using System;
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.IO;
namespace VelNet
{
/// Used to flag methods as remote-callable.
public class VelNetRPC : Attribute
{
}
[AddComponentMenu("VelNet/VelNet Manager")]
public class VelNetManager : MonoBehaviour
{
public enum MessageReceivedType
{
LOGGED_IN = 0,
ROOM_LIST = 1,
PLAYER_JOINED = 2,
DATA_MESSAGE = 3,
MASTER_MESSAGE = 4,
YOU_JOINED = 5,
PLAYER_LEFT = 6,
YOU_LEFT = 7,
ROOM_DATA = 8
}
public enum MessageSendType
{
MESSAGE_OTHERS_ORDERED = 7,
MESSAGE_ALL_ORDERED = 8,
MESSAGE_LOGIN = 0,
MESSAGE_GETROOMS = 1,
MESSAGE_JOINROOM = 2,
MESSAGE_OTHERS = 3,
MESSAGE_ALL = 4,
MESSAGE_GROUP = 5,
MESSAGE_SETGROUP = 6,
MESSAGE_GETROOMDATA = 9
};
public enum MessageType : byte
{
ObjectSync,
TakeOwnership,
Instantiate,
Destroy,
DeleteSceneObjects,
Custom
}
public string host;
public int port;
public static VelNetManager instance;
private TcpClient socketConnection;
private Socket udpSocket;
public bool udpConnected;
private IPEndPoint RemoteEndPoint;
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
public readonly Dictionary players = new Dictionary();
#region Callbacks
///
/// We just joined a room
/// string - the room name
///
public static Action OnJoinedRoom;
///
/// We just left a room
/// string - the room name we left
///
public static Action OnLeftRoom;
///
/// Somebody else just joined our room
///
public static Action OnPlayerJoined;
///
/// Somebody else just left our room
///
public static Action OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action OnLoggedIn;
public static Action RoomsReceived;
public static Action RoomDataReceived;
public static Action MessageReceived;
public static Action CustomMessageReceived;
#endregion
public bool connected;
private bool wasConnected;
private double lastConnectionCheck;
public List prefabs = new List();
public NetworkObject[] sceneObjects;
public List deletedSceneObjects = new List();
///
/// Maintains a list of all known objects on the server (ones that have ids)
///
public readonly Dictionary objects = new Dictionary();
///
/// Maintains a list of all known groups on the server
///
public readonly Dictionary> groups = new Dictionary>();
private VelNetPlayer masterPlayer;
public static VelNetPlayer LocalPlayer => instance != null ? instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault() : null;
public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
public static string Room => LocalPlayer?.room;
public static List Players => instance.players.Values.ToList();
///
/// The player count in this room.
/// -1 if not in a room.
///
public static int PlayerCount => instance.players.Count;
public static bool IsConnected => instance != null && instance.connected && instance.udpConnected;
// this is for sending udp packets
private static readonly byte[] toSend = new byte[1024];
// Use this for initialization
public abstract class Message
{
}
public class ListedRoom
{
public string name;
public int numUsers;
public override string ToString()
{
return "Room Name: " + name + "\tUsers: " + numUsers;
}
}
public class LoginMessage : Message
{
public int userId;
}
public class RoomsMessage : Message
{
public List rooms;
public override string ToString()
{
return string.Join("\n", rooms);
}
}
public class RoomDataMessage : Message
{
public string room;
public readonly List<(int, string)> members = new List<(int, string)>();
}
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 class YouJoinedMessage : Message
{
public List ids;
public string room;
}
public class PlayerLeftMessage : Message
{
public int userId;
public string room;
}
public class YouLeftMessage : Message
{
public string room;
}
public class ConnectedMessage : Message
{
}
private int maxUnreadMessages = 1000;
public readonly List receivedMessages = new List();
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().Where(o => o.isSceneObject).ToArray();
};
ConnectToServer();
}
private void AddMessage(Message m)
{
bool added = false;
lock (receivedMessages)
{
// this is to avoid backups when headset goes to sleep
if (receivedMessages.Count < maxUnreadMessages)
{
receivedMessages.Add(m);
added = true;
}
}
try
{
if (added) MessageReceived?.Invoke(m);
}
catch (Exception e)
{
Debug.LogError(e);
}
}
private void Update()
{
lock (receivedMessages)
{
//the main thread, which can do Unity stuff
foreach (Message m in receivedMessages)
{
switch (m)
{
case ConnectedMessage msg:
{
try
{
OnConnectedToServer?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case LoginMessage lm:
{
if (userid == lm.userId)
{
