SendNetworkMessage(stream.ToArray()); SendNetworkMessage(stream.ToArray());
Join("MyRoom");
} }
/// <summary> /// <summary>
@ -640,12 +721,30 @@ namespace VelNet
BinaryWriter writer = new BinaryWriter(stream); BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(roomname); byte[] R = Encoding.UTF8.GetBytes(roomname);
writer.Write((byte)2); writer.Write((byte)MessageSendType.JOIN_ROOM);
writer.Write((byte)R.Length); writer.Write((byte)R.Length);
writer.Write(R); writer.Write(R);
SendNetworkMessage(stream.ToArray()); SendNetworkMessage(stream.ToArray());
SendTo(MessageType.OTHERS, Encoding.UTF8.GetBytes("Hello"));
}
public static void FormGroup(string groupname, List<uint> client_ids)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(groupname);
writer.Write((byte)MessageSendType.FORM_GROUP);
writer.Write((byte)R.Length);
writer.Write(R);
writer.Write(get_be_bytes((uint)client_ids.Count*4));
for(int i = 0; i < client_ids.Count; i++)
{
writer.Write(get_be_bytes(client_ids[i]));
}
SendNetworkMessage(stream.ToArray());
} }
/// <summary> /// <summary>
@ -656,13 +755,13 @@ namespace VelNet
//if (InRoom) SendNetworkMessage("2:-1"); //if (InRoom) SendNetworkMessage("2:-1");
} }
public static void SendTo(MessageType type, byte[] message, bool reliable = true) public static void SendTo(MessageSendType type, byte[] message, bool reliable = true)
{ {
MemoryStream stream = new MemoryStream(); MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream); BinaryWriter writer = new BinaryWriter(stream);
writer.Write((byte)3); writer.Write((byte)3);
writer.Write(get_be_bytes(message.Length)); writer.Write(get_be_bytes((uint)message.Length));
writer.Write(message); writer.Write(message);
if (reliable) if (reliable)
@ -677,7 +776,7 @@ namespace VelNet
} }
} }
public static void SendTo(MessageType type, string message, bool reliable = true) public static void SendTo(MessageSendType type, string message, bool reliable = true)
{ {
if (reliable) if (reliable)
{ {
@ -689,6 +788,29 @@ namespace VelNet
} }
} }
public static void SendToGroup(string group, byte[] message, bool reliable = true)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
writer.Write((byte)MessageSendType.MESSAGE_GROUP);
writer.Write(get_be_bytes((uint)message.Length));
writer.Write(message);
writer.Write((byte)group.Length);
writer.Write(Encoding.UTF8.GetBytes(group));
if (reliable)
{
SendNetworkMessage(stream.ToArray());
//SendNetworkMessage("3:" + (int)type + ":" + message);
}
else
{
//SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message);
}
}
public static void SendToGroup(string group, string message, bool reliable = true) public static void SendToGroup(string group, string message, bool reliable = true)
{ {
if (reliable) if (reliable)
@ -738,7 +860,7 @@ namespace VelNet
instance.objects.Add(newObject.networkId, newObject); instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately. // only sent to others, as I already instantiated this. Nice that it happens immediately.
SendTo(MessageType.OTHERS, "7," + newObject.networkId + "," + prefabName); SendTo(MessageSendType.MESSAGE_OTHERS, "7," + newObject.networkId + "," + prefabName);
return newObject; return newObject;
} }
@ -797,7 +919,7 @@ namespace VelNet
instance.objects[networkId].owner = LocalPlayer; 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. // 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); SendTo(MessageSendType.MESSAGE_ALL, "6," + networkId);
return true; return true;
} }