1467 lines
39 KiB
C#
1467 lines
39 KiB
C#
using System;
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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.IO;
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namespace VelNet
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{
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/// <summary>Used to flag methods as remote-callable.</summary>
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public class VelNetRPC : Attribute
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{
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}
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[AddComponentMenu("VelNet/VelNet Manager")]
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public class VelNetManager : MonoBehaviour
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{
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public enum MessageReceivedType
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{
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LOGGED_IN = 0,
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ROOM_LIST = 1,
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PLAYER_JOINED = 2,
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DATA_MESSAGE = 3,
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MASTER_MESSAGE = 4,
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YOU_JOINED = 5,
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PLAYER_LEFT = 6,
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YOU_LEFT = 7,
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ROOM_DATA = 8
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}
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public enum MessageSendType
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{
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MESSAGE_OTHERS_ORDERED = 7,
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MESSAGE_ALL_ORDERED = 8,
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MESSAGE_LOGIN = 0,
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MESSAGE_GETROOMS = 1,
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MESSAGE_JOINROOM = 2,
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MESSAGE_OTHERS = 3,
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MESSAGE_ALL = 4,
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MESSAGE_GROUP = 5,
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MESSAGE_SETGROUP = 6,
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MESSAGE_GETROOMDATA = 9
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};
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public enum MessageType : byte
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{
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ObjectSync,
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TakeOwnership,
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Instantiate,
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InstantiateWithTransform,
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Destroy,
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DeleteSceneObjects,
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Custom
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}
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public string host;
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public int port;
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public static VelNetManager 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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[Tooltip("Sends debug messages about connection and join events")]
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public bool debugMessages;
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[Tooltip("Automatically logs in with app name and hash of device id after connecting")]
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public bool autoLogin = true;
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[Tooltip("Uses the version number in the login to prevent crosstalk between different app versions")]
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public bool onlyConnectToSameVersion;
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public readonly Dictionary<int, VelNetPlayer> players = new Dictionary<int, VelNetPlayer>();
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#region Callbacks
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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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/// bool is true when this is a join message for someone that was already in the room when we joined it
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/// </summary>
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public static Action<VelNetPlayer, bool> 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 OnLoggedIn;
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public static Action<RoomsMessage> RoomsReceived;
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public static Action<RoomDataMessage> RoomDataReceived;
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public static Action<Message> MessageReceived;
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public static Action<int, byte[]> CustomMessageReceived;
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#endregion
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public bool connected;
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private bool wasConnected;
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private double lastConnectionCheck;
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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 != null ? instance.players.Where(p => p.Value.isLocal).Select(p => p.Value).FirstOrDefault() : null;
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public static bool InRoom => LocalPlayer != null && LocalPlayer.room != "-1" && LocalPlayer.room != "";
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public static string Room => LocalPlayer?.room;
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public static List<VelNetPlayer> Players => instance.players.Values.ToList();
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/// <summary>
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/// The player count in this room.
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/// -1 if not in a room.
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/// </summary>
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public static int PlayerCount => instance.players.Count;
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public static bool IsConnected => instance != null && instance.connected && instance.udpConnected;
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// this is for sending udp packets
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private static readonly byte[] toSend = new byte[1024];
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// Use this for initialization
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public abstract class Message
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{
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}
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public class ListedRoom
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{
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public string name;
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public int numUsers;
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public override string ToString()
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{
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return "Room Name: " + name + "\tUsers: " + numUsers;
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}
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}
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public class LoginMessage : Message
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{
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public int userId;
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}
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public class RoomsMessage : Message
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{
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public List<ListedRoom> rooms;
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public override string ToString()
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{
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return string.Join("\n", rooms);
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}
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}
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public class RoomDataMessage : Message
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{
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public string room;
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public readonly List<(int, string)> members = new List<(int, string)>();
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public override string ToString()
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{
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return room + "\n" + string.Join("\n", members.Select(m => $"{m.Item1}\t{m.Item2}"));
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}
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}
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public class JoinMessage : Message
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{
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public int userId;
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public string room;
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}
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public class DataMessage : Message
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{
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public int senderId;
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public byte[] data;
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}
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public class ChangeMasterMessage : Message
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{
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public int masterId;
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}
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public class YouJoinedMessage : Message
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{
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public List<int> playerIds;
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public string room;
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}
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public class PlayerLeftMessage : Message
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{
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public int userId;
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public string room;
