Mostly working, except for dissonance speech
parent
d983b34817
commit
e94ee146e5
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Text;
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using Dissonance;
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using UnityEngine;
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using UnityEngine.Serialization;
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@ -21,7 +22,7 @@ namespace VelNet
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{
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if (sendInput.text != "")
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{
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VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, sendInput.text);
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VelNetManager.SendToRoom(Encoding.UTF8.GetBytes(sendInput.text));
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}
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}
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@ -51,6 +52,8 @@ namespace VelNet
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{
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comms = FindObjectOfType<DissonanceComms>();
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microphones.AddOptions(new List<string>(Microphone.devices));
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/* todo
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VelNetManager.MessageReceived += (m) =>
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{
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string s = m.type + ":" + m.sender + ":" + m.text;
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@ -68,6 +71,7 @@ namespace VelNet
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messages.text = messages.text + msg + "\n";
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}
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};
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*/
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}
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public void handleMicrophoneSelection()
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@ -163,7 +163,5 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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networkObject: {fileID: 9102273340480352682}
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serializationRateHz: 30
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targetPosition: {x: 0, y: 0, z: 0}
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targetRotation: {x: 0, y: 0, z: 0, w: 0}
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smoothness: 0.1
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serializationRateHz: 1
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useLocalTransform: 0
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@ -2238,18 +2238,18 @@ MonoBehaviour:
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m_GameObject: {fileID: 1099803612}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 03a4d4e1a7fd74c7ab2eccca4ce168db, type: 3}
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m_Script: {fileID: 11500000, guid: 233344de094f11341bdb834d564708dc, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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host: velnet.ugavel.com
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port: 3290
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host: 127.0.0.1
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port: 80
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udpConnected: 0
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userid: -1
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room:
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connected: 0
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prefabs:
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- {fileID: 3951900052977689805, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
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- {fileID: 9102273340480352682, guid: d4158ab9c4a204cdbba28d3273fc1fb3, type: 3}
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- {fileID: 3951900052977689805, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
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sceneObjects: []
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deletedSceneObjects: []
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--- !u!1 &1154194181
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@ -3961,6 +3961,10 @@ PrefabInstance:
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propertyPath: isSceneObject
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8565720275311462452, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
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propertyPath: serializationRateHz
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8565720275311462453, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
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propertyPath: m_Name
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value: TestNetworkedGameObject
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@ -1,927 +0,0 @@
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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.Linq;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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using UnityEngine;
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using System.Net;
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using UnityEngine.SceneManagement;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Runtime.Serialization;
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using System.IO;
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namespace VelNet
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{
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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 MessageSendType
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{
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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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public int port;
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public static VelNetBinaryManager instance;
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private TcpClient socketConnection;
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private Socket udpSocket;
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public bool udpConnected;
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private IPEndPoint RemoteEndPoint;
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private Thread clientReceiveThread;
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private Thread clientReceiveThreadUDP;
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public int userid = -1;
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public string room;
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private int messagesReceived = 0;
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public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
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/// <summary>
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/// We just joined a room
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/// string - the room name
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/// </summary>
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public static Action<string> OnJoinedRoom;
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/// <summary>
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/// We just left a room
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/// string - the room name we left
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/// </summary>
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public static Action<string> OnLeftRoom;
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/// <summary>
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/// Somebody else just joined our room
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/// </summary>
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public static Action<VelNetPlayer> OnPlayerJoined;
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/// <summary>
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/// Somebody else just left our room
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/// </summary>
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public static Action<VelNetPlayer> OnPlayerLeft;
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public static Action OnConnectedToServer;
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public static Action<Message> MessageReceived;
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public static Action LoggedIn;
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public static Action<string[], int> RoomsReceived;
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public bool connected;
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public List<NetworkObject> prefabs = new List<NetworkObject>();
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public NetworkObject[] sceneObjects;
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public List<string> deletedSceneObjects = new List<string>();
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/// <summary>
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/// Maintains a list of all known objects on the server (ones that have ids)
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/// </summary>
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public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>();
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/// <summary>
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/// Maintains a list of all known groups on the server
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/// </summary>
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public readonly Dictionary<string, List<int>> groups = new Dictionary<string, List<int>>();
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private VelNetPlayer masterPlayer;
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public static VelNetPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault();
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public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
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// Use this for initialization
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public class Message
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{
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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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{
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if (instance != null)
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{
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Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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SceneManager.sceneLoaded += (scene, mode) =>
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{
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// add all local network objects
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sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
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};
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}
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private IEnumerator Start()
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{
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ConnectToTcpServer();
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yield return null;
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try
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{
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OnConnectedToServer?.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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}
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private void AddMessage(Message m)
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{
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lock (receivedMessages)
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{
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//Debug.Log(messagesReceived++);
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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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{
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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 " + 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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//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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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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// 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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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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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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// 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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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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// 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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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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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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receivedMessages.Clear();
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}
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}
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private void OnApplicationQuit()
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{
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socketConnection.Close();
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}
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/// <summary>
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/// Setup socket connection.
