using System.Collections.Generic; using System; using System.IO; using System.Text; namespace VelNet { /// /// Represents a network player /// public class VelNetPlayer { public int userid; public string room; public bool isLocal; private VelNetManager manager; /// /// For instantiation /// public int lastObjectId; private bool isMaster; public VelNetPlayer() { manager = VelNetManager.instance; VelNetManager.OnPlayerJoined += HandlePlayerJoined; } public void HandlePlayerJoined(VelNetPlayer 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 != "") { using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write((byte)VelNetManager.MessageType.Instantiate); writer.Write(kvp.Value.networkId); writer.Write(kvp.Value.prefabName); VelNetManager.SendToRoom(mem.ToArray(), false, true); } } if (isMaster) { //send a list of scene object ids when someone joins SendSceneUpdate(); } } } /// /// These are generally things that come from the "owner" and should be enacted locally, where appropriate /// /// Message encoding: /// byte: message type /// byte[]: message /// /// The length of the byte[] for message is fixed according to the message type /// public void HandleMessage(VelNetManager.DataMessage m) { using MemoryStream mem = new MemoryStream(m.data); using BinaryReader reader = new BinaryReader(mem); //individual message parameters separated by comma VelNetManager.MessageType messageType = (VelNetManager.MessageType)reader.ReadByte(); switch (messageType) { case VelNetManager.MessageType.ObjectSync: // sync update for an object I may own { string objectKey = reader.ReadString(); byte componentIdx = reader.ReadByte(); int messageLength = reader.ReadInt32(); byte[] syncMessage = reader.ReadBytes(messageLength); if (manager.objects.ContainsKey(objectKey)) { if (manager.objects[objectKey].owner == this) { manager.objects[objectKey].ReceiveBytes(componentIdx, syncMessage); } } break; } case VelNetManager.MessageType.TakeOwnership: // I'm trying to take ownership of an object { string networkId = reader.ReadString(); if (manager.objects.ContainsKey(networkId)) { manager.objects[networkId].owner = this; } break; } case VelNetManager.MessageType.Instantiate: // I'm trying to instantiate an object { string networkId = reader.ReadString(); string prefabName = reader.ReadString(); if (manager.objects.ContainsKey(networkId)) { break; //we already have this one, ignore } VelNetManager.SomebodyInstantiatedNetworkObject(networkId, prefabName, this); break; } case VelNetManager.MessageType.Destroy: // I'm trying to destroy a gameobject I own { string networkId = reader.ReadString(); VelNetManager.NetworkDestroy(networkId); break; } case VelNetManager.MessageType.DeleteSceneObjects: //deleted scene objects { int len = reader.ReadInt32(); for (int k = 1; k < len; k++) { VelNetManager.NetworkDestroy(reader.ReadString()); } break; } default: throw new ArgumentOutOfRangeException(); } } public void SetAsMasterPlayer() { isMaster = true; //if I'm master, I'm now responsible for updating all scene objects //FindObjectsOfType(); } public static void SendGroupMessage(NetworkObject obj, string group, byte componentIdx, byte[] data, bool reliable = true) { using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write((byte)VelNetManager.MessageType.ObjectSync); writer.Write(obj.networkId); writer.Write(componentIdx); writer.Write(data.Length); writer.Write(data); VelNetManager.SendToGroup(group, mem.ToArray(), reliable); } public static void SendMessage(NetworkObject obj, byte componentIdx, byte[] data, bool reliable = true) { using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write((byte)VelNetManager.MessageType.ObjectSync); writer.Write(obj.networkId); writer.Write(componentIdx); writer.Write(data.Length); writer.Write(data); VelNetManager.SendToRoom(mem.ToArray(), false, reliable); } public void SendSceneUpdate() { using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write((byte)VelNetManager.MessageType.DeleteSceneObjects); writer.Write(manager.deletedSceneObjects.Count); foreach (string o in manager.deletedSceneObjects) { writer.Write(o); } VelNetManager.SendToRoom(mem.ToArray()); } [Obsolete("Use VelNetManager.NetworkDestroy() instead.")] public void NetworkDestroy(string networkId) { // must be the local owner of the object to destroy it if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; // send to all, which will make me delete as well using MemoryStream mem = new MemoryStream(); using BinaryWriter writer = new BinaryWriter(mem); writer.Write((byte)VelNetManager.MessageType.Destroy); writer.Write(networkId); VelNetManager.SendToRoom(mem.ToArray(), true, true); } /// True if successful, False if failed to transfer ownership [Obsolete("Use VelNetManager.TakeOwnership() instead.")] public bool TakeOwnership(string networkId) { // must exist and be the the local player if (!manager.objects.ContainsKey(networkId) || !isLocal) return false; // if the ownership is locked, fail if (manager.objects[networkId].ownershipLocked) return false; // immediately successful manager.objects[networkId].owner = this; // 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)VelNetManager.MessageType.TakeOwnership); writer.Write(networkId); VelNetManager.SendToRoom(mem.ToArray(), true, true, ordered: true); return true; } } }