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}
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public class YouLeftMessage : Message
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{
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public string room;
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}
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public class ConnectedMessage : Message
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{
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}
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private const int maxUnreadMessages = 1000;
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private readonly List<Message> receivedMessages = new List<Message>();
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private void Awake()
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{
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SceneManager.sceneLoaded += (_, _) =>
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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 void OnEnable()
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{
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if (instance != null)
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{
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VelNetLogger.Error("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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ConnectToServer();
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}
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private void OnDisable()
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{
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DisconnectFromServer();
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instance = null;
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}
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private void AddMessage(Message m)
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{
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bool added = false;
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lock (receivedMessages)
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{
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// this is to avoid backups when headset goes to sleep
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if (receivedMessages.Count < maxUnreadMessages)
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{
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receivedMessages.Add(m);
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added = true;
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}
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}
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try
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{
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if (added) MessageReceived?.Invoke(m);
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}
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catch (Exception e)
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{
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VelNetLogger.Error(e.ToString());
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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)
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{
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case ConnectedMessage msg:
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{
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VelNetLogger.Info("Connected to server.");
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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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VelNetLogger.Error(e.ToString());
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}
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if (autoLogin)
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{
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Login(
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onlyConnectToSameVersion ? $"{Application.productName}_{Application.version}" : $"{Application.productName}",
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Hash128.Compute(SystemInfo.deviceUniqueIdentifier).ToString()
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);
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}
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break;
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}
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case LoginMessage lm:
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{
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if (userid == lm.userId)
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{
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VelNetLogger.Error("Received duplicate login message " + userid);
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}
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userid = lm.userId;
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VelNetLogger.Info("Logged in: " + userid);
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try
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{
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OnLoggedIn?.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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VelNetLogger.Error(e.ToString(), this);
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}
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//start the udp thread
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clientReceiveThreadUDP?.Abort();
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clientReceiveThreadUDP = new Thread(ListenForDataUDP);
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clientReceiveThreadUDP.Start();
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break;
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}
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case RoomsMessage rm:
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{
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VelNetLogger.Info($"Received rooms:\n{rm}");
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try
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{
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RoomsReceived?.Invoke(rm);
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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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VelNetLogger.Error(e.ToString(), this);
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}
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break;
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}
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case RoomDataMessage rdm:
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{
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VelNetLogger.Info($"Received room data:\n{rdm}");
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try
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{
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RoomDataReceived?.Invoke(rdm);
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}
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// prevent errors in subscribers from breaking our code
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catch (Exception e)
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{
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VelNetLogger.Error(e.ToString(), this);
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}
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break;
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}
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case YouJoinedMessage jm:
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{
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VelNetLogger.Info($"Joined Room: {jm.room} \t ({jm.playerIds.Count} players)");
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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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foreach (int playerId in jm.playerIds)
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{
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VelNetPlayer player = new VelNetPlayer
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{
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room = jm.room,
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userid = playerId,
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isLocal = playerId == userid,
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};
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players.Add(player.userid, player);
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}
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try
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{
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OnJoinedRoom?.Invoke(jm.room);
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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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VelNetLogger.Error(e.ToString(), this);
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}
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foreach (KeyValuePair<int, VelNetPlayer> kvp in players)
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{
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if (kvp.Key != userid)
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{
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try
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{
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OnPlayerJoined?.Invoke(kvp.Value, true);
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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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VelNetLogger.Error(e.ToString(), this);
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}
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}
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}
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break;
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}
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case YouLeftMessage msg:
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{
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LeaveRoomInternal();
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break;
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}
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case PlayerLeftMessage lm:
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{
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VelNetLogger.Info($"Player left: {lm.userId}");
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VelNetPlayer me = players[userid];
