using System; using System.Collections.Generic; using System.Net.Sockets; using System.Text; using System.Threading; using UnityEngine; using System.Net; namespace VelNetUnity { public class NetworkManager : MonoBehaviour { public enum MessageType { OTHERS = 0, ALL = 1, OTHERS_ORDERED = 2, ALL_ORDERED = 3 }; public string host; public int port; #region private members 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 GameObject playerPrefab; public Dictionary players = new Dictionary(); public Action onJoinedRoom = delegate { }; public Action onPlayerJoined = delegate { }; public Action onPlayerLeft = delegate { }; public List prefabs = new List(); public NetworkObject[] sceneObjects; public List deletedSceneObjects = new List(); public Dictionary objects = new Dictionary(); //maintains a list of all known objects on the server (ones that have ids) private NetworkPlayer masterPlayer; #endregion // Use this for initialization public class Message { public int type; public string text; public int sender; } public readonly List receivedMessages = new List(); private void Start() { ConnectToTcpServer(); sceneObjects = FindObjectsOfType(); //add all local network objects } 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) { if (m.type == 0) //when you join the server { userid = m.sender; Debug.Log("joined server"); //start the udp thread clientReceiveThreadUDP = new Thread(ListenForDataUDP); clientReceiveThreadUDP.IsBackground = true; clientReceiveThreadUDP.Start(); } if (m.type == 2) { //if this message is for me, that means I joined a new room... if (userid == m.sender) { foreach (KeyValuePair kvp in players) { Destroy(kvp.Value.gameObject); } players.Clear(); //we clear the list, but will recreate as we get messages from people in our room if (m.text != "") { NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); player.isLocal = true; player.userid = m.sender; players.Add(userid, player); player.room = m.text; player.manager = this; onJoinedRoom(player); } } else //not for me, a player is joining or leaving { NetworkPlayer me = players[userid]; if (me.room != m.text) { //we got a left message, kill it //change ownership of all objects to master foreach (KeyValuePair kvp in objects) { if (kvp.Value.owner == players[m.sender]) //the owner is the player that left { if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately { me.TakeOwnership(kvp.Key); } else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly) { kvp.Value.owner = null; } } } Destroy(players[m.sender].gameObject); players.Remove(m.sender); } else { //we got a join mesage, create it NetworkPlayer player = Instantiate(playerPrefab).GetComponent(); player.isLocal = false; player.room = m.text; player.userid = m.sender; player.manager = this; players.Add(m.sender, player); onPlayerJoined(player); } } } if (m.type == 3) //generic message { players[m.sender]?.HandleMessage(m); } if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves) { if (masterPlayer == null) { masterPlayer = players[m.sender]; //no master player yet, add the scene objects 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 kvp in objects) { if (kvp.Value.owner == null) { kvp.Value.owner = masterPlayer; } } } MessageReceived(m); } receivedMessages.Clear(); } } private void OnApplicationQuit() { socketConnection.Close(); } public Action JoinedRoom = delegate { }; public Action MessageReceived = delegate { }; public Action LoggedIn = delegate { }; public Action RoomsReceived = delegate { }; public bool connected; /// /// Setup socket connection. /// 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 { Message m = new Message(); string[] sections = s.Split(':'); if (sections.Length > 0) { 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; } } } } /// /// Runs in background clientReceiveThread; Listens for incomming data. /// private void ListenForData() { connected = true; try { socketConnection = new TcpClient(host, port); socketConnection.NoDelay = true; byte[] bytes = new byte[1024]; string partialMessage = ""; 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]; } } } } 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) { string welcome = userid + ":0:Hello"; byte[] data = Encoding.ASCII.GetBytes(welcome); udpSocket.SendTo(data, data.Length, 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); string message = Encoding.UTF8.GetString(buffer, 0, numReceived); string[] sections = message.Split(':'); if (sections[0] == "0") { Debug.Log("UDP connected"); } if (sections[0] == "3") { HandleMessage(message); } } } catch (Exception socketException) { Debug.Log("Socket exception: " + socketException); } } private void SendUdpMessage(string message) { if (udpSocket == null || !udpConnected) { return; } byte[] data = Encoding.UTF8.GetBytes(message); //Debug.Log("Attempting to send: " + message); udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint); } /// /// Send message to server using socket connection. /// private void SendNetworkMessage(string clientMessage) { if (socketConnection == null) { return; } try { // Get a stream object for writing. NetworkStream stream = socketConnection.GetStream(); if (stream.CanWrite) { // Convert string message to byte array. clientMessage = 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); } } catch (SocketException socketException) { Debug.Log("Socket exception: " + socketException); } } public void Login(string username, string password) { SendNetworkMessage("0:" + username + ":" + password); } public void Join(string roomname) { SendNetworkMessage("2:" + roomname); } public void Leave() { SendNetworkMessage("2:-1"); } public void SendTo(MessageType type, string message, bool reliable = true) { if (reliable) { SendNetworkMessage("3:" + (int)type + ":" + message); } else { SendUdpMessage(userid + ":3:" + (int)type + ":" + message); } } public void SendToGroup(string group, string message, bool reliable = true) { if (reliable) { SendNetworkMessage("4:" + group + ":" + message); } else { SendUdpMessage(userid + ":4:" + group + ":" + message); } } //changes the designated group that sendto(4) will go to public void SetupMessageGroup(string groupname, int[] userids) { SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids)); } public void DeleteNetworkObject(string networkId) { if (objects.ContainsKey(networkId)) { NetworkObject obj = objects[networkId]; if (obj.isSceneObject) { deletedSceneObjects.Add(networkId); } Destroy(obj.gameObject); objects.Remove(networkId); } } } }