960 lines
24 KiB
C#
960 lines
24 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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[AddComponentMenu("VelNet/VelNet Manager")]
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public class VelNetManager : MonoBehaviour
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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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};
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public enum MessageType
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{
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ObjectSync,
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TakeOwnership,
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Instantiate,
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Destroy,
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DeleteSceneObjects
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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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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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/// </summary>
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public static Action<VelNetPlayer> 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<Message> MessageReceived;
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#endregion
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public bool connected;
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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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/// <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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/// <summary>
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/// The player count in all rooms.
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/// Will include players connected to the server but not in a room?
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/// </summary>
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public static int PlayerCountInAllRooms => PlayerCount; // TODO hook up to actual player 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 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 ConnectedMessage : Message
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{
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}
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public readonly List<Message> receivedMessages = new List<Message>();
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private void Awake()
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{
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if (instance != null)
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{
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Debug.LogError("Multiple NetworkManagers detected! Bad!", this);
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}
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instance = this;
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SceneManager.sceneLoaded += (scene, mode) =>
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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 Start()
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{
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ConnectToTcpServer();
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}
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private void AddMessage(Message m)
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{
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lock (receivedMessages)
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{
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//Debug.Log(messagesReceived++);
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receivedMessages.Add(m);
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}
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try
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{
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MessageReceived?.Invoke(m);
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}
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catch (Exception e)
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{
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Debug.LogError(e);
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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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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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Debug.LogError(e);
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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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userid = lm.userId;
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Debug.Log("Joined server " + 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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Debug.LogError(e);
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}
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//start the udp thread
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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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Debug.Log("Got Rooms Message:\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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Debug.LogError(e);
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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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if (userid == jm.userId) //this is us
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{
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string oldRoom = LocalPlayer?.room;
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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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if (jm.room != "")
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{
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VelNetPlayer player = new VelNetPlayer
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{
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isLocal = true,
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userid = jm.userId,
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room = jm.room
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};
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players.Add(userid, player);
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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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Debug.LogError(e);
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}
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}
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// we just left a room
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else
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{
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// delete all networkobjects that aren't sceneobjects 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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// then remove references to the ones that are left
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objects.Clear();
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// empty all the groups
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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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instance.groups.Clear();
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try
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{
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OnLeftRoom?.Invoke(oldRoom);
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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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Debug.LogError(e);
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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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VelNetPlayer me = players[userid];
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if (me.room != jm.room)
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{
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// we got a left message, kill it
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// change ownership of all objects to master
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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[jm.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[jm.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[jm.userId];
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players.Remove(jm.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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Debug.LogError(e);
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}
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}
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else
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{
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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);
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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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Debug.LogError(e);
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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 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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Debug.LogError("Received message from player that doesn't exist ");
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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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if (masterPlayer == null)
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{
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masterPlayer = players[cm.masterId];
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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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Debug.LogError("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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objects.Add(sceneObjects[i].networkId, sceneObjects[i]);
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}
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}
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else
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{
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masterPlayer = players[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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}
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private void OnApplicationQuit()
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{
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socketConnection?.Close();
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clientReceiveThreadUDP?.Abort();
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clientReceiveThread?.Abort();
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}
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/// <summary>
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/// Setup socket connection.
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/// </summary>
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private void ConnectToTcpServer()
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{
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try
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{
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clientReceiveThread = new Thread(ListenForData);
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clientReceiveThread.Start();
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}
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catch (Exception e)
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{
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Debug.Log("On client connect exception " + e);
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}
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}
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/// <summary>
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/// Runs in background clientReceiveThread; Listens for incoming data.
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/// </summary>
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private static byte[] ReadExact(Stream stream, int N)
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{
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byte[] toReturn = new byte[N];
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int numRead = 0;
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int numLeft = N;
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while (numLeft > 0)
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{
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numRead += stream.Read(toReturn, numRead, numLeft);
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numLeft = N - numRead;
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}
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return toReturn;
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}
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private static int GetIntFromBytes(byte[] bytes)
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{
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return BitConverter.ToInt32(BitConverter.IsLittleEndian ? bytes.Reverse().ToArray() : bytes, 0);
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}
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private void ListenForData()
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{
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connected = true;
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try
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{
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socketConnection = new TcpClient(host, port);
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socketConnection.NoDelay = true;
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// Get a stream object for reading
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NetworkStream stream = socketConnection.GetStream();
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using BinaryReader reader = new BinaryReader(stream);
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//now we are connected, so add a message to the queue
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AddMessage(new ConnectedMessage());
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while (true)
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{
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//read a byte
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byte type = (byte)stream.ReadByte();
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switch (type)
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{
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//login
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case 0:
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{
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LoginMessage m = new LoginMessage();
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m.userId = GetIntFromBytes(ReadExact(stream, 4)); //not really the sender...