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/// </summary>
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private void ConnectToTcpServer()
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{
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try
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{
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clientReceiveThread = new Thread(ListenForData);
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clientReceiveThread.IsBackground = true;
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clientReceiveThread.Start();
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}
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catch (Exception e)
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{
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Debug.Log("On client connect exception " + e);
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}
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}
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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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if (sections.Length <= 0) return;
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int type = int.Parse(sections[0]);
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switch (type)
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{
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case 0: // logged in message
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{
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if (sections.Length > 1)
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{
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m.type = type;
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m.sender = int.Parse(sections[1]);
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m.text = "";
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AddMessage(m);
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}
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break;
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}
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case 1: // room info message
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{
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break;
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}
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case 2: // joined room message
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{
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if (sections.Length > 2)
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{
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m.type = 2;
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int user_id = int.Parse(sections[1]);
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m.sender = user_id;
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string new_room = sections[2];
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m.text = new_room;
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AddMessage(m);
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}
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break;
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}
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case 3: // text message
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{
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if (sections.Length > 2)
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{
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m.type = 3;
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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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}*/
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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)
|
||||
{
|
||||
if (BitConverter.IsLittleEndian)
|
||||
{
|
||||
return BitConverter.ToUInt32(bytes.Reverse().ToArray(),0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return BitConverter.ToUInt32(bytes, 0);
|
||||
}
|
||||
}
|
||||
private void ListenForData()
|
||||
{
|
||||
connected = true;
|
||||
try
|
||||
{
|
||||
socketConnection = new TcpClient(host, port);
|
||||
socketConnection.NoDelay = true;
|
||||
byte[] bytes = new byte[1024];
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
// Get a stream object for reading
|
||||
using NetworkStream stream = socketConnection.GetStream();
|
||||
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.
|
||||
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
|
||||
{
|
||||
Debug.Log("read " + length + " bytes!");
|
||||
string t = "";
|
||||
for(int i = 0; i < length; i++)
|
||||
{
|
||||
t = t + "," + bytes[i];
|
||||
}
|
||||
Debug.Log(t);
|
||||
//byte[] incommingData = new byte[length];
|
||||
//Array.Copy(bytes, 0, incommingData, 0, length);
|
||||
//// Convert byte array to string message.
|
||||
//string serverMessage = Encoding.ASCII.GetString(incommingData);
|
||||
//string[] sections = serverMessage.Split('\n');
|
||||
//if (sections.Length > 1)
|
||||
//{
|
||||
// lock (receivedMessages)
|
||||
// {
|
||||
// for (int i = 0; i < sections.Length - 1; i++)
|
||||
// {
|
||||
// if (i == 0)
|
||||
// {
|
||||
// HandleMessage(partialMessage + sections[0]);
|
||||
// partialMessage = "";
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// HandleMessage(sections[i]);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
//partialMessage = partialMessage + sections[sections.Length - 1];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
catch (Exception socketException)
|
||||
{
|
||||
Debug.Log("Socket exception: " + socketException);
|
||||
}
|
||||
|
||||
connected = false;
|
||||
}
|
||||
|
||||
private void ListenForDataUDP()
|
||||
{
|
||||
//I don't yet have a UDP connection
|
||||
try
|
||||
{
|
||||
IPAddress[] addresses = Dns.GetHostAddresses(host);
|
||||
Debug.Assert(addresses.Length > 0);
|
||||
RemoteEndPoint = new IPEndPoint(addresses[0], port);
|
||||
|
||||
|
||||
udpSocket = new Socket(AddressFamily.InterNetwork,
|
||||
SocketType.Dgram, ProtocolType.Udp);
|
||||
|
||||
|
||||
udpConnected = false;
|
||||
byte[] buffer = new byte[1024];
|
||||
while (true)
|
||||
{
|
||||
buffer[0] = 0;
|
||||
Array.Copy(get_be_bytes((uint)userid), 0, buffer, 1, 4);
|
||||
udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
|
||||
|
||||
if (udpSocket.Available == 0)
|
||||
{
|
||||
Thread.Sleep(100);
|
||||
Debug.Log("Waiting for UDP response");
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
udpConnected = true;
|
||||
while (true)
|
||||
{
|
||||
int numReceived = udpSocket.Receive(buffer);
|
||||
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
catch (Exception socketException)
|
||||
{
|
||||
Debug.Log("Socket exception: " + socketException);
|
||||
}
|
||||
}
|
||||
|
||||
private static void SendUdpMessage(string message)
|
||||
{
|
||||
if (instance.udpSocket == null || !instance.udpConnected)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
byte[] data = Encoding.UTF8.GetBytes(message);
|
||||
//Debug.Log("Attempting to send: " + message);
|
||||
instance.udpSocket.SendTo(data, data.Length, SocketFlags.None, instance.RemoteEndPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send message to server using socket connection.
|
||||
/// </summary>
|
||||
private static void SendNetworkMessage(byte[] message)
|
||||
{
|
||||
// Debug.Log("Sent: " + clientMessage);
|
||||
if (instance.socketConnection == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
// Get a stream object for writing.