Debug.Log("Received duplicate login message " + userid);
return;
}
userid = lm.userId;
Debug.Log("Joined server " + userid);
try
{
OnLoggedIn?.Invoke();
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
//start the udp thread
clientReceiveThreadUDP?.Abort();
clientReceiveThreadUDP = new Thread(ListenForDataUDP);
clientReceiveThreadUDP.Start();
break;
}
case RoomsMessage rm:
{
try
{
RoomsReceived?.Invoke(rm);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case RoomDataMessage rdm:
{
try
{
RoomDataReceived?.Invoke(rdm);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case YouJoinedMessage jm:
{
// we clear the list, but will recreate as we get messages from people in our room
players.Clear();
masterPlayer = null;
foreach (int playerId in jm.ids)
{
VelNetPlayer player = new VelNetPlayer
{
room = jm.room,
userid = playerId,
isLocal = playerId == userid,
};
players.Add(player.userid, player);
}
try
{
OnJoinedRoom?.Invoke(jm.room);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
foreach (KeyValuePair kvp in players)
{
if (kvp.Key != userid)
{
try
{
OnPlayerJoined?.Invoke(kvp.Value);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
}
}
break;
}
case YouLeftMessage msg:
{
LeaveRoom();
break;
}
case PlayerLeftMessage lm:
{
VelNetPlayer me = players[userid];
// we got a left message, kill it
// change ownership of all objects to master
List deleteObjects = new List();
foreach (KeyValuePair kvp in objects)
{
if (kvp.Value.owner == players[lm.userId]) // 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[lm.userId] == masterPlayer)
{
kvp.Value.owner = null;
}
}
}
// TODO this may check for ownership in the future. We don't need ownership here
deleteObjects.ForEach(NetworkDestroy);
VelNetPlayer leftPlayer = players[lm.userId];
players.Remove(lm.userId);
try
{
OnPlayerLeft?.Invoke(leftPlayer);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case JoinMessage jm:
{
// we got a join message, create it
VelNetPlayer player = new VelNetPlayer
{
isLocal = false,
room = jm.room,
userid = jm.userId
};
players.Add(jm.userId, player);
try
{
OnPlayerJoined?.Invoke(player);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
break;
}
case DataMessage dm:
{
if (players.ContainsKey(dm.senderId))
{
players[dm.senderId]?.HandleMessage(dm);
}
else
{
LocalPlayer?.HandleMessage(dm, true);
//Debug.LogError("Received message from player that doesn't exist ");
}
break;
}
case ChangeMasterMessage cm:
{
if (masterPlayer == null)
{
if (players.ContainsKey(cm.masterId))
{
masterPlayer = players[cm.masterId];
}
else
{
masterPlayer = players.Aggregate((p1, p2) => p1.Value.userid.CompareTo(p2.Value.userid) > 0 ? p1 : p2).Value;
Debug.LogError("Got an invalid master client id from the server. Using fallback.");
}
// no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
{
if (sceneObjects[i].sceneNetworkId == 0)
{
Debug.LogError("Scene Network ID is 0. Make sure to assign one first.", sceneObjects[i]);
}
sceneObjects[i].networkId = -1 + "-" + sceneObjects[i].sceneNetworkId;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
try {
sceneObjects[i].OwnershipChanged?.Invoke(masterPlayer);
}
catch (Exception e)
{
Debug.LogError("Error in event handling.\n" + e);
}
if (objects.ContainsKey(sceneObjects[i].networkId))
{
Debug.LogError($"Duplicate NetworkID: {sceneObjects[i].networkId} {sceneObjects[i].name} {objects[sceneObjects[i].networkId]}");
}
else
{
objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
}
}
}
else
{
masterPlayer = players[cm.masterId];
}
masterPlayer.SetAsMasterPlayer();
// master player should take over any objects that do not have an owner
foreach (KeyValuePair kvp in objects)
{
kvp.Value.owner ??= masterPlayer;
}
break;
}
}
//MessageReceived?.Invoke(m);
}
receivedMessages.Clear();
}
if (Time.timeAsDouble - lastConnectionCheck > 2)
{
if (!IsConnected && wasConnected)
{
Debug.Log("Reconnecting...");
ConnectToServer();
}
lastConnectionCheck = Time.timeAsDouble;
}
}
private void LeaveRoom()
{
Debug.Log("Leaving Room");
string oldRoom = LocalPlayer?.room;
// delete all NetworkObjects that aren't scene objects 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());
}
instance.groups.Clear();
try
{
OnLeftRoom?.Invoke(oldRoom);
}
// prevent errors in subscribers from breaking our code
catch (Exception e)
{
Debug.LogError(e);
}
foreach (NetworkObject s in sceneObjects)
{
s.owner = null;
}
players.Clear();
masterPlayer = null;
}
private void OnApplicationQuit()
{
socketConnection?.Close();
clientReceiveThreadUDP?.Abort();
clientReceiveThread?.Abort();
}
///
/// Setup socket connection.
