VelNet-Unity/TestVelGameServer/Packages/VelNetUnity/Runtime/VelNetBinaryManager.cs

775 lines
20 KiB
C#

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 MessageType
{
OTHERS = 0,
ALL = 1,
OTHERS_ORDERED = 2,
ALL_ORDERED = 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<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
/// <summary>
/// We just joined a room
/// string - the room name
/// </summary>
public static Action<string> OnJoinedRoom;
/// <summary>
/// We just left a room
/// string - the room name we left
/// </summary>
public static Action<string> OnLeftRoom;
/// <summary>
/// Somebody else just joined our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerJoined;
/// <summary>
/// Somebody else just left our room
/// </summary>
public static Action<VelNetPlayer> OnPlayerLeft;
public static Action OnConnectedToServer;
public static Action<Message> MessageReceived;
public static Action LoggedIn;
public static Action<string[], int> RoomsReceived;
public bool connected;
public List<NetworkObject> prefabs = new List<NetworkObject>();
public NetworkObject[] sceneObjects;
public List<string> deletedSceneObjects = new List<string>();
/// <summary>
/// Maintains a list of all known objects on the server (ones that have ids)
/// </summary>
public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>();
/// <summary>
/// Maintains a list of all known groups on the server
/// </summary>
public readonly Dictionary<string, List<int>> groups = new Dictionary<string, List<int>>();
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 int type;
public string text;
public int sender;
}
public readonly List<Message> receivedMessages = new List<Message>();
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<NetworkObject>().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");
// 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<int>());
// }
// 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<string> deleteObjects = new List<string>();
// foreach (KeyValuePair<string, NetworkObject> 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<string, NetworkObject> kvp in objects)
// {
// kvp.Value.owner ??= masterPlayer;
// }
// break;
// }
// }
// MessageReceived?.Invoke(m);
//}
//receivedMessages.Clear();
}
}
private void OnApplicationQuit()
{
socketConnection.Close();
}
/// <summary>
/// Setup socket connection.
/// </summary>
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;
}
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary>
private void ListenForData()
{
connected = true;
try
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
byte[] bytes = new byte[1024];
string partialMessage = "";
Login("Kyle", "Johnsen");
while (true)
{
// Get a stream object for reading
using NetworkStream stream = socketConnection.GetStream();
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
Debug.Log("read " + length + " bytes!");
//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)
{
string welcome = userid + ":0:Hello";
byte[] data = Encoding.ASCII.GetBytes(welcome);
udpSocket.SendTo(data, data.Length, 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);
string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
string[] sections = message.Split(':');
if (sections[0] == "0")
{
Debug.Log("UDP connected");
}
if (sections[0] == "3")
{
HandleMessage(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);
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
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);
}
}
/// <summary>
/// Connects to the server with a username
/// </summary>
///
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[] uP = Encoding.UTF8.GetBytes(password);
writer.Write((byte)0);
writer.Write(get_be_bytes(uB.Length));
writer.Write(uB);
writer.Write(get_be_bytes(uP.Length));
writer.Write(uP);
SendNetworkMessage(stream.ToArray());
Join("MyRoom");
}
/// <summary>
/// Joins a room by name
/// </summary>
/// <param name="roomname">The name of the room to join</param>
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(get_be_bytes(R.Length));
writer.Write(R);
SendNetworkMessage(stream.ToArray());
}
/// <summary>
/// Leaves a room if we're in one
/// </summary>
public static void Leave()
{
//if (InRoom) SendNetworkMessage("2:-1");
}
public static void SendTo(MessageType 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, string message, bool reliable = true)
{
if (reliable)
{
//SendNetworkMessage("4:" + group + ":" + message);
}
else
{
SendUdpMessage(instance.userid + ":4:" + group + ":" + message);
}
}
/// <summary>
/// changes the designated group that sendto(4) will go to
/// </summary>
public static void SetupMessageGroup(string groupName, List<int> 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(MessageType.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);
}
/// <summary>
/// Takes local ownership of an object by id.
/// </summary>
/// <param name="networkId">Network ID of the object to transfer</param>
/// <returns>True if successfully transferred, False if transfer message not sent</returns>
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(MessageType.ALL_ORDERED, "6," + networkId);
return true;
}
}
}