|
||||
NetworkStream stream = instance.socketConnection.GetStream();
|
||||
if (stream.CanWrite)
|
||||
{
|
||||
|
||||
stream.Write(message,0,message.Length);
|
||||
}
|
||||
}
|
||||
catch (SocketException socketException)
|
||||
{
|
||||
Debug.Log("Socket exception: " + socketException);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Connects to the server with a username
|
||||
/// </summary>
|
||||
///
|
||||
public static byte[] get_be_bytes(uint n)
|
||||
{
|
||||
return BitConverter.GetBytes(n).Reverse().ToArray();
|
||||
}
|
||||
public static void Login(string username, string password)
|
||||
{
|
||||
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
byte[] uB = Encoding.UTF8.GetBytes(username);
|
||||
byte[] pB = Encoding.UTF8.GetBytes(password);
|
||||
writer.Write((byte)MessageSendType.LOGIN);
|
||||
writer.Write((byte)uB.Length);
|
||||
writer.Write(uB);
|
||||
writer.Write((byte)pB.Length);
|
||||
writer.Write(pB);
|
||||
|
||||
SendNetworkMessage(stream.ToArray());
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Joins a room by name
|
||||
/// </summary>
|
||||
/// <param name="roomname">The name of the room to join</param>
|
||||
public static void Join(string roomname)
|
||||
{
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
byte[] R = Encoding.UTF8.GetBytes(roomname);
|
||||
writer.Write((byte)MessageSendType.JOIN_ROOM);
|
||||
writer.Write((byte)R.Length);
|
||||
writer.Write(R);
|
||||
SendNetworkMessage(stream.ToArray());
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
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>
|
||||
/// Leaves a room if we're in one
|
||||
/// </summary>
|
||||
public static void Leave()
|
||||
{
|
||||
//if (InRoom) SendNetworkMessage("2:-1");
|
||||
}
|
||||
|
||||
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((uint)message.Length));
|
||||
writer.Write(message);
|
||||
|
||||
if (reliable)
|
||||
{
|
||||
SendNetworkMessage(stream.ToArray());
|
||||
|
||||
//SendNetworkMessage("3:" + (int)type + ":" + message);
|
||||
}
|
||||
else
|
||||
{
|
||||
SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SendTo(MessageSendType type, string message, bool reliable = true)
|
||||
{
|
||||
if (reliable)
|
||||
{
|
||||
//SendNetworkMessage("3:" + (int)type + ":" + message);
|
||||
}
|
||||
else
|
||||
{
|
||||
SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
//SendNetworkMessage("4:" + group + ":" + message);
|
||||
}
|
||||
else
|
||||
{
|
||||
SendUdpMessage(instance.userid + ":4:" + group + ":" + message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// changes the designated group that sendto(4) will go to
|
||||
/// </summary>
|
||||
public static void SetupMessageGroup(string groupName, List<int> userIds)
|
||||
{
|
||||
if (userIds.Count > 0)
|
||||
{
|
||||
instance.groups[groupName] = userIds.ToList();
|
||||
}
|
||||
|
||||
//SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
|
||||
}
|
||||
|
||||
|
||||
public static NetworkObject InstantiateNetworkObject(string prefabName)
|
||||
{
|
||||
VelNetPlayer localPlayer = LocalPlayer;
|
||||
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError("Couldn't find a prefab with that name: " + prefabName);
|
||||
return null;
|
||||
}
|
||||
|
||||
string networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++;
|
||||
if (instance.objects.ContainsKey(networkId))
|
||||
{
|
||||
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
|
||||
return null;
|
||||
}
|
||||
NetworkObject newObject = Instantiate(prefab);
|
||||
newObject.networkId = networkId;
|
||||
newObject.prefabName = prefabName;
|
||||
newObject.owner = localPlayer;
|
||||
instance.objects.Add(newObject.networkId, newObject);
|
||||
|
||||
// only sent to others, as I already instantiated this. Nice that it happens immediately.
|
||||
SendTo(MessageSendType.MESSAGE_OTHERS, "7," + newObject.networkId + "," + prefabName);
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
||||
public static void SomebodyInstantiatedNetworkObject(string networkId, string prefabName, VelNetPlayer owner)
|
||||
{
|
||||
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
||||
if (prefab == null) return;
|
||||
NetworkObject newObject = Instantiate(prefab);
|
||||
newObject.networkId = networkId;
|
||||
newObject.prefabName = prefabName;
|
||||
newObject.owner = owner;
|
||||
instance.objects.Add(newObject.networkId, newObject);
|
||||
}
|
||||
|
||||
public static void NetworkDestroy(NetworkObject obj)
|
||||
{
|
||||
NetworkDestroy(obj.networkId);
|
||||
}
|
||||
|
||||
public static void NetworkDestroy(string networkId)
|
||||
{
|
||||
if (!instance.objects.ContainsKey(networkId)) return;
|
||||
NetworkObject obj = instance.objects[networkId];
|
||||
if (obj == null)
|
||||
{
|
||||
instance.objects.Remove(networkId);
|
||||
return;
|
||||
}
|
||||
if (obj.isSceneObject)
|
||||
{
|
||||
instance.deletedSceneObjects.Add(networkId);
|
||||
}
|
||||
|
||||
Destroy(obj.gameObject);
|
||||
instance.objects.Remove(networkId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes local ownership of an object by id.