///
public static void ConnectToServer()
{
try
{
instance.clientReceiveThread = new Thread(instance.ListenForData);
instance.clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
private void DisconnectFromServer()
{
Debug.Log("Disconnecting from server");
Debug.Log("Leaving Room");
string oldRoom = LocalPlayer?.room;
// delete all NetworkObjects that aren't scene objects or are null now
objects
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
.Select(o => o.Key)
.ToList().ForEach(SomebodyDestroyedNetworkObject);
// then remove references to the ones that are left
objects.Clear();
instance.groups.Clear();
foreach (NetworkObject s in sceneObjects)
{
s.owner = null;
}
players.Clear();
masterPlayer = null;
connected = false;
udpConnected = false;
socketConnection?.Close();
clientReceiveThreadUDP?.Abort();
clientReceiveThread?.Abort();
clientReceiveThread = null;
socketConnection = null;
udpSocket = null;
}
///
/// Runs in background clientReceiveThread; Listens for incoming data.
///
private static byte[] ReadExact(Stream 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 static int GetIntFromBytes(byte[] bytes)
{
return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
}
private void ListenForData()
{
connected = true;
try
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
// Get a stream object for reading
NetworkStream stream = socketConnection.GetStream();
using BinaryReader reader = new BinaryReader(stream);
//now we are connected, so add a message to the queue
AddMessage(new ConnectedMessage());
while (socketConnection.Connected)
{
//read a byte
int b = stream.ReadByte();
MessageReceivedType type = (MessageReceivedType)b;
switch (type)
{
//login
case MessageReceivedType.LOGGED_IN:
{
LoginMessage m = new LoginMessage();
m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
AddMessage(m);
break;
}
//rooms
case MessageReceivedType.ROOM_LIST:
{
RoomsMessage m = new RoomsMessage();
m.rooms = new List();
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(':');
if (pieces.Length == 2)
{
ListedRoom lr = new ListedRoom();
lr.name = pieces[0];
lr.numUsers = int.Parse(pieces[1]);
m.rooms.Add(lr);
}
}
AddMessage(m);
break;
}
case MessageReceivedType.ROOM_DATA:
{
RoomDataMessage rdm = new RoomDataMessage();
int N = stream.ReadByte();
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
string roomname = Encoding.UTF8.GetString(utf8data);
N = GetIntFromBytes(ReadExact(stream, 4)); //the number of client datas to read
rdm.room = roomname;
for (int i = 0; i < N; i++)
{
// client id + short string
int client_id = GetIntFromBytes(ReadExact(stream, 4));
int s = stream.ReadByte(); //size of string
utf8data = ReadExact(stream, s); //the username
string username = Encoding.UTF8.GetString(utf8data);
rdm.members.Add((client_id, username));
}
AddMessage(rdm);
break;
}
//joined
case MessageReceivedType.PLAYER_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);
break;
}
//data
case MessageReceivedType.DATA_MESSAGE:
{
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);
break;
}
// new master
case MessageReceivedType.MASTER_MESSAGE:
{
ChangeMasterMessage m = new ChangeMasterMessage();
m.masterId = GetIntFromBytes(ReadExact(stream, 4)); // sender is the new master
AddMessage(m);
break;
}
case MessageReceivedType.YOU_JOINED:
{
YouJoinedMessage m = new YouJoinedMessage();
int N = GetIntFromBytes(ReadExact(stream, 4));
m.ids = new List();
for (int i = 0; i < N; i++)
{
m.ids.Add(GetIntFromBytes(ReadExact(stream, 4)));
}
N = stream.ReadByte();
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
m.room = Encoding.UTF8.GetString(utf8data);
AddMessage(m);
break;
}
case MessageReceivedType.PLAYER_LEFT:
{
PlayerLeftMessage m = new PlayerLeftMessage();
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);
break;
}
case MessageReceivedType.YOU_LEFT:
{
YouLeftMessage m = new YouLeftMessage();
int N = stream.ReadByte();
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
m.room = Encoding.UTF8.GetString(utf8data);
AddMessage(m);
break;
}
}
}
}
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(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;
wasConnected = true;
while (true)
{
int numReceived = udpSocket.Receive(buffer);
switch ((MessageReceivedType)buffer[0])
{
case MessageReceivedType.LOGGED_IN:
Debug.Log("UDP connected");
break;
case MessageReceivedType.DATA_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);
break;
}
}
}
}
catch (Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
private static void SendUdpMessage(byte[] message, int N)
{
if (instance.udpSocket == null || !instance.udpConnected)
{
return;
}
instance.udpSocket.SendTo(message, N, SocketFlags.None, instance.RemoteEndPoint);
}
///
/// Send message to server using socket connection.
