progress updating binary manager
parent
f48efad8d0
commit
d983b34817
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@ -17,12 +17,22 @@ namespace VelNet
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[AddComponentMenu("VelNet/VelNet Manager")]
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public class VelNetBinaryManager : MonoBehaviour
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{
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public enum MessageType
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public enum MessageSendType
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{
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OTHERS = 0,
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ALL = 1,
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OTHERS_ORDERED = 2,
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ALL_ORDERED = 3
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LOGIN = 0,
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GET_ROOMS = 1,
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JOIN_ROOM = 2,
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MESSAGE_OTHERS = 3,
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MESSAGE_ALL = 4,
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MESSAGE_GROUP = 5,
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FORM_GROUP = 6
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};
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public enum MessageReceiveType
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{
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LOGGED_IN = 0,
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ROOM_LIST = 1,
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CLIENT_JOINED = 2,
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MESSAGE = 3
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};
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public string host;
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@ -93,11 +103,14 @@ namespace VelNet
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// Use this for initialization
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public class Message
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{
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public int type;
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public string text;
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public MessageReceiveType type;
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//public string text;
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public byte[] data;
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public int sender;
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}
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public readonly List<Message> receivedMessages = new List<Message>();
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private void Awake()
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@ -146,206 +159,208 @@ namespace VelNet
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{
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lock (receivedMessages)
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{
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////the main thread, which can do Unity stuff
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//foreach (Message m in receivedMessages)
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//{
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// switch (m.type)
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// {
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// // when you join the server
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// case 0:
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// userid = m.sender;
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// Debug.Log("joined server");
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//the main thread, which can do Unity stuff
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foreach (Message m in receivedMessages)
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{
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switch (m.type)
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{
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// when you join the server
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case 0:
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userid = m.sender;
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Debug.Log("joined server " + userid);
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// try
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// {
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// LoggedIn?.Invoke();
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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try
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{
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LoggedIn?.Invoke();
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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// //start the udp thread
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// clientReceiveThreadUDP = new Thread(ListenForDataUDP);
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// clientReceiveThreadUDP.IsBackground = true;
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// clientReceiveThreadUDP.Start();
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// break;
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// // if this message is for me, that means I joined a new room...
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// case 2 when userid == m.sender:
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// {
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// string oldRoom = LocalPlayer?.room;
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//start the udp thread
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clientReceiveThreadUDP = new Thread(ListenForDataUDP);
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clientReceiveThreadUDP.IsBackground = true;
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clientReceiveThreadUDP.Start();
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break;
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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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case 2 when userid == m.sender:
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{
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string oldRoom = LocalPlayer?.room;
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// // we clear the list, but will recreate as we get messages from people in our room
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// players.Clear();
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// masterPlayer = null;
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// we clear the list, but will recreate as we get messages from people in our room
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players.Clear();
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masterPlayer = null;
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// if (m.text != "")
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// {
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// VelNetPlayer player = new VelNetPlayer
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// {
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// isLocal = true,
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// userid = m.sender,
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// room = m.text
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// };
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if (m.text != "")
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{
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VelNetPlayer player = new VelNetPlayer
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{
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isLocal = true,
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userid = m.sender,
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room = m.text
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};
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// players.Add(userid, player);
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// if (m.text != "")
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// {
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// try
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// {
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// OnJoinedRoom?.Invoke(m.text);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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// }
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// // we just left a room
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// else
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// {
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// // delete all networkobjects that aren't sceneobjects or are null now
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// objects
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// .Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
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// .Select(o => o.Key)
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// .ToList().ForEach(NetworkDestroy);
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players.Add(userid, player);
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if (m.text != "")
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{
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try
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{
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OnJoinedRoom?.Invoke(m.text);
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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}
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}
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// we just left a room
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else
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{
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// delete all networkobjects that aren't sceneobjects or are null now
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objects
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.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
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.Select(o => o.Key)
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.ToList().ForEach(NetworkDestroy);
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// // then remove references to the ones that are left
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// objects.Clear();
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// then remove references to the ones that are left
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objects.Clear();
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// // empty all the groups
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// foreach (string group in instance.groups.Keys)
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// {
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// SetupMessageGroup(group, new List<int>());
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// }
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// empty all the groups
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foreach (string group in instance.groups.Keys)
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{
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SetupMessageGroup(group, new List<int>());
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}
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// instance.groups.Clear();
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instance.groups.Clear();
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// try
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// {
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// OnLeftRoom?.Invoke(oldRoom);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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try
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{
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OnLeftRoom?.Invoke(oldRoom);
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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}
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// break;
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// }
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// // not for me, a player is joining or leaving
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// case 2:
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// {
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// VelNetPlayer me = players[userid];
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break;
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}
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// not for me, a player is joining or leaving
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case 2:
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{
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VelNetPlayer me = players[userid];
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// if (me.room != m.text)
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// {
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// // we got a left message, kill it