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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[lm.userId]) // 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[lm.userId] == 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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VelNetPlayer leftPlayer = players[lm.userId];
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players.Remove(lm.userId);
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try
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{
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OnPlayerLeft?.Invoke(leftPlayer);
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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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VelNetLogger.Error(e.ToString(), this);
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}
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break;
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}
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case JoinMessage jm:
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{
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VelNetLogger.Info($"Player joined: {jm.userId}");
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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 = jm.room,
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userid = jm.userId
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};
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players.Add(jm.userId, player);
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try
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{
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OnPlayerJoined?.Invoke(player, false);
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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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VelNetLogger.Error(e.ToString(), this);
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}
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break;
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}
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case DataMessage dm:
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{
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if (players.ContainsKey(dm.senderId))
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{
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players[dm.senderId]?.HandleMessage(dm);
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}
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else
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{
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LocalPlayer?.HandleMessage(dm, true);
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}
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break;
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}
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case ChangeMasterMessage cm:
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{
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VelNetLogger.Info($"Master client changed: {cm.masterId}");
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if (masterPlayer == null)
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{
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if (players.ContainsKey(cm.masterId))
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{
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masterPlayer = players[cm.masterId];
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}
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else
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{
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masterPlayer = players.Aggregate((p1, p2) => p1.Value.userid.CompareTo(p2.Value.userid) > 0 ? p1 : p2).Value;
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VelNetLogger.Error("Got an invalid master client id from the server. Using fallback.");
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}
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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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if (sceneObjects[i].sceneNetworkId == 0)
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{
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VelNetLogger.Error("Scene Network ID is 0. Make sure to assign one first.", sceneObjects[i]);
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}
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sceneObjects[i].networkId = -1 + "-" + sceneObjects[i].sceneNetworkId;
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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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try
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{
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sceneObjects[i].OwnershipChanged?.Invoke(masterPlayer);
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}
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catch (Exception e)
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{
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VelNetLogger.Error("Error in event handling.\n" + e);
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}
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if (objects.ContainsKey(sceneObjects[i].networkId))
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{
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VelNetLogger.Error($"Duplicate NetworkID: {sceneObjects[i].networkId} {sceneObjects[i].name} {objects[sceneObjects[i].networkId]}");
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}
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else
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{
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objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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}
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}
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}
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else
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{
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masterPlayer = players[cm.masterId];
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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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// reconnection
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if (Time.timeAsDouble - lastConnectionCheck > 2)
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{
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if (!IsConnected && wasConnected)
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{
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VelNetLogger.Info("Reconnecting...");
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ConnectToServer();
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}
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lastConnectionCheck = Time.timeAsDouble;
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}
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}
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|
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private void LeaveRoomInternal()
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{
|
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VelNetLogger.Info("Leaving Room");
|
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string oldRoom = LocalPlayer?.room;
|
|
// delete all NetworkObjects that aren't scene objects 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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|
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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
|
|
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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|
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instance.groups.Clear();
|
|
|
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try
|
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{
|
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OnLeftRoom?.Invoke(oldRoom);
|
|
}
|
|
// prevent errors in subscribers from breaking our code
|
|
catch (Exception e)
|
|
{
|
|
VelNetLogger.Error(e.ToString(), this);
|
|
}
|
|
|
|
foreach (NetworkObject s in sceneObjects)
|
|
{
|
|
s.owner = null;
|
|
}
|
|
|
|
players.Clear();
|
|
masterPlayer = null;
|
|
}
|
|
|
|
private void OnApplicationQuit()
|
|
{
|
|
socketConnection?.Close();
|
|
clientReceiveThreadUDP?.Abort();
|
|
clientReceiveThread?.Abort();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Setup socket connection.
|
|
/// </summary>
|
|
private static void ConnectToServer()
|
|
{
|
|
try
|
|
{
|
|
instance.clientReceiveThread = new Thread(instance.ListenForData);
|
|
instance.clientReceiveThread.Start();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
VelNetLogger.Error("On client connect exception " + e);
|
|
}
|
|
}
|
|
|
|
private void DisconnectFromServer()
|
|
{
|
|
VelNetLogger.Info("Disconnecting from server...");
|
|
string oldRoom = LocalPlayer?.room;
|
|
// delete all NetworkObjects that aren't scene objects or are null now
|
|
objects
|
|
.Where(kvp => kvp.Value == null || !kvp.Value.isSceneObject)
|
|
.Select(o => o.Key)
|
|
.ToList().ForEach(SomebodyDestroyedNetworkObject);
|
|
|
|
// then remove references to the ones that are left
|
|
objects.Clear();
|
|
|
|
instance.groups.Clear();
|
|
|
|
foreach (NetworkObject s in sceneObjects)
|
|
{
|
|
s.owner = null;
|
|
}
|
|
|
|
players.Clear();
|
|
masterPlayer = null;
|
|
|
|
|
|
connected = false;
|
|
udpConnected = false;
|
|
socketConnection?.Close();
|
|
clientReceiveThreadUDP?.Abort();
|
|
clientReceiveThread?.Abort();
|
|
clientReceiveThread = null;
|
|
socketConnection = null;
|
|
udpSocket = null;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Runs in background clientReceiveThread; Listens for incoming data.
|
|
/// </summary>
|
|
private static byte[] ReadExact(Stream stream, int N)
|
|
{
|
|
byte[] toReturn = new byte[N];
|
|
|
|
int numRead = 0;
|
|
int numLeft = N;
|
|
while (numLeft > 0)
|
|
{
|
|
numRead += stream.Read(toReturn, numRead, numLeft);
|
|
numLeft = N - numRead;
|
|
}
|
|
|
|
return toReturn;
|
|
}
|
|
|
|
private static int GetIntFromBytes(byte[] bytes)
|
|
{
|
|
return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
|
|
}
|
|
|
|
private void ListenForData()
|
|
{
|
|
connected = true;
|
|
try
|
|
{
|
|
socketConnection = new TcpClient(host, port);
|
|
socketConnection.NoDelay = true;
|
|
// Get a stream object for reading
|
|
NetworkStream stream = socketConnection.GetStream();
|
|
using BinaryReader reader = new BinaryReader(stream);
|
|
//now we are connected, so add a message to the queue
|
|
AddMessage(new ConnectedMessage());
|
|
while (socketConnection.Connected)
|
|
{
|
|
//read a byte
|
|
int b = stream.ReadByte();
|
|
MessageReceivedType type = (MessageReceivedType)b;
|
|
|
|
switch (type)
|
|
{
|
|
//login
|
|
case MessageReceivedType.LOGGED_IN:
|
|
{
|
|
AddMessage(new LoginMessage
|
|
{
|
|
// not really the sender...