|
||||
/// </summary>
|
||||
/// <param name="networkId">Network ID of the object to transfer</param>
|
||||
/// <returns>True if successfully transferred, False if transfer message not sent</returns>
|
||||
public static bool TakeOwnership(string networkId)
|
||||
{
|
||||
// local player must exist
|
||||
if (LocalPlayer == null) return false;
|
||||
|
||||
// obj must exist
|
||||
if (!instance.objects.ContainsKey(networkId)) return false;
|
||||
|
||||
// if the ownership is locked, fail
|
||||
if (instance.objects[networkId].ownershipLocked) return false;
|
||||
|
||||
// immediately successful
|
||||
instance.objects[networkId].owner = LocalPlayer;
|
||||
|
||||
// must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
|
||||
SendTo(MessageSendType.MESSAGE_ALL, "6," + networkId);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,11 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 233344de094f11341bdb834d564708dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -8,18 +8,24 @@ using System.Threading;
|
|||
using UnityEngine;
|
||||
using System.Net;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
using System.Runtime.Serialization;
|
||||
using System.IO;
|
||||
|
||||
namespace VelNet
|
||||
{
|
||||
[AddComponentMenu("VelNet/VelNet Manager")]
|
||||
public class VelNetManager : MonoBehaviour
|
||||
{
|
||||
public enum MessageType
|
||||
public enum MessageSendType
|
||||
{
|
||||
OTHERS = 0,
|
||||
ALL = 1,
|
||||
OTHERS_ORDERED = 2,
|
||||
ALL_ORDERED = 3
|
||||
MESSAGE_LOGIN = 0,
|
||||
MESSAGE_GETROOMS = 1,
|
||||
MESSAGE_JOINROOM = 2,
|
||||
MESSAGE_OTHERS = 3,
|
||||
MESSAGE_ALL = 4,
|
||||
MESSAGE_GROUP = 5,
|
||||
MESSAGE_SETGROUP = 6
|
||||
};
|
||||
|
||||
public string host;
|
||||
|
|
@ -62,7 +68,6 @@ namespace VelNet
|
|||
public static Action<VelNetPlayer> OnPlayerLeft;
|
||||
|
||||
public static Action OnConnectedToServer;
|
||||
public static Action<Message> MessageReceived;
|
||||
public static Action LoggedIn;
|
||||
public static Action<string[], int> RoomsReceived;
|
||||
|
||||
|
|
@ -87,12 +92,40 @@ namespace VelNet
|
|||
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
|
||||
|
||||
|
||||
//this is for sending udp packets
|
||||
static byte[] toSend = new byte[1024];
|
||||
|
||||
// Use this for initialization
|
||||
public class Message
|
||||
public abstract class Message
|
||||
{
|
||||
public int type;
|
||||
public string text;
|
||||
public int sender;
|
||||
|
||||
}
|
||||
public class ListedRoom
|
||||
{
|
||||
public string name;
|
||||
public int numUsers;
|
||||
}
|
||||
public class LoginMessage: Message
|
||||
{
|
||||
public int userId;
|
||||
}
|
||||
public class RoomsMessage: Message
|
||||
{
|
||||
public List<ListedRoom> rooms;
|
||||
}
|
||||
public class JoinMessage: Message
|
||||
{
|
||||
public int userId;
|
||||
public string room;
|
||||
}
|
||||
public class DataMessage: Message
|
||||
{
|
||||
public int senderId;
|
||||
public byte[] data;
|
||||
}
|
||||
public class ChangeMasterMessage: Message
|
||||
{
|
||||
public int masterId;
|
||||
}
|
||||
|
||||
public readonly List<Message> receivedMessages = new List<Message>();
|
||||
|
|
@ -109,7 +142,7 @@ namespace VelNet
|
|||
SceneManager.sceneLoaded += (scene, mode) =>
|
||||
{
|
||||
// add all local network objects
|
||||
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o=>o.isSceneObject).ToArray();
|
||||
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -146,12 +179,12 @@ namespace VelNet
|
|||
//the main thread, which can do Unity stuff
|
||||
foreach (Message m in receivedMessages)
|
||||
{
|
||||
switch (m.type)
|
||||
switch (m)
|
||||
{
|
||||
// when you join the server
|
||||
case 0:
|
||||
userid = m.sender;
|
||||
Debug.Log("joined server");
|
||||
case LoginMessage lm:
|
||||
{
|
||||
userid = lm.userId;
|
||||
Debug.Log("joined server " + userid);
|
||||
|
||||
try
|
||||
{
|
||||
|
|
@ -167,9 +200,16 @@ namespace VelNet
|
|||
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
|
||||
clientReceiveThreadUDP.IsBackground = true;
|
||||
clientReceiveThreadUDP.Start();
|
||||
|
||||
break;
|
||||
// if this message is for me, that means I joined a new room...
|
||||
case 2 when userid == m.sender:
|
||||
}
|
||||
case RoomsMessage rm: {
|
||||
Debug.Log("Got Rooms Message");
|
||||
|
||||
break;
|
||||
}
|
||||
case JoinMessage jm: {
|
||||
if(userid == jm.userId) //this is us
|
||||
{
|
||||
string oldRoom = LocalPlayer?.room;
|
||||
|
||||
|
|
@ -177,28 +217,27 @@ namespace VelNet
|
|||
players.Clear();
|
||||
masterPlayer = null;
|
||||
|
||||
if (m.text != "")
|
||||
if (jm.room != "")
|
||||
{
|
||||
VelNetPlayer player = new VelNetPlayer
|
||||
{
|
||||
isLocal = true,
|
||||
userid = m.sender,
|
||||
room = m.text
|
||||
userid = jm.userId,
|
||||
room = jm.room
|
||||
};
|
||||
|
||||
players.Add(userid, player);
|
||||
if (m.text != "")
|
||||
{
|
||||
|
||||
try
|
||||
{
|
||||
OnJoinedRoom?.Invoke(m.text);
|
||||
OnJoinedRoom?.Invoke(jm.room);
