VelNet-Unity/TestVelGameServer/Assets/VelGameServer/NetworkManager.cs

505 lines
13 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using Dissonance;
using System.Net;
public class NetworkManager : MonoBehaviour
{
public enum MessageType { OTHERS=0,ALL=1,OTHERS_ORDERED=2,ALL_ORDERED=3};
public string host;
public int port;
#region private members
private TcpClient socketConnection;
private Socket udpSocket;
public bool udpConnected = false;
IPEndPoint RemoteEndPoint;
private Thread clientReceiveThread;
private Thread clientReceiveThreadUDP;
public int userid = -1;
public string room;
int messagesReceived = 0;
public GameObject playerPrefab;
public Dictionary<int, NetworkPlayer> players = new Dictionary<int, NetworkPlayer>();
public Action<NetworkPlayer> onJoinedRoom = delegate { };
public Action<NetworkPlayer> onPlayerJoined = delegate { };
public Action<NetworkPlayer> onPlayerLeft = delegate { };
public List<NetworkObject> prefabs = new List<NetworkObject>();
public NetworkObject[] sceneObjects;
public List<string> deletedSceneObjects = new List<string>();
public Dictionary<string, NetworkObject> objects = new Dictionary<string, NetworkObject>(); //maintains a list of all known objects on the server (ones that have ids)
NetworkPlayer masterPlayer = null;
#endregion
// Use this for initialization
public class Message
{
public int type;
public string text;
public int sender;
}
public List<Message> receivedMessages = new List<Message>();
void Start()
{
ConnectToTcpServer();
sceneObjects = GameObject.FindObjectsOfType<NetworkObject>(); //add all local network objects
}
private void addMessage(Message m)
{
lock (receivedMessages)
{
//Debug.Log(messagesReceived++);
receivedMessages.Add(m);
}
}
private void Update()
{
lock(receivedMessages) { //the main thread, which can do Unity stuff
foreach(Message m in receivedMessages)
{
if(m.type == 0) //when you join the server
{
this.userid = m.sender;
Debug.Log("joined server");
//start the udp thread
clientReceiveThreadUDP = new Thread(new ThreadStart(ListenForDataUDP));
clientReceiveThreadUDP.IsBackground = true;
clientReceiveThreadUDP.Start();
}
if (m.type == 2)
{
//if this message is for me, that means I joined a new room...
if (this.userid == m.sender)
{
foreach (KeyValuePair<int, NetworkPlayer> kvp in players)
{
Destroy(kvp.Value.gameObject);
}
players.Clear(); //we clear the list, but will recreate as we get messages from people in our room
if (m.text != "")
{
NetworkPlayer player = GameObject.Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
player.isLocal = true;
player.userid = m.sender;
players.Add(userid, player);
player.room = m.text;
player.manager = this;
onJoinedRoom(player);
}
}
else //not for me, a player is joining or leaving
{
NetworkPlayer me = players[userid];
if (me.room != m.text)
{
//we got a left message, kill it
//change ownership of all objects to master
foreach (KeyValuePair<string, NetworkObject> kvp in objects)
{
if (kvp.Value.owner == players[m.sender]) //the owner is the player that left
{
if (me.isLocal && me == masterPlayer) //I'm the local master player, so can take ownership immediately
{
me.takeOwnership(kvp.Key);
}
else if (players[m.sender] == masterPlayer) //the master player left, so everyone should set the owner null (we should get a new master shortly)
{
kvp.Value.owner = null;
}
}
}
Destroy(players[m.sender].gameObject);
players.Remove(m.sender);
}
else
{
//we got a join mesage, create it
NetworkPlayer player = GameObject.Instantiate<GameObject>(playerPrefab).GetComponent<NetworkPlayer>();
player.isLocal = false;
player.room = m.text;
player.userid = m.sender;
player.manager = this;
players.Add(m.sender, player);
onPlayerJoined(player);
}
}
}
if(m.type == 3) //generic message
{
players[m.sender]?.handleMessage(m);
}
if(m.type == 4) //change master player (this should only happen when the first player joins or if the master player leaves)
{
if (masterPlayer == null)
{
masterPlayer = players[m.sender];
//no master player yet, add the scene objects
for (int i = 0; i < sceneObjects.Length; i++)
{
sceneObjects[i].networkId = -1 + "-" + i;
sceneObjects[i].owner = masterPlayer;
sceneObjects[i].isSceneObject = true; //needed for special handling when deleted
objects.Add(sceneObjects[i].networkId,sceneObjects[i]);
}
}
else
{
masterPlayer = players[m.sender];
}
masterPlayer.setAsMasterPlayer();
//master player should take over any objects that do not have an owner
foreach(KeyValuePair<string,NetworkObject> kvp in objects)
{
if (kvp.Value.owner == null)
{
kvp.Value.owner = masterPlayer;
}
}
}
messageReceived(m);
}
receivedMessages.Clear();
}
}
private void OnApplicationQuit()
{
socketConnection.Close();
}
public Action<string, int> joinedRoom = delegate { };
