805 lines
20 KiB
C#
805 lines
20 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading;
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using UnityEngine;
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using System.Net;
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using UnityEngine.SceneManagement;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.Runtime.Serialization;
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using System.IO;
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namespace VelNet
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{
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[AddComponentMenu("VelNet/VelNet Manager")]
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public class VelNetBinaryManager : MonoBehaviour
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{
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public enum MessageType
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{
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OTHERS = 0,
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ALL = 1,
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OTHERS_ORDERED = 2,
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ALL_ORDERED = 3
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};
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public string host;
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public int port;
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public static VelNetBinaryManager instance;
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private TcpClient socketConnection;
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private Socket udpSocket;
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public bool udpConnected;
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private IPEndPoint RemoteEndPoint;
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private Thread clientReceiveThread;
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private Thread clientReceiveThreadUDP;
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public int userid = -1;
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public string room;
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private int messagesReceived = 0;
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public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
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/// <summary>
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/// We just joined a room
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/// string - the room name
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/// </summary>
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public static Action<string> OnJoinedRoom;
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/// <summary>
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/// We just left a room
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/// string - the room name we left
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/// </summary>
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public static Action<string> OnLeftRoom;
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/// <summary>
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/// Somebody else just joined our room
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/// </summary>
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public static Action<VelNetPlayer> OnPlayerJoined;
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/// <summary>
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/// Somebody else just left our room
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/// </summary>
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public static Action<VelNetPlayer> OnPlayerLeft;
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public static Action OnConnectedToServer;
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public static Action<Message> MessageReceived;
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public static Action LoggedIn;
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public static Action<string[], int> RoomsReceived;
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public bool connected;
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public List<NetworkObject> prefabs = new List<NetworkObject>();
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public NetworkObject[] sceneObjects;
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public List<string> deletedSceneObjects = new List<string>();
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/// <summary>
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/// Maintains a list of all known objects on the server (ones that have ids)
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/// </summary>
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public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>();
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/// <summary>
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/// Maintains a list of all known groups on the server
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/// </summary>
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public readonly Dictionary<string, List<int>> groups = new Dictionary<string, List<int>>();
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private VelNetPlayer masterPlayer;
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public static VelNetPlayer LocalPlayer => instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault();
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public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
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// Use this for initialization
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public class Message
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{
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public int type;
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public string text;
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public int sender;
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}
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public readonly List<Message> receivedMessages = new List<Message>();
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private void Awake()
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{
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if (instance != null)
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{
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Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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SceneManager.sceneLoaded += (scene, mode) =>
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{
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// add all local network objects
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sceneObjects = FindObjectsOfType<NetworkObject>().Where(o => o.isSceneObject).ToArray();
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};
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}
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private IEnumerator Start()
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{
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ConnectToTcpServer();
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yield return null;
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try
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{
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OnConnectedToServer?.Invoke();
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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Debug.LogError(e);
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}
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}
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private void AddMessage(Message m)
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{
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lock (receivedMessages)
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{
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//Debug.Log(messagesReceived++);
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receivedMessages.Add(m);
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}
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}
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private void Update()
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{
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lock (receivedMessages)
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{
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////the main thread, which can do Unity stuff
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//foreach (Message m in receivedMessages)
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//{
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// switch (m.type)
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// {
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// // when you join the server
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// case 0:
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// userid = m.sender;
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// Debug.Log("joined server");
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// try
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// {
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// LoggedIn?.Invoke();
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// //start the udp thread
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// clientReceiveThreadUDP = new Thread(ListenForDataUDP);
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// clientReceiveThreadUDP.IsBackground = true;
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// clientReceiveThreadUDP.Start();
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// break;
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// // if this message is for me, that means I joined a new room...