|
||||
}
|
||||
// prevent errors in subscribers from breaking our code
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
// we just left a room
|
||||
else
|
||||
|
|
@ -230,22 +269,19 @@ namespace VelNet
|
|||
Debug.LogError(e);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// not for me, a player is joining or leaving
|
||||
case 2:
|
||||
else
|
||||
{
|
||||
VelNetPlayer me = players[userid];
|
||||
|
||||
if (me.room != m.text)
|
||||
if (me.room != jm.room)
|
||||
{
|
||||
// we got a left message, kill it
|
||||
// change ownership of all objects to master
|
||||
List<string> deleteObjects = new List<string>();
|
||||
foreach (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[jm.userId]) // the owner is the player that left
|
||||
{
|
||||
// if this object has locked ownership, delete it
|
||||
if (kvp.Value.ownershipLocked)
|
||||
|
|
@ -258,7 +294,7 @@ namespace VelNet
|
|||
TakeOwnership(kvp.Key);
|
||||
}
|
||||
// the master player left, so everyone should set the owner null (we should get a new master shortly)
|
||||
else if (players[m.sender] == masterPlayer)
|
||||
else if (players[jm.userId] == masterPlayer)
|
||||
{
|
||||
kvp.Value.owner = null;
|
||||
}
|
||||
|
|
@ -268,7 +304,7 @@ namespace VelNet
|
|||
// TODO this may check for ownership in the future. We don't need ownership here
|
||||
deleteObjects.ForEach(NetworkDestroy);
|
||||
|
||||
players.Remove(m.sender);
|
||||
players.Remove(jm.userId);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -276,10 +312,10 @@ namespace VelNet
|
|||
VelNetPlayer player = new VelNetPlayer
|
||||
{
|
||||
isLocal = false,
|
||||
room = m.text,
|
||||
userid = m.sender
|
||||
room = jm.room,
|
||||
userid = jm.userId
|
||||
};
|
||||
players.Add(m.sender, player);
|
||||
players.Add(jm.userId, player);
|
||||
try
|
||||
{
|
||||
OnPlayerJoined?.Invoke(player);
|
||||
|
|
@ -290,27 +326,29 @@ namespace VelNet
|
|||
Debug.LogError(e);
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
// generic message
|
||||
case 3:
|
||||
if (players.ContainsKey(m.sender))
|
||||
break;
|
||||
|
||||
}
|
||||
case DataMessage dm: {
|
||||
if (players.ContainsKey(dm.senderId))
|
||||
{
|
||||
players[m.sender]?.HandleMessage(m);
|
||||
players[dm.senderId]?.HandleMessage(dm); //todo
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Received message from player that doesn't exist: " + m.text);
|
||||
Debug.LogError("Received message from player that doesn't exist ");
|
||||
}
|
||||
|
||||
break;
|
||||
// change master player (this should only happen when the first player joins or if the master player leaves)
|
||||
case 4:
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
case ChangeMasterMessage cm: {
|
||||
|
||||
if (masterPlayer == null)
|
||||
{
|
||||
masterPlayer = players[m.sender];
|
||||
masterPlayer = players[cm.masterId];
|
||||
|
||||
// no master player yet, add the scene objects
|
||||
|
||||
|
|
@ -324,7 +362,7 @@ namespace VelNet
|
|||
}
|
||||
else
|
||||
{
|
||||
masterPlayer = players[m.sender];
|
||||
masterPlayer = players[cm.masterId];
|
||||
}
|
||||
|
||||
masterPlayer.SetAsMasterPlayer();
|
||||
|
|
@ -336,10 +374,11 @@ namespace VelNet
|
|||
}
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
MessageReceived?.Invoke(m);
|
||||
//MessageReceived?.Invoke(m);
|
||||
}
|
||||
|
||||
receivedMessages.Clear();
|
||||
|
|
@ -368,77 +407,36 @@ namespace VelNet
|
|||
}
|
||||
}
|
||||
|
||||
private void HandleMessage(string s) // this parses messages from the server, and adds them to a queue to be processed on the main thread
|
||||
{
|
||||
// Debug.Log("Received: " + s);
|
||||
Message m = new Message();
|
||||
string[] sections = s.Split(':');
|
||||
if (sections.Length <= 0) return;
|
||||
|
||||
int type = int.Parse(sections[0]);
|
||||
|
||||
switch (type)
|
||||
{
|
||||
case 0: // logged in message
|
||||
{
|
||||
if (sections.Length > 1)
|
||||
{
|
||||
m.type = type;
|
||||
m.sender = int.Parse(sections[1]);
|
||||
m.text = "";
|
||||
AddMessage(m);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case 1: // room info message
|
||||
{
|
||||
break;
|
||||
}
|
||||
case 2: // joined room message
|
||||
{
|
||||
if (sections.Length > 2)
|
||||
{
|
||||
m.type = 2;
|
||||
int user_id = int.Parse(sections[1]);
|
||||
m.sender = user_id;
|
||||
string new_room = sections[2];
|
||||
m.text = new_room;
|
||||
|
||||
AddMessage(m);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case 3: // text message
|
||||
{
|
||||
if (sections.Length > 2)
|
||||
{
|
||||
m.type = 3;
|
||||
m.sender = int.Parse(sections[1]);
|
||||
m.text = sections[2];
|
||||
AddMessage(m);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
case 4: // change master client
|
||||
{
|
||||
if (sections.Length > 1)
|
||||
{
|
||||
m.type = 4;
|
||||
m.sender = int.Parse(sections[1]);
|
||||
AddMessage(m);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runs in background clientReceiveThread; Listens for incomming data.