public Action<Message> messageReceived = delegate { };
public Action<string, int> loggedIn = delegate { };
public Action<string[], int> roomsReceived = delegate { };
public bool connected = false;
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
void handleMessage(string s) //this parses messages from the server, and adds them to a queue to be processed on the main thread
{
Message m = new Message();
string[] sections = s.Split(':');
if (sections.Length > 0)
{
int type = int.Parse(sections[0]);
switch (type)
{
case 0://logged in message
{
if(sections.Length > 1)
{
m.type = type;
m.sender = int.Parse(sections[1]);
m.text = "";
addMessage(m);
}
break;
}
case 1://room info message
{
break;
}
case 2: //joined room message
{
if(sections.Length > 2)
{
m.type = 2;
int user_id = int.Parse(sections[1]);
m.sender = user_id;
string new_room = sections[2];
m.text = new_room;
addMessage(m);
}
break;
}
case 3: //text message
{
if(sections.Length > 2)
{
m.type = 3;
m.sender = int.Parse(sections[1]);
m.text = sections[2];
addMessage(m);
}
break;
}
case 4: //change master client
{
if(sections.Length > 1)
{
m.type = 4;
m.sender = int.Parse(sections[1]);
addMessage(m);
}
break;
}
}
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary>
private void ListenForData()
{
connected = true;
try
{
socketConnection = new TcpClient(host, port);
socketConnection.NoDelay = true;
Byte[] bytes = new Byte[1024];
string partialMessage = "";
while (true)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incommingData = new byte[length];
Array.Copy(bytes, 0, incommingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incommingData);
string[] sections = serverMessage.Split('\n');
if(sections.Length > 1)
{
lock(receivedMessages){
for (int i = 0; i < sections.Length - 1; i++)
{
if (i == 0)
{
handleMessage(partialMessage + sections[0]);
partialMessage = "";
}
else
{
handleMessage(sections[i]);
}
}
}
}
partialMessage = partialMessage + sections[sections.Length - 1];
}
}
}
}
catch (Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
connected = false;
}
private void ListenForDataUDP()
{
//I don't yet have a UDP connection
try
{
var addresses = Dns.GetHostAddresses(host);
Debug.Assert(addresses.Length > 0);
RemoteEndPoint = new IPEndPoint(addresses[0], port);
udpSocket = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp);
udpConnected = false;
byte[] buffer = new byte[1024];
while (true)
{
string welcome = userid + ":0:Hello";
byte[] data = Encoding.ASCII.GetBytes(welcome);
udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
if(udpSocket.Available == 0)
{
Thread.Sleep(100);
Debug.Log("Waiting for UDP response");
}
else
{
break;
}
}
udpConnected = true;
while (true) {
int numReceived = udpSocket.Receive(buffer);
string message = Encoding.UTF8.GetString(buffer, 0, numReceived);
string[] sections = message.Split(':');
if(sections[0] == "0")
{
Debug.Log("UDP connected");
}
if(sections[0] == "3")
{
handleMessage(message);
}
}
} catch(Exception socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
private void SendUdpMessage(string message)
{
if (udpSocket == null || !udpConnected)
{
return;
}
byte[] data = Encoding.UTF8.GetBytes(message);
Debug.Log("Attempting to send: " + message);
udpSocket.SendTo(data, data.Length, SocketFlags.None, RemoteEndPoint);
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private void SendNetworkMessage(string clientMessage)
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
// Convert string message to byte array.
clientMessage = clientMessage + "\n"; //append a new line to delineate the message
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
public void login(string username, string password)
{
SendNetworkMessage("0:" + username + ":" + password);
}
public void join(string roomname)
{
SendNetworkMessage("2:" + roomname);
}
public void leave()
{
SendNetworkMessage("2:-1");
}
public void sendTo(MessageType type, string message, bool reliable=true)
{
if (reliable)
{
SendNetworkMessage("3:" + (int)type + ":" + message);
}
else
{
SendUdpMessage(userid + ":3:" + (int)type + ":" + message);
}
}
public void sendToGroup(string group, string message, bool reliable=true)
{
if (reliable)
{
SendNetworkMessage("4:" + group + ":" + message);
}
else
{
SendUdpMessage(userid + ":4:" + group + ":" + message);
}
}
//changes the designated group that sendto(4) will go to
public void setupMessageGroup(string groupname, int[] userids)
{
SendNetworkMessage("5:" + groupname + ":" + String.Join(":", userids));
}
public void deleteNetworkObject(string networkId)
{
if (objects.ContainsKey(networkId))
{
NetworkObject obj = objects[networkId];
if (obj.isSceneObject)
{
deletedSceneObjects.Add(networkId);
}
GameObject.Destroy(obj.gameObject);
objects.Remove(networkId);
}
}
}