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AddMessage(m);
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break;
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}
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//rooms
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case 1:
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{
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RoomsMessage m = new RoomsMessage();
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m.rooms = new List<ListedRoom>();
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int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
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byte[] utf8data = ReadExact(stream, N);
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string roomMessage = Encoding.UTF8.GetString(utf8data);
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string[] sections = roomMessage.Split(',');
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foreach (string s in sections)
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{
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string[] pieces = s.Split(':');
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if (pieces.Length == 2)
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{
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ListedRoom lr = new ListedRoom();
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lr.name = pieces[0];
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lr.numUsers = int.Parse(pieces[1]);
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m.rooms.Add(lr);
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}
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}
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AddMessage(m);
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break;
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}
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//joined
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case 2:
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{
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JoinMessage m = new JoinMessage();
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m.userId = GetIntFromBytes(ReadExact(stream, 4));
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int N = stream.ReadByte();
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byte[] utf8data = ReadExact(stream, N); //the room name, encoded as utf-8
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m.room = Encoding.UTF8.GetString(utf8data);
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AddMessage(m);
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break;
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}
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//data
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case 3:
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{
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DataMessage m = new DataMessage();
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m.senderId = GetIntFromBytes(ReadExact(stream, 4));
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int N = GetIntFromBytes(ReadExact(stream, 4)); //the size of the payload
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m.data = ReadExact(stream, N); //the message
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AddMessage(m);
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break;
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}
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//new master
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case 4:
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{
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ChangeMasterMessage m = new ChangeMasterMessage();
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m.masterId = GetIntFromBytes(ReadExact(stream, 4)); //sender is the new master
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AddMessage(m);
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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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catch (Exception socketException)
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{
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Debug.Log("Socket exception: " + socketException);
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}
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connected = false;
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}
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private void ListenForDataUDP()
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{
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//I don't yet have a UDP connection
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try
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{
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IPAddress[] addresses = Dns.GetHostAddresses(host);
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Debug.Assert(addresses.Length > 0);
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RemoteEndPoint = new IPEndPoint(addresses[0], port);
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udpSocket = new Socket(AddressFamily.InterNetwork,
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SocketType.Dgram, ProtocolType.Udp);
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udpConnected = false;
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byte[] buffer = new byte[1024];
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while (true)
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{
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buffer[0] = 0;
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Array.Copy(get_be_bytes(userid), 0, buffer, 1, 4);
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udpSocket.SendTo(buffer, 5, SocketFlags.None, RemoteEndPoint);
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|
|
if (udpSocket.Available == 0)
|
|
{
|
|
Thread.Sleep(100);
|
|
Debug.Log("Waiting for UDP response");
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
udpConnected = true;
|
|
while (true)
|
|
{
|
|
int numReceived = udpSocket.Receive(buffer);
|
|
switch (buffer[0])
|
|
{
|
|
case 0:
|
|
Debug.Log("UDP connected");
|
|
break;
|
|
case 3:
|
|
{
|
|
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 (Exception socketException)
|
|
{
|
|
Debug.Log("Socket exception: " + socketException);
|
|
}
|
|
}
|
|
|
|
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>
|
|
private static void SendTcpMessage(byte[] message) //we can assume that this message is already formatted, so we just send it
|
|
{
|
|
// Debug.Log("Sent: " + clientMessage);
|
|
if (instance.socketConnection == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
try
|
|
{
|
|
// Get a stream object for writing.