|
||||
/// </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 int GetIntFromBytes(byte[] bytes)
|
||||
{
|
||||
if (BitConverter.IsLittleEndian)
|
||||
{
|
||||
return BitConverter.ToInt32(bytes.Reverse().ToArray(),0);
|
||||
}
|
||||
else
|
||||
{
|
||||
return BitConverter.ToInt32(bytes, 0);
|
||||
}
|
||||
}
|
||||
private void ListenForData()
|
||||
{
|
||||
connected = true;
|
||||
|
|
@ -446,41 +444,65 @@ namespace VelNet
|
|||
{
|
||||
socketConnection = new TcpClient(host, port);
|
||||
socketConnection.NoDelay = true;
|
||||
byte[] bytes = new byte[1024];
|
||||
string partialMessage = "";
|
||||
NetworkStream stream = socketConnection.GetStream();
|
||||
//Join("MyRoom");
|
||||
//SendTo(MessageSendType.MESSAGE_OTHERS, Encoding.UTF8.GetBytes("Hello"));
|
||||
//FormGroup("close", new List<uint> { 1 });
|
||||
//SendToGroup("close", Encoding.UTF8.GetBytes("HelloGroup"));
|
||||
while (true)
|
||||
{
|
||||
// Get a stream object for reading
|
||||
using NetworkStream stream = socketConnection.GetStream();
|
||||
int length;
|
||||
// Read incomming stream into byte arrary.
|
||||
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
|
||||
{
|
||||
byte[] incommingData = new byte[length];
|
||||
Array.Copy(bytes, 0, incommingData, 0, length);
|
||||
// Convert byte array to string message.
|
||||
string serverMessage = Encoding.ASCII.GetString(incommingData);
|
||||
string[] sections = serverMessage.Split('\n');
|
||||
if (sections.Length > 1)
|
||||
{
|
||||
lock (receivedMessages)
|
||||
{
|
||||
for (int i = 0; i < sections.Length - 1; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
HandleMessage(partialMessage + sections[0]);
|
||||
partialMessage = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
HandleMessage(sections[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partialMessage = partialMessage + sections[sections.Length - 1];
|
||||
// Get a stream object for reading
|
||||
|
||||
|
||||
//read a byte
|
||||
byte type = (byte)stream.ReadByte();
|
||||
|
||||
if (type == 0) //login
|
||||
{
|
||||
LoginMessage m = new LoginMessage();
|
||||
m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
|
||||
AddMessage(m);
|
||||
}
|
||||
else if(type == 1) //rooms
|
||||
{
|
||||
RoomsMessage m = new RoomsMessage();
|
||||
m.rooms = new List<ListedRoom>();
|
||||
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
|
||||
byte[] utf8data = ReadExact(stream, N);
|
||||
string roomMessage = Encoding.UTF8.GetString(utf8data);
|
||||
string[] sections = roomMessage.Split(',');
|
||||
foreach(string s in sections)
|
||||
{
|
||||
string[] pieces = s.Split(':');
|
||||
ListedRoom lr = new ListedRoom();
|
||||
lr.name = pieces[0];
|
||||
lr.numUsers = int.Parse(pieces[1]);
|
||||
m.rooms.Add(lr);
|
||||
}
|
||||
AddMessage(m);
|
||||
}
|
||||
else if(type == 2) //joined
|
||||
{
|
||||
JoinMessage m = new JoinMessage();
|
||||
m.userId = GetIntFromBytes(ReadExact(stream, 4));
|
||||
int N = stream.ReadByte();
|
||||
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
||||
m.room = Encoding.UTF8.GetString(utf8data);
|
||||
AddMessage(m);
|
||||
}else if(type == 3) //data
|
||||
{
|
||||
DataMessage m = new DataMessage();
|
||||
m.senderId = GetIntFromBytes(ReadExact(stream, 4));
|
||||
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
|
||||
m.data = ReadExact(stream, N); //the message
|
||||
AddMessage(m);
|
||||
}
|
||||
else if(type == 4) //new master
|
||||
{
|
||||
ChangeMasterMessage m = new ChangeMasterMessage();
|
||||
m.masterId = (int)GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
|
||||
AddMessage(m);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -512,9 +534,9 @@ namespace VelNet
|
|||
byte[] buffer = new byte[1024];
|
||||
while (true)
|
||||
{
|
||||
string welcome = userid + ":0:Hello";
|
||||
byte[] data = Encoding.ASCII.GetBytes(welcome);
|
||||
udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
|
||||
buffer[0] = 0;
|
||||
Array.Copy(get_be_bytes(userid), 0, buffer, 1, 4);
|
||||
udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
|
||||
|
||||
if (udpSocket.Available == 0)
|
||||
{
|
||||
|
|
@ -531,18 +553,20 @@ namespace VelNet
|
|||
while (true)
|
||||
{
|
||||
int numReceived = udpSocket.Receive(buffer);
|
||||
|
||||
string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
|
||||
|
||||
string[] sections = message.Split(':');
|
||||
if (sections[0] == "0")
|
||||
if (buffer[0] == 0)
|
||||
{
|
||||
Debug.Log("UDP connected");
|
||||
}
|
||||
|
||||
if (sections[0] == "3")
|
||||
}else if (buffer[0] == 3)
|
||||
{
|
||||
HandleMessage(message);
|
||||
DataMessage m = new DataMessage();
|
||||
//we should get the sender address
|
||||
byte[] senderBytes = new byte[4];
|
||||
Array.Copy(buffer, 1, senderBytes, 0, 4);
|
||||
m.senderId = GetIntFromBytes(senderBytes);
|
||||
byte[] messageBytes = new byte[numReceived - 5];
|
||||
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
|
||||
m.data = messageBytes;
|
||||
AddMessage(m);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -552,22 +576,20 @@ namespace VelNet
|
|||
}
|
||||
}
|
||||
|
||||
private static void SendUdpMessage(string message)
|
||||
private static void SendUdpMessage(byte[] message, int N)
|
||||
{
|
||||
if (instance.udpSocket == null || !instance.udpConnected)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
byte[] data = Encoding.UTF8.GetBytes(message);
|
||||
//Debug.Log("Attempting to send: " + message);
|
||||
instance.udpSocket.SendTo(data, data.Length, SocketFlags.None, instance.RemoteEndPoint);
|
||||
instance.udpSocket.SendTo(message, N, SocketFlags.None, instance.RemoteEndPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send message to server using socket connection.
