VelNet-Unity/Runtime/NetworkPlayer.cs

219 lines
6.2 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using System;
namespace VelNetUnity
{
[RequireComponent(typeof(NetworkObject))]
public class NetworkPlayer : MonoBehaviour
{
public NetworkObject myObject;
public int userid;
public string username;
public string room;
public NetworkManager manager;
public bool isLocal;
public int lastObjectId; //for instantiation
private bool isMaster;
private void Start()
{
myObject.owner = this;
manager = FindObjectOfType<NetworkManager>();
manager.onPlayerJoined += HandlePlayerJoined;
}
public void HandlePlayerJoined(NetworkPlayer player)
{
//if this is the local player, go through the objects that I own, and send instantiation messages for the ones that have prefab names
if (isLocal)
{
foreach (KeyValuePair<string, NetworkObject> kvp in manager.objects)
{
if (kvp.Value.owner == this && kvp.Value.prefabName != "")
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + kvp.Value.networkId + "," + kvp.Value.prefabName);
}
}
if (isMaster)
{
//send a list of scene object ids when someone joins
SendSceneUpdate();
}
}
}
public void HandleMessage(NetworkManager.Message m)
{
//these are generally things that come from the "owner" and should be enacted locally, where appropriate
//we need to parse the message
//types of messages
string[] messages = m.text.Split(';'); //messages are split by ;
for (int i = 0; i < messages.Length; i++)
{
//individual message parameters separated by comma
string[] sections = messages[i].Split(',');
switch (sections[0])
{
case "1": //update my object's data
{
string identifier = sections[1];
byte[] message = Convert.FromBase64String(sections[2]);
myObject.HandleMessage(identifier, message);
break;
}
case "5": //sync update for an object I may own
{
string objectKey = sections[1];
string identifier = sections[2];
string syncMessage = sections[3];
byte[] messageBytes = Convert.FromBase64String(syncMessage);
if (manager.objects.ContainsKey(objectKey))
{
if (manager.objects[objectKey].owner == this)
{
manager.objects[objectKey].HandleMessage(identifier, messageBytes);
}
}
break;
}
case "6": //I'm trying to take ownership of an object
{
string networkId = sections[1];
if (manager.objects.ContainsKey(networkId))
{
manager.objects[networkId].owner = this;
}
break;
}
case "7": //I'm trying to instantiate an object
{
string networkId = sections[1];
string prefabName = sections[2];
if (manager.objects.ContainsKey(networkId))
{
break; //we already have this one, ignore
}
NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
if (temp != null)
{
NetworkObject instance = Instantiate<NetworkObject>(temp);
instance.networkId = networkId;
instance.prefabName = prefabName;
instance.owner = this;
manager.objects.Add(instance.networkId, instance);
}
break;
}
case "8": //I'm trying to destroy a gameobject I own
{
string networkId = sections[1];
manager.DeleteNetworkObject(networkId);
break;
}
case "9": //deleted scene objects
{
for (int k = 1; k < sections.Length; k++)
{
manager.DeleteNetworkObject(sections[k]);
}
break;
}
}
}
}
public void SetAsMasterPlayer()
{
isMaster = true;
//if I'm master, I'm now responsible for updating all scene objects
//FindObjectsOfType<NetworkObject>();
}
public void SendGroupMessage(NetworkObject obj, string group, string identifier, byte[] data, bool reliable = true)
{
if (obj == myObject)
{
manager.SendToGroup(group, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
}
else
{
manager.SendToGroup(group, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
public void SendMessage(NetworkObject obj, string identifier, byte[] data, bool reliable = true)
{
if (obj == myObject)
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "1," + identifier + "," + Convert.ToBase64String(data), reliable);
}
else
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "5," + obj.networkId + "," + identifier + "," + Convert.ToBase64String(data), reliable);
}
}
public NetworkObject NetworkInstantiate(string prefabName)
{
if (!isLocal)
{
return null; //must be the local player to call instantiate
}
string networkId = userid + "-" + lastObjectId++;
NetworkObject temp = manager.prefabs.Find((prefab) => prefab.name == prefabName);
if (temp != null)
{
NetworkObject instance = Instantiate<NetworkObject>(temp);
instance.networkId = networkId;
instance.prefabName = prefabName;
instance.owner = this;
manager.objects.Add(instance.networkId, instance);
manager.SendTo(NetworkManager.MessageType.OTHERS, "7," + networkId + "," + prefabName); //only sent to others, as I already instantiated this. Nice that it happens immediately.
return instance;
}
return null;
}
public void NetworkDestroy(string networkId)
{
if (!manager.objects.ContainsKey(networkId) || manager.objects[networkId].owner != this || !isLocal) return; //must be the local owner of the object to destroy it
manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "8," + networkId); //send to all, which will make me delete as well
}
public void TakeOwnership(string networkId)
{
if (!manager.objects.ContainsKey(networkId) || !isLocal) return; //must exist and be the the local player
manager.objects[networkId].owner = this; //immediately successful
manager.SendTo(NetworkManager.MessageType.ALL_ORDERED, "6," + networkId); //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.
}
public void SendSceneUpdate()
{
manager.SendTo(NetworkManager.MessageType.OTHERS, "9," + string.Join(",", manager.deletedSceneObjects));
}
}
}