using System; using System.Collections; 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.Runtime.Serialization.Formatters.Binary; using System.Runtime.Serialization; using System.IO; namespace VelNet { [AddComponentMenu("VelNet/VelNet Manager")] public class VelNetBinaryManager : MonoBehaviour { public enum MessageSendType { LOGIN = 0, GET_ROOMS = 1, JOIN_ROOM = 2, MESSAGE_OTHERS = 3, MESSAGE_ALL = 4, MESSAGE_GROUP = 5, FORM_GROUP = 6 }; public enum MessageReceiveType { LOGGED_IN = 0, ROOM_LIST = 1, CLIENT_JOINED = 2, MESSAGE = 3 }; public string host; public int port; public static VelNetBinaryManager instance; private TcpClient socketConnection; private Socket udpSocket; public bool udpConnected; private IPEndPoint RemoteEndPoint; private Thread clientReceiveThread; private Thread clientReceiveThreadUDP; public int userid = -1; public string room; private int messagesReceived = 0; public readonly Dictionary players = new Dictionary(); /// /// 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 MessageReceived; public static Action LoggedIn; public static Action RoomsReceived; 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.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault(); public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != ""; // Use this for initialization public class Message { public MessageReceiveType type; //public string text; public byte[] data; public int sender; } 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 IEnumerator Start() { ConnectToTcpServer(); yield return null; try { OnConnectedToServer?.Invoke(); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } } private void AddMessage(Message m) { lock (receivedMessages) { //Debug.Log(messagesReceived++); receivedMessages.Add(m); } } private void Update() { lock (receivedMessages) { //the main thread, which can do Unity stuff foreach (Message m in receivedMessages) { switch (m.type) { // when you join the server case 0: userid = m.sender; Debug.Log("joined server " + userid); try { LoggedIn?.Invoke(); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } //start the udp thread clientReceiveThreadUDP = new Thread(ListenForDataUDP); clientReceiveThreadUDP.IsBackground = true; clientReceiveThreadUDP.Start(); break; /* // if this message is for me, that means I joined a new room... case 2 when userid == m.sender: { 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 (m.text != "") { VelNetPlayer player = new VelNetPlayer { isLocal = true, userid = m.sender, room = m.text }; players.Add(userid, player); if (m.text != "") { try { OnJoinedRoom?.Invoke(m.text); } // 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); } } break; } // not for me, a player is joining or leaving case 2: { VelNetPlayer me = players[userid]; if (me.room != m.text) { // 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[m.sender]) // 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[m.sender] == masterPlayer) { kvp.Value.owner = null; } } } // TODO this may check for ownership in the future. We don't need ownership here deleteObjects.ForEach(NetworkDestroy); players.Remove(m.sender); } else { // we got a join message, create it VelNetPlayer player = new VelNetPlayer { isLocal = false, room = m.text, userid = m.sender }; players.Add(m.sender, player); try { OnPlayerJoined?.Invoke(player); } // prevent errors in subscribers from breaking our code catch (Exception e) { Debug.LogError(e); } } break; } // generic message case 3: if (players.ContainsKey(m.sender)) { players[m.sender]?.HandleMessage(m); } else { Debug.LogError("Received message from player that doesn't exist: " + m.text); } break; // change master player (this should only happen when the first player joins or if the master player leaves) case 4: { if (masterPlayer == null) { masterPlayer = players[m.sender]; // 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[m.sender]; } 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.IsBackground = true; clientReceiveThread.Start(); } catch (Exception e) { Debug.Log("On client connect exception " + e); } } private void HandleMessage(string s) // this parses messages from the server, and adds them to a queue to be processed on the main thread { /* // Debug.Log("Received: " + s); Message m = new Message(); string[] sections = s.Split(':'); if (sections.Length <= 0) return; int type = int.Parse(sections[0]); switch (type) { case 0: // logged in message { if (sections.Length > 1) { m.type = type; m.sender = int.Parse(sections[1]); m.text = ""; AddMessage(m); } break; } case 1: // room info message { break; } case 2: // joined room message { if (sections.Length > 2) { m.type = 2; int user_id = int.Parse(sections[1]); m.sender = user_id; string new_room = sections[2]; m.text = new_room; AddMessage(m); } break; } case 3: // text message { if (sections.Length > 2) { m.type = 3; m.sender = int.Parse(sections[1]); m.text = sections[2]; AddMessage(m); } break; } case 4: // change master client { if (sections.Length > 1) { m.type = 4; m.sender = int.Parse(sections[1]); AddMessage(m); } break; } }*/ } /// /// Runs in background clientReceiveThread; Listens for incomming data. /// /// private byte[] ReadExact(NetworkStream 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 uint GetUintFromBytes(byte[] bytes) { if (BitConverter.IsLittleEndian) { return BitConverter.ToUInt32(bytes.Reverse().ToArray(),0); } else { return BitConverter.ToUInt32(bytes, 0); } } private void ListenForData() { connected = true; try { socketConnection = new TcpClient(host, port); socketConnection.NoDelay = true; byte[] bytes = new byte[1024]; Login("Kyle", "Johnsen"); //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 