Mostly working, except for dissonance speech

BinaryServer
Kyle Johnsen 2022-01-19 00:30:37 -05:00
parent d983b34817
commit e94ee146e5
9 changed files with 454 additions and 1290 deletions

View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Text;
using Dissonance;
using UnityEngine;
using UnityEngine.Serialization;
@ -21,7 +22,7 @@ namespace VelNet
{
if (sendInput.text != "")
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, sendInput.text);
VelNetManager.SendToRoom(Encoding.UTF8.GetBytes(sendInput.text));
}
}
@ -51,6 +52,8 @@ namespace VelNet
{
comms = FindObjectOfType<DissonanceComms>();
microphones.AddOptions(new List<string>(Microphone.devices));
/* todo
VelNetManager.MessageReceived += (m) =>
{
string s = m.type + ":" + m.sender + ":" + m.text;
@ -68,6 +71,7 @@ namespace VelNet
messages.text = messages.text + msg + "\n";
}
};
*/
}
public void handleMicrophoneSelection()

View File

@ -163,7 +163,5 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
networkObject: {fileID: 9102273340480352682}
serializationRateHz: 30
targetPosition: {x: 0, y: 0, z: 0}
targetRotation: {x: 0, y: 0, z: 0, w: 0}
smoothness: 0.1
serializationRateHz: 1
useLocalTransform: 0

View File

@ -2238,18 +2238,18 @@ MonoBehaviour:
m_GameObject: {fileID: 1099803612}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 03a4d4e1a7fd74c7ab2eccca4ce168db, type: 3}
m_Script: {fileID: 11500000, guid: 233344de094f11341bdb834d564708dc, type: 3}
m_Name:
m_EditorClassIdentifier:
host: velnet.ugavel.com
port: 3290
host: 127.0.0.1
port: 80
udpConnected: 0
userid: -1
room:
connected: 0
prefabs:
- {fileID: 3951900052977689805, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
- {fileID: 9102273340480352682, guid: d4158ab9c4a204cdbba28d3273fc1fb3, type: 3}
- {fileID: 3951900052977689805, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
sceneObjects: []
deletedSceneObjects: []
--- !u!1 &1154194181
@ -3961,6 +3961,10 @@ PrefabInstance:
propertyPath: isSceneObject
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8565720275311462452, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
propertyPath: serializationRateHz
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8565720275311462453, guid: 6e4a023f70e01405e8b249a4488fe319, type: 3}
propertyPath: m_Name
value: TestNetworkedGameObject

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@ -1,927 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
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 VelNetBinaryManager : MonoBehaviour
{
public enum MessageSendType
{
LOGIN = 0,
GET_ROOMS = 1,
JOIN_ROOM = 2,
MESSAGE_OTHERS = 3,
MESSAGE_ALL = 4,
MESSAGE_GROUP = 5,
FORM_GROUP = 6
};
public enum MessageReceiveType
{
LOGGED_IN = 0,
ROOM_LIST = 1,
CLIENT_JOINED = 2,
MESSAGE = 3
};
public string host;
public int port;
public static VelNetBinaryManager instance;
private TcpClient socketConnection;
private Socket udpSocket;
public bool udpConnected;
private IPEndPoint RemoteEndPoint;
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
public string room;
private int messagesReceived = 0;
public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
/// <summary>
/// We just joined a room
/// string - the room name
/// </summary>
public static Action<string> OnJoinedRoom;
/// <summary>
/// We just left a room
/// string - the room name we left
/// </summary>
public static Action<string> OnLeftRoom;
/// <summary>
/// Somebody else just joined our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerJoined;
/// <summary>
/// Somebody else just left our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action<Message> MessageReceived;
public static Action LoggedIn;
public static Action<string[], int> RoomsReceived;
public bool connected;
public List<NetworkObject> prefabs = new List<NetworkObject>();
public NetworkObject[] sceneObjects;
public List<string> deletedSceneObjects = new List<string>();
/// <summary>
/// Maintains a list of all known objects on the server (ones that have ids)
/// </summary>
public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>();
/// <summary>
/// Maintains a list of all known groups on the server
/// </summary>
public readonly Dictionary<string, List<int>> groups = new Dictionary<string, List<int>>();
private VelNetPlayer masterPlayer;
public static VelNetPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault();
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
// Use this for initialization
public class Message
{
public MessageReceiveType type;
//public string text;
public byte[] data;
public int sender;
}
public readonly List<Message> receivedMessages = new List<Message>();
private void Awake()
{
if (instance != null)
{
Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
}
instance = this;
SceneManager.sceneLoaded += (scene, mode) =>
{
// add all local network objects
sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
};
}
private IEnumerator Start()
{
ConnectToTcpServer();
yield return null;
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
private void AddMessage(Message m)
{
lock (receivedMessages)
{
//Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
}
private void Update()
{
lock (receivedMessages)
{
//the main thread, which can do Unity stuff
foreach (Message m in receivedMessages)
{
switch (m.type)
{
// when you join the server
case 0:
userid = m.sender;
Debug.Log("joined server " + userid);
try
{
LoggedIn?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
//start the udp thread
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:
{
string oldRoom = LocalPlayer?.room;
// we clear the list, but will recreate as we get messages from people in our room
players.Clear();
masterPlayer = null;
if (m.text != "")
{
VelNetPlayer player = new VelNetPlayer
{
isLocal = true,
userid = m.sender,
room = m.text
};
players.Add(userid, player);
if (m.text != "")
{
try
{
OnJoinedRoom?.Invoke(m.text);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
}
// we just left a room
else
{
// delete all networkobjects that aren't sceneobjects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(NetworkDestroy);
// then remove references to the ones that are left
objects.Clear();
// empty all the groups
foreach (string group in instance.groups.Keys)
{
SetupMessageGroup(group, new List<int>());
}
instance.groups.Clear();
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
break;
}
// not for me, a player is joining or leaving
case 2:
{
VelNetPlayer me = players[userid];
if (me.room != m.text)
{
// 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 this object has locked ownership, delete it
if (kvp.Value.ownershipLocked)
{
deleteObjects.Add(kvp.Value.networkId);
}
// I'm the local master player, so can take ownership immediately
else if (me.isLocal && me == masterPlayer)
{
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)
{
kvp.Value.owner = null;
}
}
}
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
players.Remove(m.sender);
}
else
{
// we got a join message, create it
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = m.text,
userid = m.sender
};
players.Add(m.sender, player);
try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
break;
}
// generic message
case 3:
if (players.ContainsKey(m.sender))
{
players[m.sender]?.HandleMessage(m);
}
else
{
Debug.LogError("Received message from player that doesn't exist: " + m.text);
}
break;
// change master player (this should only happen when the first player joins or if the master player leaves)
case 4:
{
if (masterPlayer == null)
{
masterPlayer = players[m.sender];
// no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
{
sceneObjects[i].networkId = -1 + "-" + i;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
}
else
{
masterPlayer = players[m.sender];
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
kvp.Value.owner ??= masterPlayer;
}
break;
}
*/
}
MessageReceived?.Invoke(m);
}
receivedMessages.Clear();
}
}
private void OnApplicationQuit()
{
socketConnection.Close();
}
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(ListenForData);
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
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 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;
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 233344de094f11341bdb834d564708dc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -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;
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 03a4d4e1a7fd74c7ab2eccca4ce168db
guid: 233344de094f11341bdb834d564708dc
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -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;
}

View File

@ -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: {}