Megacity demo game for UOS
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// Copyright 2019 Google LLC
// All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Modified from https://github.com/googleforgames/agones unity sdk
using System;
using System.Collections.Generic;
using System.Net;
using System.Runtime.CompilerServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Unity.Cn.Multiverse.Model;
using MiniJSON;
using UnityEngine;
using UnityEngine.Networking;
using Object = UnityEngine.Object;
namespace Unity.Cn.Multiverse
{
/// <summary>
/// Multiverse SDK for Unity.
/// </summary>
public class MultiverseSdk : MonoBehaviour
{
/// <summary>
/// Interval of the server sending a health ping to the Multiverse sidecar.
/// </summary>
[Range(0.01f, 5)] public float healthIntervalSecond = 5.0f;
/// <summary>
/// Whether the server sends a health ping to the Multiverse sidecar.
/// </summary>
public bool healthEnabled = true;
/// <summary>
/// Debug Logging Enabled. Debug logging for development of this Plugin.
/// </summary>
public bool logEnabled = false;
private string sidecarAddress;
private readonly CancellationTokenSource cancellationTokenSource = new CancellationTokenSource();
public MultiverseSdk()
{
}
public MultiverseSdk(string name, HideFlags hideFlags, string tag, bool enabled, bool useGUILayout, bool runInEditMode, float healthIntervalSecond, bool healthEnabled, bool logEnabled, string sidecarAddress)
{
((Object)this).name = name;
((Object)this).hideFlags = hideFlags;
((Component)this).tag = tag;
((Behaviour)this).enabled = enabled;
base.useGUILayout = useGUILayout;
#if UNITY_EDITOR
base.runInEditMode = runInEditMode;
#endif
this.healthIntervalSecond = healthIntervalSecond;
this.healthEnabled = healthEnabled;
this.logEnabled = logEnabled;
this.sidecarAddress = sidecarAddress;
}
private struct KeyValueMessage
{
public string key;
public string value;
public KeyValueMessage(string k, string v) => (key, value) = (k, v);
}
private struct AcquireCPUBoostRequest
{
public string boostFactor;
public int duration;
public AcquireCPUBoostRequest(string k, int v) => (boostFactor, duration) = (k, v);
}
#region Unity Methods
// Use this for initialization.
private void Awake()
{
String port = Environment.GetEnvironmentVariable("MULTIVERSE_SDK_HTTP_PORT");
sidecarAddress = "http://localhost:" + (port ?? "9358");
}
private void Start()
{
HealthCheckAsync();
}
private void OnApplicationQuit()
{
cancellationTokenSource.Dispose();
}
#endregion
#region MultiverseRestClient Public Methods
/// <summary>
/// Async method that waits to connect to the SDK Server. Will timeout
/// and return false after 30 seconds.
/// </summary>
/// <returns>A task that indicated whether it was successful or not</returns>
public async Task<bool> Connect()
{
for (var i = 0; i < 30; i++)
{
Log($"Attempting to connect...{i + 1}");
try
{
var gameServer = await GameServer();
if (gameServer != null)
{
Log("Connected!");
return true;
}
}
catch (Exception ex)
{
Log($"Connection exception: {ex.Message}");
}
Log("Connection failed, retrying.");
await Task.Delay(1000);
}
return false;
}
/// <summary>
/// create a multiverseSdk instance and try to connect sdk server
/// </summary>
/// <returns>
/// a multiverseSdk instance that successfully connected to sdk server
/// </returns>
public static async Task<MultiverseSdk> CreateInstance()
{
var obj = new GameObject(typeof(MultiverseSdk).ToString());
var sdk = obj.AddComponent<MultiverseSdk>();
var ok = await sdk.Connect();
if (!ok)
{
return null!;
}
return sdk;
}
/// <summary>
/// Marks this Game Server as ready to receive connections.
/// </summary>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful.
