using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Text; using System; using Dissonance; public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer { public int userid; public string username; public string room; public NetworkManager manager; Vector3 networkPosition; public bool isLocal = false; public int lastObjectId=0; //for instantiation public Dissonance.VelCommsNetwork commsNetwork; bool isSpeaking = false; uint lastAudioId = 0; public string dissonanceID; //required by dissonance for spatial audio public string PlayerId => dissonanceID; public Vector3 Position => transform.position; public Quaternion Rotation => transform.rotation; public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote; public bool IsTracking => true; bool isMaster = false; void Start() { if (manager.userid == userid) //this is me, I send updates { StartCoroutine(syncTransformCoroutine()); } } // Update is called once per frame void Update() { if (!isLocal) //not me, I move to wherever I should { transform.position = Vector3.Lerp(transform.position, networkPosition, .1f); } else { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); Vector3 delta = h * Vector3.right + v * Vector3.up; transform.position = transform.position + delta * Time.deltaTime; //if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly if(commsNetwork.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this { isSpeaking = !isSpeaking; manager.sendTo(0, "4," + (isSpeaking?1:0) + ";"); if (!isSpeaking) { lastAudioId = 0; } } } } IEnumerator syncTransformCoroutine() { while (true) { manager.sendTo(0, "1," + transform.position.x + "," + transform.position.y + "," + transform.position.z + ";"); yield return new WaitForSeconds(.1f); } } 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 transform of self { float x = float.Parse(sections[1]); float y = float.Parse(sections[2]); float z = float.Parse(sections[3]); networkPosition = new Vector3(x, y, z); break; } case "2": //audio data { if (isSpeaking) { byte[] data = Convert.FromBase64String(sections[1]); uint sequenceNumber = uint.Parse(sections[2]); commsNetwork.voiceReceived(dissonanceID, data, sequenceNumber); } break; } case "3": //dissonance id (player joined) { if (dissonanceID == "") { dissonanceID = sections[1]; //tell the comms network that this player joined the channel commsNetwork.playerJoined(dissonanceID); //tell dissonance commsNetwork.comms.TrackPlayerPosition(this); //tell dissonance to track the remote player } break; } case "4": //speaking state { if(sections[1] == "0") { commsNetwork.playerStoppedSpeaking(dissonanceID); isSpeaking = false; } else { commsNetwork.playerStartedSpeaking(dissonanceID); isSpeaking = true; } break; } case "5": //sync update for an object I may own { string objectKey = sections[1]; string syncMessage = sections[2]; byte[] messageBytes = Convert.FromBase64String(syncMessage); if (manager.objects.ContainsKey(objectKey)) { if(manager.objects[objectKey].owner == this) { manager.objects[objectKey].handleSyncMessage(messageBytes); } } break; } case "6": //I'm trying to take ownership of an object { int objectId = int.Parse(sections[1]); int creatorId = int.Parse(sections[2]); string objectKey = creatorId + "-" + objectId; if (manager.objects.ContainsKey(objectKey)) { manager.objects[objectKey].owner = this; } break; } case "7": //I'm trying to instantiate an object (sent to everyone) { int objectId = int.Parse(sections[1]); string prefabName = sections[2]; NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName); if (temp != null) { NetworkObject instance = GameObject.Instantiate(temp); instance.networkId = this.userid + "-" + objectId; instance.owner = this; manager.objects.Add(instance.networkId, instance); } break; } case "8": //I'm trying to destroy a gameobject I own (I guess this is sent to everyone) { int objectId = int.Parse(sections[1]); int creatorId = int.Parse(sections[2]); string objectKey = creatorId + "-" + objectId; if (manager.objects.ContainsKey(objectKey)) { if (manager.objects[objectKey].owner == this) { GameObject.Destroy(manager.objects[objectKey].gameObject); } manager.objects.Remove(objectKey); } break; } } } } public void OnDestroy() { commsNetwork.playerLeft(dissonanceID); } public void sendAudioData(ArraySegment data) { string b64_data = Convert.ToBase64String(data.Array,data.Offset,data.Count); manager.sendTo(0, "2,"+b64_data + ","+ (lastAudioId++) +";"); } public void setDissonanceID(string id) //this sort of all initializes dissonance { dissonanceID = id; manager.sendTo(0, "3," + id+";"); commsNetwork.comms.TrackPlayerPosition(this); } public void setAsMasterPlayer() { isMaster = true; //if I'm master, I'm now responsible for updating all scene objects //FindObjectsOfType(); } public void syncObject(NetworkObject obj) { byte[] data = obj.getSyncMessage(); manager.sendTo(0, "5," + obj.networkId + "," + Convert.ToBase64String(data)); } public void instantiateObject(string prefab) { } }