|
||||
/// </summary>
|
||||
private static void SendNetworkMessage(string clientMessage)
|
||||
private static void SendTcpMessage(byte[] message) //we can assume that this message is already formatted, so we just send it
|
||||
{
|
||||
// Debug.Log("Sent: " + clientMessage);
|
||||
if (instance.socketConnection == null)
|
||||
|
|
@ -581,11 +603,8 @@ namespace VelNet
|
|||
NetworkStream stream = instance.socketConnection.GetStream();
|
||||
if (stream.CanWrite)
|
||||
{
|
||||
// Convert string message to byte array.
|
||||
clientMessage += "\n"; // append a new line to delineate the message
|
||||
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
|
||||
// Write byte array to socketConnection stream.
|
||||
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
|
||||
|
||||
stream.Write(message,0,message.Length);
|
||||
}
|
||||
}
|
||||
catch (SocketException socketException)
|
||||
|
|
@ -597,9 +616,28 @@ namespace VelNet
|
|||
/// <summary>
|
||||
/// Connects to the server with a username
|
||||
/// </summary>
|
||||
///
|
||||
public static byte[] get_be_bytes(int n)
|
||||
{
|
||||
return BitConverter.GetBytes(n).Reverse().ToArray();
|
||||
}
|
||||
public static void Login(string username, string password)
|
||||
{
|
||||
SendNetworkMessage("0:" + username + ":" + password);
|
||||
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
byte[] uB = Encoding.UTF8.GetBytes(username);
|
||||
byte[] pB = Encoding.UTF8.GetBytes(password);
|
||||
writer.Write((byte)0);
|
||||
writer.Write((byte)uB.Length);
|
||||
writer.Write(uB);
|
||||
writer.Write((byte)pB.Length);
|
||||
writer.Write(pB);
|
||||
|
||||
SendTcpMessage(stream.ToArray());
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -608,52 +646,104 @@ namespace VelNet
|
|||
/// <param name="roomname">The name of the room to join</param>
|
||||
public static void Join(string roomname)
|
||||
{
|
||||
SendNetworkMessage("2:" + roomname);
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
|
||||
byte[] R = Encoding.UTF8.GetBytes(roomname);
|
||||
writer.Write((byte)2);
|
||||
writer.Write((byte)R.Length);
|
||||
writer.Write(R);
|
||||
SendTcpMessage(stream.ToArray());
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Leaves a room if we're in one
|
||||
/// </summary>
|
||||
public static void Leave()
|
||||
{
|
||||
if (InRoom) SendNetworkMessage("2:-1");
|
||||
}
|
||||
|
||||
public static void SendTo(MessageType type, string message, bool reliable = true)
|
||||
if (InRoom)
|
||||
{
|
||||
if (reliable)
|
||||
{
|
||||
SendNetworkMessage("3:" + (int)type + ":" + message);
|
||||
}
|
||||
else
|
||||
{
|
||||
SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message);
|
||||
Join(""); //super secret way to leave
|
||||
}
|
||||
}
|
||||
|
||||
public static void SendToGroup(string group, string message, bool reliable = true)
|
||||
public static void SendToRoom(byte[] message, bool include_self = false, bool reliable = true)
|
||||
{
|
||||
byte sendType = (byte)(include_self ? MessageSendType.MESSAGE_ALL : MessageSendType.MESSAGE_OTHERS);
|
||||
if (reliable)
|
||||
{
|
||||
SendNetworkMessage("4:" + group + ":" + message);
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
writer.Write(sendType);
|
||||
writer.Write(get_be_bytes(message.Length));
|
||||
writer.Write(message);
|
||||
SendTcpMessage(stream.ToArray());
|
||||
}
|
||||
else
|
||||
{
|
||||
SendUdpMessage(instance.userid + ":4:" + group + ":" + message);
|
||||
//udp message needs the type
|
||||
toSend[0] = sendType; //we don't
|
||||
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
|
||||
Array.Copy(message, 0, toSend, 5, message.Length);
|
||||
SendUdpMessage(toSend,message.Length+5); //shouldn't be over 1024...
