using System.Collections.Generic; using UnityEngine; using System; namespace VelNetUnity { [RequireComponent(typeof(NetworkObject))] public class NetworkPlayer : MonoBehaviour { public NetworkObject myObject; public int userid; public string username; public string room; public NetworkManager manager; public bool isLocal = false; public int lastObjectId = 0; //for instantiation private bool isMaster = false; private void Start() { myObject.owner = this; manager = FindObjectOfType(); manager.onPlayerJoined += handlePlayerJoined; } public void handlePlayerJoined(NetworkPlayer 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 != "") { manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName); } } if (isMaster) { //send a list of scene object ids when someone joins sendSceneUpdate(); } } } public void handleMessage(NetworkManager.Message m) { //these are generally things that come from the "owner" and should be enacted locally, where appropriate //we need to parse the message //types of messages string[] messages = m.text.Split(';'); //messages are split by ; for (int i = 0; i < messages.Length; i++) { //individual message parameters separated by comma string[] sections = messages[i].Split(','); switch (sections[0]) { case "1": //update my object's data { string identifier = sections[1]; byte[] message = Convert.FromBase64String(sections[2]); myObject.handleMessage(identifier, message); break; } 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].handleMessage(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 } NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName); if (temp != null) { NetworkObject instance = Instantiate(temp); instance.networkId = networkId; instance.prefabName = prefabName; instance.owner = this; manager.objects.Add(instance.networkId, instance); } break; } case "8": //I'm trying to destroy a gameobject I own { string networkId = sections[1]; manager.deleteNetworkObject(networkId); break; } case "9": //deleted scene objects { for (int k = 1; k < sections.Length; k++) { manager.deleteNetworkObject(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) { if (obj == myObject) { manager.sendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable); } else { manager.sendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); } } public void sendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true) { if (obj == myObject) { manager.sendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable); } else { manager.sendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable); } } public NetworkObject networkInstantiate(string prefabName) { if (!isLocal) { return null; //must be the local player to call instantiate } string networkId = userid + "-" + lastObjectId++; NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName); if (temp != null) { NetworkObject instance = Instantiate(temp); instance.networkId = networkId; instance.prefabName = prefabName; instance.owner = this; manager.objects.Add(instance.networkId, instance); manager.sendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately. return instance; } return null; } public void networkDestroy(string networkId) { if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well } public void takeOwnership(string networkId) { if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player manager.objects[networkId].owner = this; //immediately successful manager.sendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //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. } public void sendSceneUpdate() { manager.sendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects)); } } }