|
|
userId = GetIntFromBytes(ReadExact(stream, 4))
|
|
});
|
|
break;
|
|
}
|
|
//rooms
|
|
case MessageReceivedType.ROOM_LIST:
|
|
{
|
|
RoomsMessage m = new RoomsMessage();
|
|
m.rooms = new List<ListedRoom>();
|
|
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
|
|
byte[] utf8data = ReadExact(stream, N);
|
|
string roomMessage = Encoding.UTF8.GetString(utf8data);
|
|
|
|
|
|
string[] sections = roomMessage.Split(',');
|
|
foreach (string s in sections)
|
|
{
|
|
string[] pieces = s.Split(':');
|
|
if (pieces.Length == 2)
|
|
{
|
|
m.rooms.Add(new ListedRoom
|
|
{
|
|
name = pieces[0],
|
|
numUsers = int.Parse(pieces[1])
|
|
});
|
|
}
|
|
}
|
|
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
case MessageReceivedType.ROOM_DATA:
|
|
{
|
|
RoomDataMessage rdm = new RoomDataMessage();
|
|
int N = stream.ReadByte();
|
|
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
|
string roomname = Encoding.UTF8.GetString(utf8data);
|
|
|
|
N = GetIntFromBytes(ReadExact(stream, 4)); //the number of client datas to read
|
|
rdm.room = roomname;
|
|
for (int i = 0; i < N; i++)
|
|
{
|
|
// client id + short string
|
|
int client_id = GetIntFromBytes(ReadExact(stream, 4));
|
|
int s = stream.ReadByte(); //size of string
|
|
utf8data = ReadExact(stream, s); //the username
|
|
string username = Encoding.UTF8.GetString(utf8data);
|
|
rdm.members.Add((client_id, username));
|
|
}
|
|
|
|
AddMessage(rdm);
|
|
break;
|
|
}
|
|
//joined
|
|
case MessageReceivedType.PLAYER_JOINED:
|
|
{
|
|
JoinMessage m = new JoinMessage();
|
|
m.userId = GetIntFromBytes(ReadExact(stream, 4));
|
|
int N = stream.ReadByte();
|
|
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
|
m.room = Encoding.UTF8.GetString(utf8data);
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
//data
|
|
case MessageReceivedType.DATA_MESSAGE:
|
|
{
|
|
DataMessage m = new DataMessage();
|
|
m.senderId = GetIntFromBytes(ReadExact(stream, 4));
|
|
int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
|
|
m.data = ReadExact(stream, N); //the message
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
// new master
|
|
case MessageReceivedType.MASTER_MESSAGE:
|
|
{
|
|
ChangeMasterMessage m = new ChangeMasterMessage();
|
|
m.masterId = GetIntFromBytes(ReadExact(stream, 4)); // sender is the new master
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
|
|
case MessageReceivedType.YOU_JOINED:
|
|
{
|
|
YouJoinedMessage m = new YouJoinedMessage();
|
|
int N = GetIntFromBytes(ReadExact(stream, 4));
|
|
m.playerIds = new List<int>();
|
|
for (int i = 0; i < N; i++)
|
|
{
|
|
m.playerIds.Add(GetIntFromBytes(ReadExact(stream, 4)));
|
|
}
|
|
|
|
N = stream.ReadByte();
|
|
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
|
m.room = Encoding.UTF8.GetString(utf8data);
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
case MessageReceivedType.PLAYER_LEFT:
|
|
{
|
|
PlayerLeftMessage m = new PlayerLeftMessage();
|
|
m.userId = GetIntFromBytes(ReadExact(stream, 4));
|
|
int N = stream.ReadByte();
|
|
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
|
m.room = Encoding.UTF8.GetString(utf8data);
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
case MessageReceivedType.YOU_LEFT:
|
|
{
|
|
YouLeftMessage m = new YouLeftMessage();
|
|
int N = stream.ReadByte();
|
|
byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