|
|
NetworkStream stream = instance.socketConnection.GetStream();
|
|
if (stream.CanWrite)
|
|
{
|
|
stream.Write(message, 0, message.Length);
|
|
}
|
|
}
|
|
catch (SocketException socketException)
|
|
{
|
|
Debug.Log("Socket exception: " + socketException);
|
|
}
|
|
}
|
|
|
|
public static byte[] get_be_bytes(int n)
|
|
{
|
|
return BitConverter.GetBytes(n).Reverse().ToArray();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Connects to the server with a username
|
|
/// </summary>
|
|
public static void Login(string username, string password)
|
|
{
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
byte[] uB = Encoding.UTF8.GetBytes(username);
|
|
byte[] pB = Encoding.UTF8.GetBytes(password);
|
|
writer.Write((byte)0);
|
|
writer.Write((byte)uB.Length);
|
|
writer.Write(uB);
|
|
writer.Write((byte)pB.Length);
|
|
writer.Write(pB);
|
|
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
public static void GetRooms()
|
|
{
|
|
SendTcpMessage(new byte[] { 1 }); //very simple message
|
|
}
|
|
|
|
/// <summary>
|
|
/// Joins a room by name
|
|
/// </summary>
|
|
/// <param name="roomname">The name of the room to join</param>
|
|
public static void Join(string roomname)
|
|
{
|
|
MemoryStream stream = new MemoryStream();
|
|
BinaryWriter writer = new BinaryWriter(stream);
|
|
|
|
byte[] R = Encoding.UTF8.GetBytes(roomname);
|
|
writer.Write((byte)2);
|
|
writer.Write((byte)R.Length);
|
|
writer.Write(R);
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Leaves a room if we're in one
|
|
/// </summary>
|
|
public static void Leave()
|
|
{
|
|
if (InRoom)
|
|
{
|
|
Join(""); //super secret way to leave
|
|
}
|
|
}
|
|
|
|
internal static void 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);
|
|
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...
|
|
}
|
|
}
|
|
|
|
|
|
internal static void 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);
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// changes the designated group that sendto(4) will go to
|
|
/// </summary>
|
|
public static void SetupMessageGroup(string groupname, List<int> client_ids)
|
|
{
|
|
if (client_ids.Count > 0)
|
|
{
|
|
instance.groups[groupname] = client_ids.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(client_ids.Count * 4));
|
|
for (int i = 0; i < client_ids.Count; i++)
|
|
{
|
|
writer.Write(get_be_bytes(client_ids[i]));
|
|
}
|
|
|
|
SendTcpMessage(stream.ToArray());
|
|
}
|
|
|
|
|
|
public static NetworkObject InstantiateNetworkObject(string prefabName)
|
|
{
|
|
VelNetPlayer localPlayer = LocalPlayer;
|
|
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
|
if (prefab == null)
|
|
{
|
|
Debug.LogError("Couldn't find a prefab with that name: " + prefabName);
|
|
return null;
|
|
}
|
|
|
|
string networkId = localPlayer.userid + "-" + localPlayer.lastObjectId++;
|
|
if (instance.objects.ContainsKey(networkId))
|
|
{
|
|
Debug.LogError("Can't instantiate object. Obj with that network ID was already instantiated.", instance.objects[networkId]);
|
|
return null;
|
|
}
|
|
|
|
NetworkObject newObject = Instantiate(prefab);
|
|
newObject.networkId = networkId;
|
|
newObject.prefabName = prefabName;
|
|
newObject.owner = localPlayer;
|
|
instance.objects.Add(newObject.networkId, newObject);
|
|
|
|
|
|
// 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;
|
|
}
|
|
|
|
public static void SomebodyInstantiatedNetworkObject(string networkId, string prefabName, VelNetPlayer owner)
|
|
{
|
|
NetworkObject prefab = instance.prefabs.Find(p => p.name == prefabName);
|
|
if (prefab == null) return;
|
|
NetworkObject newObject = Instantiate(prefab);
|
|
newObject.networkId = networkId;
|
|
newObject.prefabName = prefabName;
|
|
newObject.owner = owner;
|
|
instance.objects.Add(newObject.networkId, newObject);
|
|
}
|
|
|
|
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];
|
|
if (obj == null)
|
|
{
|
|
instance.objects.Remove(networkId);
|
|
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)
|
|
{
|
|
// local player must exist
|
|
if (LocalPlayer == null)
|
|
{
|
|
Debug.LogError("Can't take ownership. No local player.");
|
|
return false;
|
|
}
|
|
|
|
// obj must exist
|
|
if (!instance.objects.ContainsKey(networkId))
|
|
{
|
|
Debug.LogError("Can't take ownership. Object with that network id doesn't exist.");
|
|
return false;
|
|
}
|
|
|
|
// if the ownership is locked, fail
|
|
if (instance.objects[networkId].ownershipLocked)
|
|
{
|
|
Debug.LogError("Can't take ownership. Ownership for this object is locked.");
|
|
return false;
|
|
}
|
|
|
|
// immediately successful
|
|
instance.objects[networkId].owner = LocalPlayer;
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
} |