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// case 2 when userid == m.sender:
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// {
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// string oldRoom = LocalPlayer?.room;
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// // we clear the list, but will recreate as we get messages from people in our room
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// players.Clear();
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// masterPlayer = null;
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// if (m.text != "")
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// {
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// VelNetPlayer player = new VelNetPlayer
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// {
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// isLocal = true,
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// userid = m.sender,
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// room = m.text
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// };
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// players.Add(userid, player);
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// if (m.text != "")
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// {
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// try
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// {
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// OnJoinedRoom?.Invoke(m.text);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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// }
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// // we just left a room
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// else
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// {
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// // delete all networkobjects that aren't sceneobjects or are null now
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// objects
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// .Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
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// .Select(o => o.Key)
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// .ToList().ForEach(NetworkDestroy);
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// // then remove references to the ones that are left
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// objects.Clear();
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// // empty all the groups
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// foreach (string group in instance.groups.Keys)
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// {
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// SetupMessageGroup(group, new List<int>());
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// }
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// instance.groups.Clear();
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// try
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// {
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// OnLeftRoom?.Invoke(oldRoom);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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// break;
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// }
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// // not for me, a player is joining or leaving
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// case 2:
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// {
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// VelNetPlayer me = players[userid];
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// if (me.room != m.text)
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// {
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// // we got a left message, kill it
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// // change ownership of all objects to master
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// List<string> deleteObjects = new List<string>();
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// foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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// {
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// if (kvp.Value.owner == players[m.sender]) // the owner is the player that left
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// {
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// // if this object has locked ownership, delete it
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// if (kvp.Value.ownershipLocked)
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// {
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// deleteObjects.Add(kvp.Value.networkId);
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// }
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// // I'm the local master player, so can take ownership immediately
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// else if (me.isLocal && me == masterPlayer)
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// {
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// TakeOwnership(kvp.Key);
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// }
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// // the master player left, so everyone should set the owner null (we should get a new master shortly)
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// else if (players[m.sender] == masterPlayer)
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// {
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// kvp.Value.owner = null;
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// }
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// }
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// }
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// // TODO this may check for ownership in the future. We don't need ownership here
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// deleteObjects.ForEach(NetworkDestroy);
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// players.Remove(m.sender);
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// }
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// else
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// {
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// // we got a join message, create it
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// VelNetPlayer player = new VelNetPlayer
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// {
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// isLocal = false,
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// room = m.text,
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// userid = m.sender
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// };
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// players.Add(m.sender, player);
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// try
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// {
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// OnPlayerJoined?.Invoke(player);
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// }
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// // prevent errors in subscribers from breaking our code
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// catch (Exception e)
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// {
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// Debug.LogError(e);
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// }
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// }
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// break;
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// }
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// // generic message
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// case 3:
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// if (players.ContainsKey(m.sender))
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// {
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// players[m.sender]?.HandleMessage(m);
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// }
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// else
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// {
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// Debug.LogError("Received message from player that doesn't exist: " + m.text);
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// }
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// break;
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// // change master player (this should only happen when the first player joins or if the master player leaves)
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// case 4:
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// {
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// if (masterPlayer == null)
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// {
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// masterPlayer = players[m.sender];
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// // no master player yet, add the scene objects
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// for (int i = 0; i < sceneObjects.Length; i++)
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// {
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// sceneObjects[i].networkId = -1 + "-" + i;
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// sceneObjects[i].owner = masterPlayer;
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// sceneObjects[i].isSceneObject = true; // needed for special handling when deleted
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// objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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// }
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// }
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// else
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// {
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// masterPlayer = players[m.sender];
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// }
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// masterPlayer.SetAsMasterPlayer();
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// // master player should take over any objects that do not have an owner
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// foreach (KeyValuePair<string, NetworkObject> kvp in objects)
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// {
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// kvp.Value.owner ??= masterPlayer;
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// }
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// break;
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// }
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// }
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// MessageReceived?.Invoke(m);
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//}
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//receivedMessages.Clear();
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}
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}
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private void OnApplicationQuit()
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{
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socketConnection.Close();
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}
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/// <summary>
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/// Setup socket connection.
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/// </summary>
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private void ConnectToTcpServer()
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{
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try
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{
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clientReceiveThread = new Thread(ListenForData);
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clientReceiveThread.IsBackground = true;
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clientReceiveThread.Start();
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}
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catch (Exception e)
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{
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Debug.Log("On client connect exception " + e);
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}
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}
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private void HandleMessage(string s) // this parses messages from the server, and adds them to a queue to be processed on the main thread
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{
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// Debug.Log("Received: " + s);
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Message m = new Message();
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string[] sections = s.Split(':');
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if (sections.Length <= 0) return;
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int type = int.Parse(sections[0]);
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switch (type)
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{
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case 0: // logged in message
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{
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if (sections.Length > 1)
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{
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m.type = type;
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m.sender = int.Parse(sections[1]);
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m.text = "";
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AddMessage(m);
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}
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break;
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}
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case 1: // room info message
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{
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break;
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}
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case 2: // joined room message
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{
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if (sections.Length > 2)
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{
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m.type = 2;
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int user_id = int.Parse(sections[1]);
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m.sender = user_id;
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string new_room = sections[2];
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m.text = new_room;
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AddMessage(m);
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}
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break;
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}
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case 3: // text message
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{
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if (sections.Length > 2)
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{
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m.type = 3;
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m.sender = int.Parse(sections[1]);
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m.text = sections[2];
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AddMessage(m);
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}
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break;
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}
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case 4: // change master client
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{
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if (sections.Length > 1)
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{
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m.type = 4;
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m.sender = int.Parse(sections[1]);
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AddMessage(m);
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}
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break;
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}
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}
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}
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/// <summary>
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/// Runs in background clientReceiveThread; Listens for incomming data.