|
|
m.room = Encoding.UTF8.GetString(utf8data);
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (ThreadAbortException)
|
|
{
|
|
// pass
|
|
}
|
|
catch (SocketException socketException)
|
|
{
|
|
VelNetLogger.Error("Socket exception: " + socketException);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
VelNetLogger.Error(ex.ToString());
|
|
}
|
|
|
|
connected = false;
|
|
}
|
|
|
|
private void ListenForDataUDP()
|
|
{
|
|
//I don't yet have a UDP connection
|
|
try
|
|
{
|
|
IPAddress[] addresses = Dns.GetHostAddresses(host);
|
|
Debug.Assert(addresses.Length > 0);
|
|
RemoteEndPoint = new IPEndPoint(addresses[0], port);
|
|
|
|
|
|
udpSocket = new Socket(AddressFamily.InterNetwork,
|
|
SocketType.Dgram, ProtocolType.Udp);
|
|
|
|
|
|
udpConnected = false;
|
|
byte[] buffer = new byte[1024];
|
|
while (true)
|
|
{
|
|
buffer[0] = 0;
|
|
Array.Copy(get_be_bytes(userid), 0, buffer, 1, 4);
|
|
udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
|
|
|
|
if (udpSocket.Available == 0)
|
|
{
|
|
Thread.Sleep(100);
|
|
VelNetLogger.Info("Waiting for UDP response");
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
udpConnected = true;
|
|
wasConnected = true;
|
|
while (true)
|
|
{
|
|
int numReceived = udpSocket.Receive(buffer);
|
|
switch ((MessageReceivedType)buffer[0])
|
|
{
|
|
case MessageReceivedType.LOGGED_IN:
|
|
VelNetLogger.Info("UDP connected");
|
|
break;
|
|
case MessageReceivedType.DATA_MESSAGE:
|
|
{
|
|
DataMessage m = new DataMessage();
|
|
//we should get the sender address
|
|
byte[] senderBytes = new byte[4];
|
|
Array.Copy(buffer, 1, senderBytes, 0, 4);
|
|
m.senderId = GetIntFromBytes(senderBytes);
|
|
byte[] messageBytes = new byte[numReceived - 5];
|
|
Array.Copy(buffer, 5, messageBytes, 0, messageBytes.Length);
|
|
m.data = messageBytes;
|
|
AddMessage(m);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (ThreadAbortException)
|
|
{
|
|
// pass
|
|
}
|
|
catch (SocketException socketException)
|
|
{
|
|
VelNetLogger.Error("Socket exception: " + socketException);
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
VelNetLogger.Error(ex.ToString());
|
|
}
|
|
}
|
|
|
|
private static void SendUdpMessage(byte[] message, int N)
|
|
{
|
|
if (instance.udpSocket == null || !instance.udpConnected)
|
|
{
|
|
return;
|
|
}
|
|
|
|
instance.udpSocket.SendTo(message, N, SocketFlags.None, instance.RemoteEndPoint);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Send message to server using socket connection.
|
|
/// </summary>
|
|
/// <param name="message">We can assume that this message is already formatted, so we just send it</param>
|
|
/// <returns>True if the message successfully sent. False if it failed and we should quit</returns>
|
|
private static bool SendTcpMessage(byte[] message)
|
|
{
|
|
// Logging.Info("Sent: " + clientMessage);
|
|
if (instance.socketConnection == null)
|
|
{
|
|
VelNetLogger.Error("Tried to send message while socket connection was still null.", instance);
|
|
return false;
|
|
}
|
|
|
|
try
|
|
{
|
|
// check if we have been disconnected, if so shut down velnet
|
|
if (!instance.socketConnection.Connected)
|
|
{
|
|
instance.DisconnectFromServer();
|
|
VelNetLogger.Error("Disconnected from server. Most likely due to timeout.");
|
|
return false;
|
|
}
|
|
|
|
// Get a stream object for writing.
