using System.Collections.Generic;
using System;
namespace VelNet
{
///
/// Represents a network player
///
public class VelNetPlayer
{
public int userid;
public string username;
public string room;
public bool isLocal;
private VelNetManager manager;
///
/// For instantiation
///
public int lastObjectId;
private bool isMaster;
public VelNetPlayer()
{
manager = VelNetManager.instance;
VelNetManager.OnPlayerJoined += HandlePlayerJoined;
}
public void HandlePlayerJoined(VelNetPlayer player)
{
//if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names
if (isLocal)
{
foreach (KeyValuePair kvp in manager.objects)
{
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
}
}
if (isMaster)
{
//send a list of scene object ids when someone joins
SendSceneUpdate();
}
}
}
///
/// These are generally things that come from the "owner" and should be enacted locally, where appropriate
///
public void HandleMessage(VelNetManager.Message m)
{
//we need to parse the message
//types of messages
string[] messages = m.text.Split(';'); //messages are split by ;
foreach (string s in messages)
{
//individual message parameters separated by comma
string[] sections = s.Split(',');
switch (sections[0])
{
case "5": //sync update for an object I may own
{
string objectKey = sections[1];
string identifier = sections[2];
string syncMessage = sections[3];
byte[] messageBytes = Convert.FromBase64String(syncMessage);
if (manager.objects.ContainsKey(objectKey))
{
if (manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].ReceiveBytes(identifier, messageBytes);
}
}
break;
}
case "6": //I'm trying to take ownership of an object
{
string networkId = sections[1];
if (manager.objects.ContainsKey(networkId))
{
manager.objects[networkId].owner = this;
}
break;
}
case "7": // I'm trying to instantiate an object
{
string networkId = sections[1];
string prefabName = sections[2];
if (manager.objects.ContainsKey(networkId))
{
break; //we already have this one, ignore
}
VelNetManager.SomebodyInstantiatedNetworkObject(networkId, prefabName, this);
break;
}
case "8": // I'm trying to destroy a gameobject I own
{
string networkId = sections[1];
VelNetManager.NetworkDestroy(networkId);
break;
}
case "9": //deleted scene objects
{
for (int k = 1; k < sections.Length; k++)
{
VelNetManager.NetworkDestroy(sections[k]);
}
break;
}
}
}
}
public void SetAsMasterPlayer()
{
isMaster = true;
//if I'm master, I'm now responsible for updating all scene objects
//FindObjectsOfType();
}
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);
}
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);
}
public void SendSceneUpdate()
{
VelNetManager.SendTo(VelNetManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
}
[Obsolete("Use VelNetManager.NetworkDestroy() instead.")]
public void NetworkDestroy(string networkId)
{
// must be the local owner of the object to destroy it
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);
}
/// True if successful, False if failed to transfer ownership
[Obsolete("Use VelNetManager.TakeOwnership() instead.")]
public bool TakeOwnership(string networkId)
{
// must exist and be the the local player
if (!manager.objects.ContainsKey(networkId) || !isLocal) return false;
// if the ownership is locked, fail
if (manager.objects[networkId].ownershipLocked) return false;
// immediately successful
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);
return true;
}
}
}