using NetworkStream stream = socketConnection.GetStream(); int length; //read a byte byte type = (byte)stream.ReadByte(); if(type == 0) { //read the id (this is my network id) Message m = new Message(); m.sender = (int)GetUintFromBytes(ReadExact(stream, 4)); m.data = new byte[0]; //no data m.type = 0; AddMessage(m); } else if(type == 1) { //rooms message }else if(type == 2) { //join message }else if(type == 3) { //message from client over tcp } // Read incomming stream into byte arrary. while ((length = stream.Read(bytes, 0, bytes.Length)) != 0) { Debug.Log("read " + length + " bytes!"); string t = ""; for(int i = 0; i < length; i++) { t = t + "," + bytes[i]; } Debug.Log(t); //byte[] incommingData = new byte[length]; //Array.Copy(bytes, 0, incommingData, 0, length); //// Convert byte array to string message. //string serverMessage = Encoding.ASCII.GetString(incommingData); //string[] sections = serverMessage.Split('\n'); //if (sections.Length > 1) //{ // lock (receivedMessages) // { // for (int i = 0; i < sections.Length - 1; i++) // { // if (i == 0) // { // HandleMessage(partialMessage + sections[0]); // partialMessage = ""; // } // else // { // HandleMessage(sections[i]); // } // } // } //} //partialMessage = partialMessage + sections[sections.Length - 1]; } } } 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((uint)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); if (buffer[0] == 0) { Debug.Log("UDP connected"); }else if (buffer[0] == 3) { //we should get the sender address byte[] senderBytes = new byte[4]; Array.Copy(buffer, 1, senderBytes, 0, 4); uint senderId = GetUintFromBytes(senderBytes); byte[] messageBytes = new byte[numReceived - 5]; Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length); Message m = new Message(); m.sender = (int)senderId; m.data = messageBytes; m.type = MessageReceiveType.MESSAGE; } } } catch (Exception socketException) { Debug.Log("Socket exception: " + socketException); } } private static void SendUdpMessage(string message) { if (instance.udpSocket == null || !instance.udpConnected) { return; } byte[] data = Encoding.UTF8.GetBytes(message); //Debug.Log("Attempting to send: " + message); instance.udpSocket.SendTo(data, data.Length, SocketFlags.None, instance.RemoteEndPoint); } /// /// Send message to server using socket connection. /// private static void SendNetworkMessage(byte[] message) { // 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(uint 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)MessageSendType.LOGIN); writer.Write((byte)uB.Length); writer.Write(uB); writer.Write((byte)pB.Length); writer.Write(pB); SendNetworkMessage(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.JOIN_ROOM); writer.Write((byte)R.Length); writer.Write(R); SendNetworkMessage(stream.ToArray()); } public static void FormGroup(string groupname, List client_ids) { MemoryStream stream = new MemoryStream(); BinaryWriter writer = new BinaryWriter(stream); byte[] R = Encoding.UTF8.GetBytes(groupname); writer.Write((byte)MessageSendType.FORM_GROUP); writer.Write((byte)R.Length); writer.Write(R); writer.Write(get_be_bytes((uint)client_ids.Count*4)); for(int i = 0; i < client_ids.Count; i++) { writer.Write(get_be_bytes(client_ids[i])); } SendNetworkMessage(stream.ToArray()); } /// /// Leaves a room if we're in one /// public static void Leave() { //if (InRoom) SendNetworkMessage("2:-1"); } public static void SendTo(MessageSendType type, byte[] message, bool reliable = true) { MemoryStream stream = new MemoryStream(); BinaryWriter writer = new BinaryWriter(stream); writer.Write((byte)3); writer.Write(get_be_bytes((uint)message.Length)); writer.Write(message); if (reliable) { SendNetworkMessage(stream.ToArray()); //SendNetworkMessage("3:" + (int)type + ":" + message); } else { SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message); } } public static void SendTo(MessageSendType type, string message, bool reliable = true) { if (reliable) { //SendNetworkMessage("3:" + (int)type + ":" + message); } else { SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message); } } public static void SendToGroup(string group, byte[] message, bool reliable = true) { MemoryStream stream = new MemoryStream(); BinaryWriter writer = new BinaryWriter(stream); writer.Write((byte)MessageSendType.MESSAGE_GROUP); writer.Write(get_be_bytes((uint)message.Length)); writer.Write(message); writer.Write((byte)group.Length); writer.Write(Encoding.UTF8.GetBytes(group)); if (reliable) { SendNetworkMessage(stream.ToArray()); //SendNetworkMessage("3:" + (int)type + ":" + message); } else { //SendUdpMessage(instance.userid + ":3:" + (int)type + ":" + message); } } public static void SendToGroup(string group, string message, bool reliable = true) { if (reliable) { //SendNetworkMessage("4:" + group + ":" + message); } else { SendUdpMessage(instance.userid + ":4:" + group + ":" + message); } } /// /// changes the designated group that sendto(4) will go to /// public static void SetupMessageGroup(string groupName, List userIds) { if (userIds.Count > 0) { instance.groups[groupName] = userIds.ToList(); } //SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}"); } 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. SendTo(MessageSendType.MESSAGE_OTHERS, "7," + newObject.networkId + "," + prefabName); 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) return false; // obj must exist if (!instance.objects.ContainsKey(networkId)) return false; // if the ownership is locked, fail if (instance.objects[networkId].ownershipLocked) 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. SendTo(MessageSendType.MESSAGE_ALL, "6," + networkId); return true; } } }