///
/// We can assume that this message is already formatted, so we just send it
/// True if the message successfully sent. False if it failed and we should quit
private static bool SendTcpMessage(byte[] message)
{
// Debug.Log("Sent: " + clientMessage);
if (instance.socketConnection == null)
{
Debug.LogError("Tried to send message while socket connection was still null.", instance);
return false;
}
try
{
// check if we have been disconnected, if so shut down velnet
if (!instance.socketConnection.Connected)
{
instance.DisconnectFromServer();
Debug.LogError("Disconnected from server. Most likely due to timeout.");
return false;
}
// Get a stream object for writing.
NetworkStream stream = instance.socketConnection.GetStream();
if (stream.CanWrite)
{
stream.Write(message, 0, message.Length);
}
}
catch (IOException ioException)
{
instance.DisconnectFromServer();
Debug.LogError("Disconnected from server. Most likely due to timeout.\n" + ioException);
return false;
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
return true;
}
private static byte[] get_be_bytes(int n)
{
return BitConverter.GetBytes(n).Reverse().ToArray();
}
///
/// Connects to the server for a particular app
///
/// A unique name for your app. Communication can only happen between clients with the same app name.
/// Should be unique per device that connects. e.g. md5(deviceUniqueIdentifier)
public static void Login(string appName, string deviceId)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] id = Encoding.UTF8.GetBytes(deviceId);
byte[] app = Encoding.UTF8.GetBytes(appName);
writer.Write((byte)MessageSendType.MESSAGE_LOGIN);
writer.Write((byte)id.Length);
writer.Write(id);
writer.Write((byte)app.Length);
writer.Write(app);
SendTcpMessage(stream.ToArray());
}
public static void GetRooms(Action callback = null)
{
SendTcpMessage(new byte[] { (byte)MessageSendType.MESSAGE_GETROOMS }); // very simple message
if (callback != null)
{
RoomsReceived += RoomsReceivedCallback;
}
void RoomsReceivedCallback(RoomsMessage msg)
{
callback(msg);
RoomsReceived -= RoomsReceivedCallback;
}
}
public static void GetRoomData(string roomName)
{
MemoryStream stream = new MemoryStream();
BinaryWriter writer = new BinaryWriter(stream);
byte[] R = Encoding.UTF8.GetBytes(roomName);
writer.Write((byte)MessageSendType.MESSAGE_GETROOMDATA);
writer.Write((byte)R.Length);
writer.Write(R);
SendTcpMessage(stream.ToArray());
}
///
/// Joins a room by name
///
/// The name of the room to join
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.MESSAGE_JOINROOM);
writer.Write((byte)R.Length);
writer.Write(R);
SendTcpMessage(stream.ToArray());
}
///
/// Leaves a room if we're in one
///
public static void Leave()
{
if (InRoom)
{
Join(""); // super secret way to leave
}
}
public static void SendCustomMessage(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToRoom(mem.ToArray(), include_self, reliable, ordered);
}
public static void SendCustomMessageToGroup(string group, byte[] message, bool reliable = true)
{
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Custom);
writer.Write(message.Length);
writer.Write(message);
SendToGroup(group, mem.ToArray(), reliable);
}
internal static bool SendToRoom(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
{
byte sendType = (byte)MessageSendType.MESSAGE_OTHERS;
if (include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_ALL_ORDERED;
if (include_self && !ordered) sendType = (byte)MessageSendType.MESSAGE_ALL;
if (!include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_OTHERS_ORDERED;
if (reliable)
{
MemoryStream mem = new MemoryStream();
BinaryWriter writer = new BinaryWriter(mem);
writer.Write(sendType);
writer.Write(get_be_bytes(message.Length));
writer.Write(message);
return SendTcpMessage(mem.ToArray());
}
else
{
//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...