/// </returns>
public async Task<bool> Ready()
{
return await SendRequestAsync("/ready", "{}").ContinueWith(task => task.Result.ok);
}
/// <summary>
/// Retrieve the GameServer details
/// </summary>
/// <returns>The current GameServer configuration</returns>
public async Task<GameServer> GameServer()
{
var result = await SendRequestAsync("/gameserver", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return null;
}
var data = Json.Deserialize(result.json) as Dictionary<string, object>;
return new GameServer(data);
}
/// <summary>
/// Retrieve the GameServer labels
/// </summary>
/// <returns>The current GameServer labels</returns>
public async Task<Dictionary<string, string> > GetLabels()
{
var result = await SendRequestAsync("/gameserver", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return null;
}
var data = Json.Deserialize(result.json) as Dictionary<string, object>;
var gs = new GameServer(data);
var retVal = new Dictionary<string, string>();
foreach (KeyValuePair<string, string> label in gs.ObjectMeta.Labels)
{
if (!label.Key.StartsWith("agones"))
{
retVal.Add(label.Key, label.Value);
}
}
return retVal;
}
public async Task<Dictionary<string, string>> GetLabelEnvs()
{
var result = await SendRequestAsync("/gameserver", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return null;
}
var data = Json.Deserialize(result.json) as Dictionary<string, object>;
var gs = new GameServer(data);
var retVal = new Dictionary<string, string>();
if (gs.ObjectMeta.Labels != null)
{
foreach (KeyValuePair<string, string> label in gs.ObjectMeta.Labels)
{
retVal.Add(label.Key, label.Value);
}
}
if (gs.Spec.Env != null)
{
foreach (KeyValuePair<string, string> env in gs.Spec.Env)
{
retVal.Add(env.Key, env.Value);
}
}
return retVal;
}
/// <summary>
/// GetExpireAt returns the timestamp when the gameserver will be shutdown.
/// This value is defined by game server TTL.
/// Zero value means that the game server will be alive until calling Shutdown or Deallocate.
/// </summary>
public async Task<long> GetExpireAt()
{
var result = await SendRequestAsync("/gameserver", "{}", UnityWebRequest.kHttpVerbGET);
if (!result.ok)
{
return 0;
}
var data = Json.Deserialize(result.json) as Dictionary<string, object>;
var gs = new GameServer(data);
if (gs.ObjectMeta.Labels != null)
{
var expireAt = gs.ObjectMeta.Labels["ExpireAt"];
return Convert.ToInt64(expireAt);
}
else
{
return 0;
}
}
/// <summary>
/// Marks this Game Server as ready to shutdown.
/// </summary>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful.
/// </returns>
public async Task<bool> Shutdown()
{
return await SendRequestAsync("/shutdown", "{}").ContinueWith(task => task.Result.ok);
}
/// <summary>
/// Marks this Game Server as Allocated.
/// </summary>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful.
/// </returns>
public async Task<bool> Allocate()
{
return await SendRequestAsync("/allocate", "{}").ContinueWith(task => task.Result.ok);
}
/// <summary>
/// Set a metadata label that is stored in k8s.
/// </summary>
/// <param name="key">label key</param>
/// <param name="value">label value</param>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful.
/// </returns>
public async Task<bool> SetLabel(string key, string value)
{
string json = JsonUtility.ToJson(new KeyValueMessage(key, value));
return await SendRequestAsync("/metadata/label", json, UnityWebRequest.kHttpVerbPUT)
.ContinueWith(task => task.Result.ok);
}
public async Task<bool> AcquireCPUBoost(string boostFactor, int duration)
{
string json = JsonUtility.ToJson(new AcquireCPUBoostRequest(boostFactor, duration));
return await SendRequestAsync("/acquire-cpu", json, UnityWebRequest.kHttpVerbPOST)
.ContinueWith(task => task.Result.ok);
}
/// <summary>
/// Set a metadata annotation that is stored in k8s.
/// </summary>
/// <param name="key">annotation key</param>
/// <param name="value">annotation value</param>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful.
/// </returns>
public async Task<bool> SetAnnotation(string key, string value)
{
string json = JsonUtility.ToJson(new KeyValueMessage(key, value));
return await SendRequestAsync("/metadata/annotation", json, UnityWebRequest.kHttpVerbPUT)
.ContinueWith(task => task.Result.ok);
}
private struct Duration
{
public int seconds;
public Duration(int seconds)
{
this.seconds = seconds;
}
}
/// <summary>
/// Move the GameServer into the Reserved state for the specified Timespan (0 seconds is forever)
/// Smallest unit is seconds.
/// </summary>
/// <param name="duration">The time span to reserve for</param>
/// <returns>
/// A task that represents the asynchronous operation and returns true if the request was successful
/// </returns>
public async Task<bool> Reserve(TimeSpan duration)
{
string json = JsonUtility.ToJson(new Duration(seconds: duration.Seconds));
return await SendRequestAsync("/reserve", json).ContinueWith(task => task.Result.ok);
}
/// <summary>
/// WatchGameServerCallback is the callback that will be executed every time
/// a GameServer is changed and WatchGameServer is notified
/// </summary>
/// <param name="gameServer">The GameServer value</param>
public delegate void WatchGameServerCallback(GameServer gameServer);
/// <summary>
/// WatchGameServer watches for changes in the backing GameServer configuration.