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// // change ownership of all objects to master
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// List<string> deleteObjects = new List<string>();
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// foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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// {
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// if (kvp.Value.owner == players[m.sender]) // the owner is the player that left
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// {
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// // if this object has locked ownership, delete it
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// if (kvp.Value.ownershipLocked)
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// {
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// deleteObjects.Add(kvp.Value.networkId);
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// }
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// // I'm the local master player, so can take ownership immediately
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// else if (me.isLocal && me == masterPlayer)
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// {
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// TakeOwnership(kvp.Key);
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// }
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// // the master player left, so everyone should set the owner null (we should get a new master shortly)
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// else if (players[m.sender] == masterPlayer)
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// {
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// kvp.Value.owner = null;
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// }
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// }
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// }
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if (me.room != m.text)
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{
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// we got a left message, kill it
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// change ownership of all objects to master
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List<string> deleteObjects = new List<string>();
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foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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{
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if (kvp.Value.owner == players[m.sender]) // the owner is the player that left
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{
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// if this object has locked ownership, delete it
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if (kvp.Value.ownershipLocked)
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{
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deleteObjects.Add(kvp.Value.networkId);
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}
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// I'm the local master player, so can take ownership immediately
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else if (me.isLocal && me == masterPlayer)
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{
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TakeOwnership(kvp.Key);
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}
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// the master player left, so everyone should set the owner null (we should get a new master shortly)
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else if (players[m.sender] == masterPlayer)
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{
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kvp.Value.owner = null;
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}
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}
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}
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// // TODO this may check for ownership in the future. We don't need ownership here
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// deleteObjects.ForEach(NetworkDestroy);
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// TODO this may check for ownership in the future. We don't need ownership here
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deleteObjects.ForEach(NetworkDestroy);
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// players.Remove(m.sender);
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// }
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// else
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// {
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// // we got a join message, create it
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// VelNetPlayer player = new VelNetPlayer
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// {
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// isLocal = false,
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// room = m.text,
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// userid = m.sender
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// };
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// players.Add(m.sender, player);
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// try
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// {
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// OnPlayerJoined?.Invoke(player);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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players.Remove(m.sender);
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}
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else
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{
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// we got a join message, create it
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VelNetPlayer player = new VelNetPlayer
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{
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isLocal = false,
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room = m.text,
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userid = m.sender
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};
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players.Add(m.sender, player);
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try
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{
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OnPlayerJoined?.Invoke(player);
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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}
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// break;
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// }
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// // generic message
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// case 3:
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// if (players.ContainsKey(m.sender))
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// {
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// players[m.sender]?.HandleMessage(m);
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// }
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// else
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// {
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// Debug.LogError("Received message from player that doesn't exist: " + m.text);
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// }
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break;
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}
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// generic message
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case 3:
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if (players.ContainsKey(m.sender))
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{
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players[m.sender]?.HandleMessage(m);
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}
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else
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{
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Debug.LogError("Received message from player that doesn't exist: " + m.text);
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}
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// break;
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// // change master player (this should only happen when the first player joins or if the master player leaves)
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// case 4:
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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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break;
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// change master player (this should only happen when the first player joins or if the master player leaves)
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case 4:
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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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// no master player yet, add the scene objects
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// for (int i = 0; i < sceneObjects.Length; i++)
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// {
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// sceneObjects[i].networkId = -1 + "-" + i;
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// sceneObjects[i].owner = masterPlayer;
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// sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
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// objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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// }
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// }
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// else
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// {
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// masterPlayer = players[m.sender];
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// }
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for (int i = 0; i < sceneObjects.Length; i++)
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{
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sceneObjects[i].networkId = -1 + "-" + i;
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sceneObjects[i].owner = masterPlayer;
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sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
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objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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}
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}
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else
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{
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masterPlayer = players[m.sender];
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}
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// masterPlayer.SetAsMasterPlayer();
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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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// 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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// break;
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// }
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// }
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break;
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}
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*/
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}
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// MessageReceived?.Invoke(m);
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//}
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MessageReceived?.Invoke(m);
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}
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//receivedMessages.Clear();
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receivedMessages.Clear();
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}
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}
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@ -373,6 +388,7 @@ namespace VelNet
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private 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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/*
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// Debug.Log("Received: " + s);
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Message m = new Message();
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string[] sections = s.Split(':');
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@ -436,12 +452,38 @@ namespace VelNet
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break;
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}
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}
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}*/
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}
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/// <summary>
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/// Runs in background clientReceiveThread; Listens for incomming data.