|
|
NetworkStream stream = instance.socketConnection.GetStream();
|
|
if (stream.CanWrite)
|
|
{
|
|
stream.Write(message, 0, message.Length);
|
|
}
|
|
}
|
|
catch (IOException ioException)
|
|
{
|
|
instance.DisconnectFromServer();
|
|
VelNetLogger.Error("Disconnected from server. Most likely due to timeout.\n" + ioException);
|
|
return false;
|
|
}
|
|
catch (SocketException socketException)
|
|
{
|
|
VelNetLogger.Error("Socket exception: " + socketException);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private static byte[] get_be_bytes(int n)
|
|
{
|
|
return BitConverter.GetBytes(n).Reverse().ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Connects to the server for a particular app
|
|
/// </summary>
|
|
/// <param name="appName">A unique name for your app. Communication can only happen between clients with the same app name.</param>
|
|
/// <param name="deviceId">Should be unique per device that connects. e.g. md5(deviceUniqueIdentifier)</param>
|
|
public static void Login(string appName, string deviceId)
|
|
{
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
byte[] id = Encoding.UTF8.GetBytes(deviceId);
|
|
byte[] app = Encoding.UTF8.GetBytes(appName);
|
|
writer.Write((byte)MessageSendType.MESSAGE_LOGIN);
|
|
writer.Write((byte)id.Length);
|
|
writer.Write(id);
|
|
writer.Write((byte)app.Length);
|
|
writer.Write(app);
|
|
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
public static void GetRooms(Action<RoomsMessage> callback = null)
|
|
{
|
|
SendTcpMessage(new byte[] { (byte)MessageSendType.MESSAGE_GETROOMS }); // very simple message
|
|
|
|
if (callback != null)
|
|
{
|
|
RoomsReceived += RoomsReceivedCallback;
|
|
}
|
|
|
|
void RoomsReceivedCallback(RoomsMessage msg)
|
|
{
|
|
callback(msg);
|
|
RoomsReceived -= RoomsReceivedCallback;
|
|
}
|
|
}
|
|
|
|
public static void GetRoomData(string roomName)
|
|
{
|
|
if (string.IsNullOrEmpty(roomName))
|
|
{
|
|
VelNetLogger.Error("Room name is null. Can't get info for this room.");
|
|
return;
|
|
}
|
|
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
byte[] R = Encoding.UTF8.GetBytes(roomName);
|
|
writer.Write((byte)MessageSendType.MESSAGE_GETROOMDATA);
|
|
writer.Write((byte)R.Length);
|
|
writer.Write(R);
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
/// <summary>
|
|
/// Joins a room by name
|
|
/// </summary>
|
|
/// <param name="roomName">The name of the room to join</param>
|
|
[Obsolete("Use JoinRoom() instead")]
|
|
public static void Join(string roomName)
|
|
{
|
|
JoinRoom(roomName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Joins a room by name
|
|
/// </summary>
|
|
/// <param name="roomName">The name of the room to join</param>
|
|
public static void JoinRoom(string roomName)
|
|
{
|
|
if (instance.userid == -1)
|
|
{
|
|
Debug.LogError("Joining room before logging in.", instance);
|
|
return;
|
|
}
|
|
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
byte[] R = Encoding.UTF8.GetBytes(roomName);
|
|
writer.Write((byte)MessageSendType.MESSAGE_JOINROOM);
|
|
writer.Write((byte)R.Length);
|
|
writer.Write(R);
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Leaves a room if we're in one
|
|
/// </summary>
|
|
[Obsolete("Use LeaveRoom() instead")]
|
|
public static void Leave()
|
|
{
|
|
LeaveRoom();
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Leaves a room if we're in one
|
|
/// </summary>
|
|
public static void LeaveRoom()
|
|
{
|
|
if (InRoom)
|
|
{
|
|
JoinRoom(""); // super secret way to leave
|
|
}
|
|
}
|
|
|
|
public static void SendCustomMessage(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
|
|
{
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.Custom);
|
|
writer.Write(message.Length);
|
|
writer.Write(message);
|
|
SendToRoom(mem.ToArray(), include_self, reliable, ordered);
|
|
}
|
|
|
|
public static void SendCustomMessageToGroup(string group, byte[] message, bool reliable = true)
|
|
{
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.Custom);
|
|
writer.Write(message.Length);
|
|
writer.Write(message);
|
|
SendToGroup(group, mem.ToArray(), reliable);
|
|
}
|
|
|
|
internal static bool SendToRoom(byte[] message, bool include_self = false, bool reliable = true, bool ordered = false)
|
|
{
|
|
byte sendType = (byte)MessageSendType.MESSAGE_OTHERS;
|
|
if (include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_ALL_ORDERED;
|
|
if (include_self && !ordered) sendType = (byte)MessageSendType.MESSAGE_ALL;
|
|
if (!include_self && ordered) sendType = (byte)MessageSendType.MESSAGE_OTHERS_ORDERED;
|
|
|
|
|
|
if (reliable)
|
|
{
|
|
MemoryStream mem = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write(sendType);
|
|
writer.Write(get_be_bytes(message.Length));
|
|
writer.Write(message);
|
|
return SendTcpMessage(mem.ToArray());
|
|
}
|
|
else
|
|
{
|
|
//udp message needs the type
|
|
toSend[0] = sendType; //we don't
|
|
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
|
|
Array.Copy(message, 0, toSend, 5, message.Length);
|
|
SendUdpMessage(toSend, message.Length + 5); //shouldn't be over 1024...