return true;
}
}
internal static bool 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);
return 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);
return true;
}
}
///
/// changes the designated group that SendTo(4) will go to
///
public static void SetupMessageGroup(string groupName, List clientIds)
{
if (clientIds.Count > 0)
{
instance.groups[groupName] = clientIds.ToList();
}
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(clientIds.Count * 4));
foreach (int c in clientIds)
{
writer.Write(get_be_bytes(c));
}
SendTcpMessage(stream.ToArray());
}
[Obsolete("Use NetworkInstantiate instead. This matches the naming convention of NetworkDestroy")]
public static NetworkObject InstantiateNetworkObject(string prefabName)
{
return NetworkInstantiate(prefabName);
}
public static NetworkObject NetworkInstantiate(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;
try
{
newObject.OwnershipChanged?.Invoke(localPlayer);
}
catch (Exception e)
{
Debug.LogError("Error in event handling.\n" + e);
}
instance.objects.Add(newObject.networkId, newObject);
// only sent to others, as I already instantiated this. Nice that it happens immediately.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Instantiate);
writer.Write(newObject.networkId);
writer.Write(prefabName);
SendToRoom(mem.ToArray(), include_self: false, reliable: true);
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;
try
{
newObject.OwnershipChanged?.Invoke(owner);
}
catch (Exception e)
{
Debug.LogError("Error in event handling.\n" + e);
}
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];
// clean up if this is null
if (obj == null)
{
instance.objects.Remove(networkId);
Debug.LogError("Object to delete was already null");
return;
}
// Delete locally immediately
SomebodyDestroyedNetworkObject(networkId);
// Only sent to others, as we already deleted this.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.Destroy);
writer.Write(networkId);
SendToRoom(mem.ToArray(), include_self: false, reliable: true);
}
public static void SomebodyDestroyedNetworkObject(string networkId)
{
if (!instance.objects.ContainsKey(networkId)) return;
NetworkObject obj = instance.objects[networkId];
if (obj == null)
{
instance.objects.Remove(networkId);
Debug.LogError("Object to delete was already null");
return;
}
if (obj.isSceneObject)
{
instance.deletedSceneObjects.Add(networkId);
}
Destroy(obj.gameObject);
instance.objects.Remove(networkId);
}
///
/// Takes local ownership of an object by id.
///
/// Network ID of the object to transfer
/// True if successfully transferred, False if transfer message not sent
public static bool TakeOwnership(string networkId)
{
if (!InRoom)
{
Debug.LogError("Can't take ownership. Not in a room.");
return false;
}
// local player must exist
if (LocalPlayer == null)
{
Debug.LogError("Can't take ownership. No local player.");
return false;
}
// obj must exist
if (!instance.objects.ContainsKey(networkId))
{
Debug.LogError("Can't take ownership. Object with that network id doesn't exist: " + networkId);
return false;
}
// if the ownership is locked, fail
if (instance.objects[networkId].ownershipLocked)
{
Debug.LogError("Can't take ownership. Ownership for this object is locked.");
return false;
}
// immediately successful
instance.objects[networkId].owner = LocalPlayer;
try
{
instance.objects[networkId].OwnershipChanged?.Invoke(LocalPlayer);
}
catch (Exception e)
{
Debug.LogError("Error in event handling.\n" + e);
}
// 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.
using MemoryStream mem = new MemoryStream();
using BinaryWriter writer = new BinaryWriter(mem);
writer.Write((byte)MessageType.TakeOwnership);
writer.Write(networkId);
SendToRoom(mem.ToArray(), false, true);
return true;
}
}
}