/// </summary>
/// <param name="callback">This callback is executed whenever a GameServer configuration change occurs</param>
public void WatchGameServer(WatchGameServerCallback callback)
{
var req = new UnityWebRequest(sidecarAddress + "/watch/gameserver", UnityWebRequest.kHttpVerbGET);
req.downloadHandler = new GameServerHandler(callback);
req.SetRequestHeader("Content-Type", "application/json");
req.SendWebRequest();
Log("Multiverse Watch Started");
}
#endregion
#region MultiverseRestClient Private Methods
private async void HealthCheckAsync()
{
while (healthEnabled)
{
await Task.Delay(TimeSpan.FromSeconds(healthIntervalSecond));
try
{
await SendRequestAsync("/health", "{}");
}
catch (ObjectDisposedException)
{
break;
}
}
}
/// <summary>
/// Result of a Async HTTP request
/// </summary>
protected struct AsyncResult
{
public bool ok;
public string json;
}
protected async Task<AsyncResult> SendRequestAsync(string api, string json,
string method = UnityWebRequest.kHttpVerbPOST)
{
// To prevent that an async method leaks after destroying this gameObject.
cancellationTokenSource.Token.ThrowIfCancellationRequested();
var req = new UnityWebRequest(sidecarAddress + api, method)
{
uploadHandler = new UploadHandlerRaw(Encoding.UTF8.GetBytes(json)),
downloadHandler = new DownloadHandlerBuffer()
};
req.SetRequestHeader("Content-Type", "application/json");
await new MultiverseAsyncOperationWrapper(req.SendWebRequest());
var result = new AsyncResult();
result.ok = req.responseCode == (long) HttpStatusCode.OK;
if (result.ok)
{
result.json = req.downloadHandler.text;
Log($"Multiverse SendRequest ok: {api} {req.downloadHandler.text}");
}
else
{
Log($"Multiverse SendRequest failed: {api} {req.error}");
}
return result;
}
private void Log(object message)
{
if (!logEnabled)
{
return;
}
Debug.Log(message);
}
#endregion
#region MultiverseRestClient Nested Classes
private class MultiverseAsyncOperationWrapper
{
public UnityWebRequestAsyncOperation AsyncOp { get; }
public MultiverseAsyncOperationWrapper(UnityWebRequestAsyncOperation unityOp)
{
AsyncOp = unityOp;
}
public MultiverseAsyncOperationAwaiter GetAwaiter()
{
return new MultiverseAsyncOperationAwaiter(this);
}
}
private class MultiverseAsyncOperationAwaiter : INotifyCompletion
{
private UnityWebRequestAsyncOperation asyncOp;
private Action continuation;
public bool IsCompleted => asyncOp.isDone;
public MultiverseAsyncOperationAwaiter(MultiverseAsyncOperationWrapper wrapper)
{
asyncOp = wrapper.AsyncOp;
asyncOp.completed += OnRequestCompleted;
}
// C# Awaiter Pattern requires that the GetAwaiter method has GetResult(),
// And MultiverseAsyncOperationAwaiter does not return a value in this case.
public void GetResult()
{
asyncOp.completed -= OnRequestCompleted;
}
public void OnCompleted(Action continuation)
{
this.continuation = continuation;
}
private void OnRequestCompleted(AsyncOperation _)
{
continuation?.Invoke();
continuation = null;
}
}
/// <summary>
/// Custom UnityWebRequest http data handler
/// that fires a callback whenever it receives data
/// from the SDK.Watch() REST endpoint
/// </summary>
private class GameServerHandler : DownloadHandlerScript
{
private WatchGameServerCallback callback;
public GameServerHandler(WatchGameServerCallback callback)
{
this.callback = callback;
}
protected override bool ReceiveData(byte[] data, int dataLength)
{
string json = Encoding.UTF8.GetString(data);
var dictionary = (Dictionary<string, object>) Json.Deserialize(json);
var gameServer = new GameServer(dictionary["result"] as Dictionary<string, object>);
this.callback(gameServer);
return true;
}
}
#endregion
}
}