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
internal static bool SendToGroup(string group, byte[] message, bool reliable = true)
|
|
{
|
|
byte[] utf8bytes = Encoding.UTF8.GetBytes(group);
|
|
if (reliable)
|
|
{
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
writer.Write((byte)MessageSendType.MESSAGE_GROUP);
|
|
writer.Write(get_be_bytes(message.Length));
|
|
writer.Write(message);
|
|
writer.Write((byte)utf8bytes.Length);
|
|
writer.Write(utf8bytes);
|
|
return SendTcpMessage(stream.ToArray());
|
|
}
|
|
else
|
|
{
|
|
toSend[0] = (byte)MessageSendType.MESSAGE_GROUP;
|
|
Array.Copy(get_be_bytes(instance.userid), 0, toSend, 1, 4);
|
|
//also need to send the group
|
|
toSend[5] = (byte)utf8bytes.Length;
|
|
Array.Copy(utf8bytes, 0, toSend, 6, utf8bytes.Length);
|
|
Array.Copy(message, 0, toSend, 6 + utf8bytes.Length, message.Length);
|
|
SendUdpMessage(toSend, 6 + utf8bytes.Length + message.Length);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// changes the designated group that SendTo(4) will go to
|
|
/// </summary>
|
|
public static void SetupMessageGroup(string groupName, List<int> clientIds)
|
|
{
|
|
if (clientIds.Count > 0)
|
|
{
|
|
instance.groups[groupName] = clientIds.ToList();
|
|
}
|
|
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
byte[] R = Encoding.UTF8.GetBytes(groupName);
|
|
writer.Write((byte)6);
|
|
writer.Write((byte)R.Length);
|
|
writer.Write(R);
|
|
writer.Write(get_be_bytes(clientIds.Count * 4));
|
|
foreach (int c in clientIds)
|
|
{
|
|
writer.Write(get_be_bytes(c));
|
|
}
|
|
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
[Obsolete("Use NetworkInstantiate instead. This matches the naming convention of NetworkDestroy")]
|
|
public static NetworkObject InstantiateNetworkObject(string prefabName)
|
|
{
|
|
return NetworkInstantiate(prefabName);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Instantiates a prefab for all players.
|
|
/// </summary>
|
|
/// <param name="prefabName">This prefab *must* by added to the list of prefabs in the scene's VelNetManager for all players.</param>
|
|
/// <returns>The NetworkObject for the instantiated object.</returns>
|
|
public static NetworkObject NetworkInstantiate(string prefabName)
|
|
{
|
|
VelNetPlayer owner = LocalPlayer;
|
|
string networkId = AllocateNetworkId();
|
|
if (instance.objects.ContainsKey(networkId))
|
|
{
|
|
VelNetLogger.Error("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
|
|
return null;
|
|
}
|
|
|
|
NetworkObject newObject = ActuallyInstantiate(networkId, prefabName, owner);
|
|
|
|
// only sent to others, as I already instantiated this. Nice that it happens immediately.
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.Instantiate);
|
|
writer.Write(newObject.networkId);
|
|
writer.Write(prefabName);
|
|
SendToRoom(mem.ToArray(), include_self: false, reliable: true);
|
|
|
|
return newObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Instantiates a prefab for all players at a specific location
|
|
/// </summary>
|
|
/// <param name="prefabName">This prefab *must* by added to the list of prefabs in the scene's VelNetManager for all players.</param>
|
|
/// <param name="position"></param>
|
|
/// <param name="rotation"></param>
|
|
/// <returns>The NetworkObject for the instantiated object.</returns>
|
|
public static NetworkObject NetworkInstantiate(string prefabName, Vector3 position, Quaternion rotation)
|
|
{
|
|
VelNetPlayer owner = LocalPlayer;
|
|
string networkId = AllocateNetworkId();
|
|
if (instance.objects.ContainsKey(networkId))
|
|
{
|
|
VelNetLogger.Error("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
|
|
return null;
|
|
}
|
|
|
|
NetworkObject newObject = ActuallyInstantiate(networkId, prefabName, owner, position, rotation);
|
|
|
|
// only sent to others, as I already instantiated this. Nice that it happens immediately.