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/// </summary>
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///
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private byte[] ReadExact(NetworkStream stream, int N)
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{
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byte[] toReturn = new byte[N];
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int numRead = 0;
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int numLeft = N;
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while (numLeft > 0)
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{
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numRead += stream.Read(toReturn, numRead, numLeft);
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numLeft = N - numRead;
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}
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return toReturn;
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}
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private uint GetUintFromBytes(byte[] bytes)
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{
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if (BitConverter.IsLittleEndian)
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{
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return BitConverter.ToUInt32(bytes.Reverse().ToArray(),0);
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}
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else
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{
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return BitConverter.ToUInt32(bytes, 0);
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}
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}
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private void ListenForData()
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{
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connected = true;
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@ -450,14 +492,44 @@ namespace VelNet
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socketConnection = new TcpClient(host, port);
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socketConnection.NoDelay = true;
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byte[] bytes = new byte[1024];
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string partialMessage = "";
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Login("Kyle", "Johnsen");
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//Join("MyRoom");
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//SendTo(MessageSendType.MESSAGE_OTHERS, Encoding.UTF8.GetBytes("Hello"));
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//FormGroup("close", new List<uint> { 1 });
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//SendToGroup("close", Encoding.UTF8.GetBytes("HelloGroup"));
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while (true)
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{
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// Get a stream object for reading
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using NetworkStream stream = socketConnection.GetStream();
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int length;
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//read a byte
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byte type = (byte)stream.ReadByte();
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if(type == 0)
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{
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//read the id (this is my network id)
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Message m = new Message();
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m.sender = (int)GetUintFromBytes(ReadExact(stream, 4));
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m.data = new byte[0]; //no data
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m.type = 0;
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AddMessage(m);
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}
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else if(type == 1)
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{
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//rooms message
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}else if(type == 2)
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{
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//join message
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}else if(type == 3)
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{
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//message from client over tcp
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}
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// Read incomming stream into byte arrary.
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while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
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{
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@ -524,9 +596,9 @@ namespace VelNet
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byte[] buffer = new byte[1024];
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while (true)
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{
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string welcome = userid + ":0:Hello";
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byte[] data = Encoding.ASCII.GetBytes(welcome);
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udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
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buffer[0] = 0;
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Array.Copy(get_be_bytes((uint)userid), 0, buffer, 1, 4);
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udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
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if (udpSocket.Available == 0)
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{
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@ -544,18 +616,27 @@ namespace VelNet
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{
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int numReceived = udpSocket.Receive(buffer);
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string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
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|
||||
string[] sections = message.Split(':');
|
||||
if (sections[0] == "0")
|
||||
if (buffer[0] == 0)
|
||||
{
|
||||
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)
|
||||
|
|
@ -607,7 +688,7 @@ namespace VelNet
|
|||
/// Connects to the server with a username
|
||||
/// </summary>
|
||||
///
|
||||
public static byte[] get_be_bytes(int n)
|
||||
public static byte[] get_be_bytes(uint n)
|
||||
{
|
||||
return BitConverter.GetBytes(n).Reverse().ToArray();
|
||||
}
|
||||
|
|
@ -619,14 +700,14 @@ namespace VelNet
|
|||
|
||||
byte[] uB = Encoding.UTF8.GetBytes(username);
|
||||
byte[] pB = Encoding.UTF8.GetBytes(password);
|
||||
writer.Write((byte)0);
|
||||
writer.Write((byte)MessageSendType.LOGIN);
|
||||
writer.Write((byte)uB.Length);
|
||||
writer.Write(uB);
|
||||
writer.Write((byte)pB.Length);
|
||||
writer.Write(pB);
|
||||
|
||||
SendNetworkMessage(stream.ToArray());
|
||||
Join("MyRoom");
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -640,12 +721,30 @@ namespace VelNet
|
|||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
byte[] R = Encoding.UTF8.GetBytes(roomname);
|
||||
writer.Write((byte)2);
|
||||
writer.Write((byte)MessageSendType.JOIN_ROOM);
|
||||
writer.Write((byte)R.Length);
|
||||
writer.Write(R);
|
||||
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>
|
||||
|
|
@ -656,13 +755,13 @@ namespace VelNet
|
|||
//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();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
writer.Write((byte)3);
|
||||
writer.Write(get_be_bytes(message.Length));
|
||||
writer.Write(get_be_bytes((uint)message.Length));
|
||||
writer.Write(message);
|
||||
|
||||
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)
|
||||
{
|
||||
|
|
@ -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)
|
||||
{
|
||||
if (reliable)
|
||||
|
|
@ -738,7 +860,7 @@ namespace VelNet
|
|||
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);
|
||||
SendTo(MessageSendType.MESSAGE_OTHERS, "7," + newObject.networkId + "," + prefabName);
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
|
@ -797,7 +919,7 @@ namespace VelNet
|
|||
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);
|
||||
SendTo(MessageSendType.MESSAGE_ALL, "6," + networkId);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue