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 { [AddComponentMenu("VelNet/VelNet Manager")] public class VelNetManager : MonoBehaviour { 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 }; 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 MessageReceived; #endregion public bool connected; 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; /// /// The player count in this room. /// -1 if not in a room. /// public static int PlayerCount => instance.players.Count; /// /// The player count in all rooms. /// Will include players connected to the server but not in a room? /// public static int PlayerCountInAllRooms => PlayerCount; // TODO hook up to actual player 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 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 ConnectedMessage : Message { } 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(); }; } private void Start() { ConnectToTcpServer(); } private void AddMessage(Message m) { lock (receivedMessages) { //Debug.Log(messagesReceived++); receivedMessages.Add(m); } try { 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: { 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 = new Thread(ListenForDataUDP); clientReceiveThreadUDP.Start(); break; } case RoomsMessage rm: { Debug.Log("Got Rooms Message:\n" + rm); try { RoomsReceived?.Invoke(rm); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } break; } case JoinMessage jm: { if (userid == jm.userId) //this is us { 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 (jm.room != "") { VelNetPlayer player = new VelNetPlayer { isLocal = true, userid = jm.userId, room = jm.room }; players.Add(userid, player); try { OnJoinedRoom?.Invoke(jm.room); } // 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()); } instance.groups.Clear(); try { OnLeftRoom?.Invoke(oldRoom); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } } } else { VelNetPlayer me = players[userid]; if (me.room != jm.room) { // 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[jm.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[jm.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[jm.userId]; players.Remove(jm.userId); try { OnPlayerLeft?.Invoke(leftPlayer); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } } else { // 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); //todo } else { Debug.LogError("Received message from player that doesn't exist "); } break; } case ChangeMasterMessage cm: { if (masterPlayer == null) { masterPlayer = players[cm.masterId]; // 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[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(); } } private void OnApplicationQuit() { socketConnection?.Close(); } /// /// Setup socket connection. /// private void ConnectToTcpServer() { try { clientReceiveThread = new Thread(ListenForData); clientReceiveThread.Start(); } catch (Exception e) { Debug.Log("On client connect exception " + e); } } /// /// 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; NetworkStream stream = socketConnection.GetStream(); //now we are connected, so add a message to the queue AddMessage(new ConnectedMessage()); //Join("MyRoom"); //SendTo(MessageSendType.MESSAGE_OTHERS, Encoding.UTF8.GetBytes("Hello")); //FormGroup("close", new List { 1 }); //SendToGroup("close", Encoding.UTF8.GetBytes("HelloGroup")); while (true) { // 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(); 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); } 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 = GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master AddMessage(m); } } } 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; while (true) { int numReceived = udpSocket.Receive(buffer); switch (buffer[0]) { case 0: Debug.Log("UDP connected"); break; case 3: { 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. /// 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) { 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); } } /// /// Connects to the server with a username /// /// public static byte[] get_be_bytes(int 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)0); writer.Write((byte)uB.Length); writer.Write(uB); writer.Write((byte)pB.Length); writer.Write(pB); SendTcpMessage(stream.ToArray()); } public static void GetRooms() { SendTcpMessage(new byte[] { 1 }); //very simple message } /// /// 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)2); 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 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 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 { //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); } } /// /// changes the designated group that sendto(4) will go to /// public static void SetupMessageGroup(string groupname, List client_ids) { if (client_ids.Count > 0) { instance.groups[groupname] = client_ids.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(client_ids.Count * 4)); for (int i = 0; i < client_ids.Count; i++) { writer.Write(get_be_bytes(client_ids[i])); } SendTcpMessage(stream.ToArray()); } 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. SendToRoom(Encoding.UTF8.GetBytes("7," + newObject.networkId + "," + prefabName), false, 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; 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); } /// /// 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) { // 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."); 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; // 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. SendToRoom(Encoding.UTF8.GetBytes("6," + networkId)); return true; } } }