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.InstantiateWithTransform);
|
|
writer.Write(newObject.networkId);
|
|
writer.Write(prefabName);
|
|
writer.Write(position);
|
|
writer.Write(rotation);
|
|
SendToRoom(mem.ToArray(), include_self: false, reliable: true);
|
|
|
|
return newObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This happens locally on all clients
|
|
/// </summary>
|
|
/// <param name="networkId"></param>
|
|
/// <param name="prefabName"></param>
|
|
/// <param name="owner"></param>
|
|
/// <returns></returns>
|
|
internal static NetworkObject ActuallyInstantiate(string networkId, string prefabName, VelNetPlayer owner)
|
|
{
|
|
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
|
if (prefab == null)
|
|
{
|
|
VelNetLogger.Error("Couldn't find a prefab with that name: " + prefabName + "\nMake sure to add the prefab to list of prefabs in VelNetManager");
|
|
return null;
|
|
}
|
|
|
|
NetworkObject newObject = Instantiate(prefab);
|
|
newObject.networkId = networkId;
|
|
newObject.prefabName = prefabName;
|
|
newObject.owner = owner;
|
|
try
|
|
{
|
|
newObject.OwnershipChanged?.Invoke(owner);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
VelNetLogger.Error("Error in event handling.\n" + e);
|
|
}
|
|
|
|
instance.objects.Add(newObject.networkId, newObject);
|
|
return newObject;
|
|
}
|
|
|
|
|
|
internal static NetworkObject ActuallyInstantiate(string networkId, string prefabName, VelNetPlayer owner, Vector3 position, Quaternion rotation)
|
|
{
|
|
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
|
if (prefab == null)
|
|
{
|
|
VelNetLogger.Error("Couldn't find a prefab with that name: " + prefabName + "\nMake sure to add the prefab to list of prefabs in VelNetManager");
|
|
return null;
|
|
}
|
|
|
|
NetworkObject newObject = Instantiate(prefab, position, rotation);
|
|
newObject.instantiatedWithTransform = true;
|
|
newObject.initialPosition = position;
|
|
newObject.initialRotation = rotation;
|
|
newObject.networkId = networkId;
|
|
newObject.prefabName = prefabName;
|
|
newObject.owner = owner;
|
|
try
|
|
{
|
|
newObject.OwnershipChanged?.Invoke(owner);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
VelNetLogger.Error("Error in event handling.\n" + e);
|
|
}
|
|
|
|
instance.objects.Add(newObject.networkId, newObject);
|
|
return newObject;
|
|
}
|
|
|
|
private static string AllocateNetworkId()
|
|
{
|
|
return LocalPlayer.userid + "-" + LocalPlayer.lastObjectId++;
|
|
}
|
|
|
|
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];
|
|
|
|
// clean up if this is null
|
|
if (obj == null)
|
|
{
|
|
instance.objects.Remove(networkId);
|
|
VelNetLogger.Error("Object to delete was already null");
|
|
return;
|
|
}
|
|
|
|
// Delete locally immediately
|
|
SomebodyDestroyedNetworkObject(networkId);
|
|
|
|
// Only sent to others, as we already deleted this.
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.Destroy);
|
|
writer.Write(networkId);
|
|
SendToRoom(mem.ToArray(), include_self: false, reliable: true);
|
|
}
|
|
|
|
|
|
public static void SomebodyDestroyedNetworkObject(string networkId)
|
|
{
|
|
if (!instance.objects.ContainsKey(networkId)) return;
|
|
NetworkObject obj = instance.objects[networkId];
|
|
if (obj == null)
|
|
{
|
|
instance.objects.Remove(networkId);
|
|
// VelNetLogger.Error("Object to delete was already null");
|
|
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)
|
|
{
|
|
if (!InRoom)
|
|
{
|
|
VelNetLogger.Error("Can't take ownership. Not in a room.");
|
|
return false;
|
|
}
|
|
|
|
// local player must exist
|
|
if (LocalPlayer == null)
|
|
{
|
|
VelNetLogger.Error("Can't take ownership. No local player.");
|
|
return false;
|
|
}
|
|
|
|
// obj must exist
|
|
if (!instance.objects.ContainsKey(networkId))
|
|
{
|
|
VelNetLogger.Error("Can't take ownership. Object with that network id doesn't exist: " + networkId);
|
|
return false;
|
|
}
|
|
|
|
// if the ownership is locked, fail
|
|
if (instance.objects[networkId].ownershipLocked)
|
|
{
|
|
VelNetLogger.Error("Can't take ownership. Ownership for this object is locked.");
|
|
return false;
|
|
}
|
|
|
|
// immediately successful
|
|
instance.objects[networkId].owner = LocalPlayer;
|
|
try
|
|
{
|
|
instance.objects[networkId].OwnershipChanged?.Invoke(LocalPlayer);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
VelNetLogger.Error("Error in event handling.\n" + e);
|
|
}
|
|
|
|
// must be ordered, so that ownership transfers are not confused.
|
|
// Also sent to all players, so that multiple simultaneous requests will result in the same outcome.
|
|
using MemoryStream mem = new MemoryStream();
|
|
using BinaryWriter writer = new BinaryWriter(mem);
|
|
writer.Write((byte)MessageType.TakeOwnership);
|
|
writer.Write(networkId);
|
|
SendToRoom(mem.ToArray(), false, true);
|
|
|
|
return true;
|
|
}
|
|
}
|
|
} |