158 lines
5.4 KiB
C#
158 lines
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Text;
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using System;
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using Dissonance;
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public class NetworkPlayer : MonoBehaviour, Dissonance.IDissonancePlayer
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{
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public int userid;
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public string username;
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public string room;
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public NetworkManager manager;
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Vector3 networkPosition;
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public bool isLocal = false;
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public Dissonance.VelCommsNetwork commsNetwork;
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bool isSpeaking = false;
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uint lastAudioId = 0;
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public string dissonanceID;
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//required by dissonance for spatial audio
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public string PlayerId => dissonanceID;
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public Vector3 Position => transform.position;
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public Quaternion Rotation => transform.rotation;
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public NetworkPlayerType Type => isLocal?NetworkPlayerType.Local:NetworkPlayerType.Remote;
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public bool IsTracking => true;
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void Start()
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{
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if (manager.userid == userid) //this is me, I send updates
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{
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StartCoroutine(syncTransformCoroutine());
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (!isLocal) //not me, I move to wherever I should
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{
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transform.position = Vector3.Lerp(transform.position, networkPosition, .1f);
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}
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else
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{
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float h = Input.GetAxis("Horizontal");
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float v = Input.GetAxis("Vertical");
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Vector3 delta = h * Vector3.right + v * Vector3.up;
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transform.position = transform.position + delta * Time.deltaTime;
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//if we're not speaking, and the comms say we are, send a speaking event, which will be received on other network players and sent to their comms accordingly
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if(commsNetwork.comms.FindPlayer(dissonanceID).IsSpeaking != isSpeaking) //unfortunately, there does not seem to be an event for this
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{
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isSpeaking = !isSpeaking;
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manager.sendTo(0, "4," + (isSpeaking?1:0) + ";");
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if (!isSpeaking)
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{
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lastAudioId = 0;
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}
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}
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}
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}
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IEnumerator syncTransformCoroutine()
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{
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while (true)
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{
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manager.sendTo(0, "1," + transform.position.x + "," + transform.position.y + "," + transform.position.z + ";");
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yield return new WaitForSeconds(.1f);
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}
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}
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public void handleMessage(NetworkManager.Message m)
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{
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//these are generally things that come from the "owner" and should be enacted locally, where appropriate
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//we need to parse the message
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//types of messages
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string[] messages = m.text.Split(';'); //messages are split by ;
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for(int i = 0; i < messages.Length; i++)
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{
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//individual message parameters separated by comma
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string[] sections = messages[i].Split(',');
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switch (sections[0])
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{
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case "1": //update transform of self
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{
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float x = float.Parse(sections[1]);
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float y = float.Parse(sections[2]);
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float z = float.Parse(sections[3]);
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networkPosition = new Vector3(x, y, z);
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break;
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}
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case "2": //audio data
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{
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if (isSpeaking)
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{
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byte[] data = Convert.FromBase64String(sections[1]);
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uint sequenceNumber = uint.Parse(sections[2]);
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commsNetwork.voiceReceived(dissonanceID, data, sequenceNumber);
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}
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break;
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}
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case "3": //dissonance id (player joined)
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{
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if (dissonanceID == "")
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{
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dissonanceID = sections[1];
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//tell the comms network that this player joined the channel
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commsNetwork.playerJoined(dissonanceID); //tell dissonance
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commsNetwork.comms.TrackPlayerPosition(this); //tell dissonance to track the remote player
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}
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break;
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}
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case "4": //speaking state
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{
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if(sections[1] == "0")
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{
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commsNetwork.playerStoppedSpeaking(dissonanceID);
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isSpeaking = false;
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}
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else
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{
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commsNetwork.playerStartedSpeaking(dissonanceID);
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isSpeaking = true;
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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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public void OnDestroy()
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{
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commsNetwork.playerLeft(dissonanceID);
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}
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public void sendAudioData(ArraySegment<byte> data)
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{
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string b64_data = Convert.ToBase64String(data.Array,data.Offset,data.Count);
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manager.sendTo(0, "2,"+b64_data + ","+ (lastAudioId++) +";");
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}
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public void setDissonanceID(string id) //this sort of all initializes dissonance
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{
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dissonanceID = id;
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manager.sendTo(0, "3," + id+";");
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commsNetwork.comms.TrackPlayerPosition(this);
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}
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}
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