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public static void SendToGroup(string group, byte[] message, bool reliable = true)
|
||||
{
|
||||
byte[] utf8bytes = Encoding.UTF8.GetBytes(group);
|
||||
if (reliable)
|
||||
{
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
writer.Write((byte)MessageSendType.MESSAGE_GROUP);
|
||||
writer.Write(get_be_bytes(message.Length));
|
||||
writer.Write(message);
|
||||
writer.Write((byte)utf8bytes.Length);
|
||||
writer.Write(utf8bytes);
|
||||
SendTcpMessage(stream.ToArray());
|
||||
}
|
||||
else
|
||||
{
|
||||
toSend[0] = (byte)MessageSendType.MESSAGE_GROUP;
|
||||
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
|
||||
//also need to send the group
|
||||
toSend[5] = (byte)utf8bytes.Length;
|
||||
Array.Copy(utf8bytes, 0, toSend, 6, utf8bytes.Length);
|
||||
Array.Copy(message, 0, toSend, 6+utf8bytes.Length, message.Length);
|
||||
SendUdpMessage(toSend, 6 + utf8bytes.Length + message.Length);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// changes the designated group that sendto(4) will go to
|
||||
/// </summary>
|
||||
public static void SetupMessageGroup(string groupName, List<int> userIds)
|
||||
public static void SetupMessageGroup(string groupname, List<int> client_ids)
|
||||
{
|
||||
if (userIds.Count > 0)
|
||||
if (client_ids.Count > 0)
|
||||
{
|
||||
instance.groups[groupName] = userIds.ToList();
|
||||
instance.groups[groupname] = client_ids.ToList();
|
||||
}
|
||||
|
||||
SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
|
||||
MemoryStream stream = new MemoryStream();
|
||||
BinaryWriter writer = new BinaryWriter(stream);
|
||||
byte[] R = Encoding.UTF8.GetBytes(groupname);
|
||||
writer.Write((byte)6);
|
||||
writer.Write((byte)R.Length);
|
||||
writer.Write(R);
|
||||
writer.Write(get_be_bytes(client_ids.Count * 4));
|
||||
for (int i = 0; i < client_ids.Count; i++)
|
||||
{
|
||||
writer.Write(get_be_bytes(client_ids[i]));
|
||||
}
|
||||
SendTcpMessage(stream.ToArray());
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -680,7 +770,7 @@ 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);
|
||||
SendToRoom(Encoding.UTF8.GetBytes("7," + newObject.networkId + "," + prefabName),false,true);
|
||||
|
||||
return newObject;
|
||||
}
|
||||
|
|
@ -739,7 +829,7 @@ 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);
|
||||
SendToRoom(Encoding.UTF8.GetBytes("6," + networkId));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 03a4d4e1a7fd74c7ab2eccca4ce168db
|
||||
guid: 233344de094f11341bdb834d564708dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Text;
|
||||
|
||||
namespace VelNet
|
||||
{
|
||||
|
|
@ -41,7 +42,7 @@ namespace VelNet
|
|||
{
|
||||
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
|
||||
{
|
||||
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
|
||||
VelNetManager.SendToRoom(Encoding.UTF8.GetBytes("7," + kvp.Value.networkId + "," + kvp.Value.prefabName),false,true);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -56,12 +57,14 @@ namespace VelNet
|
|||
/// <summary>
|
||||
/// These are generally things that come from the "owner" and should be enacted locally, where appropriate
|
||||
/// </summary>
|
||||
public void HandleMessage(VelNetManager.Message m)
|
||||
public void HandleMessage(VelNetManager.DataMessage m)
|
||||
{
|
||||
//we need to parse the message
|
||||
//for now, we can just convert to text...because
|
||||
|
||||
string text = Encoding.UTF8.GetString(m.data);
|
||||
|
||||
//types of messages
|
||||
string[] messages = m.text.Split(';'); //messages are split by ;
|
||||
string[] messages = text.Split(';'); //messages are split by ;
|
||||
foreach (string s in messages)
|
||||
{
|
||||
//individual message parameters separated by comma
|
||||
|
|
@ -138,17 +141,20 @@ namespace VelNet
|
|||
|
||||
public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
|
||||
{
|
||||
VelNetManager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
|
||||
string message = "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data);
|
||||
VelNetManager.SendToGroup(group, Encoding.UTF8.GetBytes(message), reliable);
|
||||
}
|
||||
|
||||
public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
|
||||
{
|
||||
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
|
||||
string message = "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data);
|
||||
VelNetManager.SendToRoom(Encoding.UTF8.GetBytes(message), false, reliable);
|
||||
}
|
||||
|
||||
public void SendSceneUpdate()
|
||||
{
|
||||
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
|
||||
string message = "9," + string.Join(",", manager.deletedSceneObjects);
|
||||
VelNetManager.SendToRoom( Encoding.UTF8.GetBytes(message));
|
||||
}
|
||||
|
||||
[Obsolete("Use VelNetManager.NetworkDestroy() instead.")]
|
||||
|
|
@ -158,7 +164,7 @@ namespace VelNet
|
|||
if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return;
|
||||
|
||||
// send to all, which will make me delete as well
|
||||
VelNetManager.SendTo(VelNetManager.MessageType.ALL_ORDERED, "8," + networkId);
|
||||
VelNetManager.SendToRoom(Encoding.UTF8.GetBytes("8," + networkId), true, true);
|
||||
}
|
||||
|
||||
/// <returns>True if successful, False if failed to transfer ownership</returns>
|
||||
|
|
@ -175,7 +181,7 @@ namespace VelNet
|
|||
manager.objects[networkId].owner = this;
|
||||
|
||||
// must be ordered, so that ownership transfers are not confused. Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
|
||||
VelNetManager.SendTo(VelNetManager.MessageType.ALL_ORDERED, "6," + networkId);
|
||||
VelNetManager.SendToRoom(Encoding.UTF8.GetBytes("6," + networkId),true,true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,6 @@ EditorBuildSettings:
|
|||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Samples/VelNet/1.0.4/Example/test_binary.unity
|
||||
guid: 2e6e0ddeb76e51b46afc0f0a43386ff2
|
||||
path: Assets/Samples/VelNet/1.0.4/Example/test.unity
|
||||
guid: e4e43899246c941c78acfc59ce2f664a
|
||||
m_configObjects: {}
|
||||
|
|
|
|||
Loading…
Reference in New Issue