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/// </summary>
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private void ListenForData()
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{
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connected = true;
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try
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{
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socketConnection = new TcpClient(host, port);
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socketConnection.NoDelay = true;
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byte[] bytes = new byte[1024];
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string partialMessage = "";
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Login("Kyle", "Johnsen");
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while (true)
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{
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// Get a stream object for reading
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using NetworkStream stream = socketConnection.GetStream();
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int length;
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// Read incomming stream into byte arrary.
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while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
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{
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Debug.Log("read " + length + " bytes!");
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string t = "";
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for(int i = 0; i < length; i++)
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{
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t = t + "," + bytes[i];
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}
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Debug.Log(t);
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//byte[] incommingData = new byte[length];
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//Array.Copy(bytes, 0, incommingData, 0, length);
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//// Convert byte array to string message.
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//string serverMessage = Encoding.ASCII.GetString(incommingData);
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//string[] sections = serverMessage.Split('\n');
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//if (sections.Length > 1)
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//{
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// lock (receivedMessages)
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// {
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// for (int i = 0; i < sections.Length - 1; i++)
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// {
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// if (i == 0)
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// {
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// HandleMessage(partialMessage + sections[0]);
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// partialMessage = "";
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// }
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// else
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// {
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// HandleMessage(sections[i]);
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// }
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// }
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// }
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//}
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//partialMessage = partialMessage + sections[sections.Length - 1];
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}
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}
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}
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catch (Exception socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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connected = false;
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}
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private void ListenForDataUDP()
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{
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//I don't yet have a UDP connection
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try
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{
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IPAddress[] addresses = Dns.GetHostAddresses(host);
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Debug.Assert(addresses.Length > 0);
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RemoteEndPoint = new IPEndPoint(addresses[0], port);
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udpSocket = new Socket(AddressFamily.InterNetwork,
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SocketType.Dgram, ProtocolType.Udp);
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udpConnected = false;
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byte[] buffer = new byte[1024];
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while (true)
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{
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string welcome = userid + ":0:Hello";
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byte[] data = Encoding.ASCII.GetBytes(welcome);
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udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
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if (udpSocket.Available == 0)
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{
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Thread.Sleep(100);
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Debug.Log("Waiting for UDP response");
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}
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else
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{
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break;
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}
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}
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udpConnected = true;
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while (true)
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{
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int numReceived = udpSocket.Receive(buffer);
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string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
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string[] sections = message.Split(':');
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if (sections[0] == "0")
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{
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Debug.Log("UDP connected");
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}
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if (sections[0] == "3")
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{
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HandleMessage(message);
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}
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}
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}
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catch (Exception socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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}
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private static void SendUdpMessage(string message)
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{
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if (instance.udpSocket == null || !instance.udpConnected)
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{
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return;
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}
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byte[] data = Encoding.UTF8.GetBytes(message);
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//Debug.Log("Attempting to send: " + message);
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instance.udpSocket.SendTo(data, data.Length, SocketFlags.None, instance.RemoteEndPoint);
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}
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/// <summary>
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/// Send message to server using socket connection.
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/// </summary>
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private static void SendNetworkMessage(byte[] message)
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{
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// Debug.Log("Sent: " + clientMessage);
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if (instance.socketConnection == null)
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{
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return;
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}
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try
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{
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// Get a stream object for writing.
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NetworkStream stream = instance.socketConnection.GetStream();
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if (stream.CanWrite)
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{
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stream.Write(message,0,message.Length);
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}
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}
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catch (SocketException socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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}
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/// <summary>
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/// Connects to the server with a username
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/// </summary>
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///
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public static byte[] get_be_bytes(int n)
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{
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return BitConverter.GetBytes(n).Reverse().ToArray();
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}
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public static void Login(string username, string password)
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{
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|
|
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);
|
|
|
|
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((byte)R.Length);
|
|
writer.Write(R);
|
|
SendNetworkMessage(stream.ToArray());
|
|
|
|
SendTo(MessageType.OTHERS, Encoding.UTF8.GetBytes("Hello"));
|
|
}
|
|
|
|
/// <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, byte[] message, bool reliable = true)
|
|
{
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
writer.Write((byte)3);
|
|
writer.Write(get_be_bytes(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(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;
|
|
}
|
|
}
|
|
} |