534 lines
13 KiB
C#
534 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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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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namespace VelNetUnity
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{
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[AddComponentMenu("VelNetUnity/VelNet Network Manager")]
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public class NetworkManager : 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 NetworkManager instance;
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#region private members
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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 GameObject playerPrefab;
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public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
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public Action<NetworkPlayer> OnJoinedRoom;
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public Action<NetworkPlayer> OnPlayerJoined;
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public Action<NetworkPlayer> OnPlayerLeft;
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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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public readonly Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
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private NetworkPlayer masterPlayer;
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#endregion
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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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}
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private void Start()
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{
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ConnectToTcpServer();
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sceneObjects = FindObjectsOfType<NetworkObject>(); //add all local network objects
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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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if (m.type == 0) //when you join the server
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{
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userid = m.sender;
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Debug.Log("joined server");
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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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}
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if (m.type == 2)
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{
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//if this message is for me, that means I joined a new room...
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if (userid == m.sender)
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{
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foreach (KeyValuePair<int, NetworkPlayer> kvp in players)
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{
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Destroy(kvp.Value.gameObject);
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}
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players.Clear(); //we clear the list, but will recreate as we get messages from people in our room
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if (m.text != "")
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{
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NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = true;
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player.userid = m.sender;
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players.Add(userid, player);
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player.room = m.text;
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OnJoinedRoom?.Invoke(player);
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}
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}
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else //not for me, a player is joining or leaving
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{
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NetworkPlayer 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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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 (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
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{
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me.TakeOwnership(kvp.Key);
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}
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else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly)
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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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Destroy(players[m.sender].gameObject);
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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 mesage, create it
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NetworkPlayer player = Instantiate(playerPrefab).GetComponent<NetworkPlayer>();
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player.isLocal = false;
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player.room = m.text;
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player.userid = m.sender;
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players.Add(m.sender, player);
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OnPlayerJoined?.Invoke(player);
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}
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}
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}
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if (m.type == 3) //generic message
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{
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players[m.sender]?.HandleMessage(m);
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}
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if (m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
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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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if (kvp.Value.owner == null)
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{
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kvp.Value.owner = masterPlayer;
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}
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}
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}
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MessageReceived(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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public Action<string, int> JoinedRoom = delegate { };
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public Action<Message> MessageReceived = delegate { };
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public Action<string, int> LoggedIn = delegate { };
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public Action<string[], int> RoomsReceived = delegate { };
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public bool connected;
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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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Message m = new Message();
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string[] sections = s.Split(':');
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if (sections.Length > 0)
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{
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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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}
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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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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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{
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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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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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}
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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 void SendUdpMessage(string message)
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{
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if (udpSocket == null || !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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udpSocket.SendTo(data, data.Length, SocketFlags.None, 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 void SendNetworkMessage(string clientMessage)
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{
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if (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 = socketConnection.GetStream();
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if (stream.CanWrite)
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{
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// Convert string message to byte array.
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clientMessage = clientMessage + "\n"; //append a new line to delineate the message
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byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
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// Write byte array to socketConnection stream.
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stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.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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public void Login(string username, string password)
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{
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SendNetworkMessage("0:" + username + ":" + password);
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}
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public void Join(string roomname)
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{
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SendNetworkMessage("2:" + roomname);
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}
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public void Leave()
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{
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SendNetworkMessage("2:-1");
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}
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public void SendTo(MessageType type, string message, bool reliable = true)
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{
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if (reliable)
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{
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SendNetworkMessage("3:" + (int)type + ":" + message);
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}
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else
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{
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SendUdpMessage(userid + ":3:" + (int)type + ":" + message);
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}
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}
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public void SendToGroup(string group, string message, bool reliable = true)
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{
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if (reliable)
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{
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SendNetworkMessage("4:" + group + ":" + message);
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}
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else
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{
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SendUdpMessage(userid + ":4:" + group + ":" + message);
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}
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}
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/// <summary>
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/// changes the designated group that sendto(4) will go to
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/// </summary>
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public void SetupMessageGroup(string groupName, IEnumerable<int> userIds)
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{
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SendNetworkMessage($"5:{groupName}:{string.Join(":", userIds)}");
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}
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public void DeleteNetworkObject(string networkId)
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{
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if (objects.ContainsKey(networkId))
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{
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NetworkObject obj = objects[networkId];
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if (obj.isSceneObject)
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{
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deletedSceneObjects.Add(networkId);
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}
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Destroy(obj.gameObject);
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objects.Remove(networkId);
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}
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}
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}
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} |