using System.Collections.Generic; using Unity.Networking.Transport; using UnityEngine; using MsgType = LobbyRelaySample.relay.RelayUtpSetup.MsgType; namespace LobbyRelaySample.relay { /// /// This observes the local player and updates remote players over Relay when there are local changes, demonstrating basic data transfer over the Unity Transport (UTP). /// Created after the connection to Relay has been confirmed. /// public class RelayUtpClient : MonoBehaviour // This is a MonoBehaviour merely to have access to Update. { protected LobbyUser m_localUser; protected LocalLobby m_localLobby; protected NetworkDriver m_networkDriver; protected List m_connections; // For clients, this has just one member, but for hosts it will have more. protected bool m_hasSentInitialMessage = false; private const float k_heartbeatPeriod = 5; public virtual void Initialize(NetworkDriver networkDriver, List connections, LobbyUser localUser, LocalLobby localLobby) { m_localUser = localUser; m_localLobby = localLobby; m_localUser.onChanged += OnLocalChange; m_networkDriver = networkDriver; m_connections = connections; Locator.Get.UpdateSlow.Subscribe(UpdateSlow, k_heartbeatPeriod); } protected virtual void Uninitialize() { m_localUser.onChanged -= OnLocalChange; Leave(); Locator.Get.UpdateSlow.Unsubscribe(UpdateSlow); m_networkDriver.Dispose(); } public void OnDestroy() { Uninitialize(); } private void OnLocalChange(LobbyUser localUser) { if (m_connections.Count == 0) // This could be the case for the host alone in the lobby. return; foreach (NetworkConnection conn in m_connections) DoUserUpdate(m_networkDriver, conn, m_localUser); } private void Update() { OnUpdate(); } private void UpdateSlow(float dt) { // Clients need to send any data over UTP periodically, or else the connection will timeout. foreach (NetworkConnection connection in m_connections) WriteByte(m_networkDriver, connection, "0", MsgType.Ping, 0); // The ID doesn't matter here, so send a minimal number of bytes. } protected virtual void OnUpdate() { if (!m_hasSentInitialMessage) ReceiveNetworkEvents(m_networkDriver); // Just on the first execution, make sure to handle any events that accumulated while completing the connection. m_networkDriver.ScheduleUpdate().Complete(); // This pumps all messages, which pings the Relay allocation and keeps it alive. It should be called no more often than ReceiveNetworkEvents. ReceiveNetworkEvents(m_networkDriver); // This reads the message queue which was just updated. if (!m_hasSentInitialMessage) SendInitialMessage(m_networkDriver, m_connections[0]); // On a client, the 0th (and only) connection is to the host. } private void ReceiveNetworkEvents(NetworkDriver driver) { NetworkConnection conn; DataStreamReader strm; NetworkEvent.Type cmd; while ((cmd = driver.PopEvent(out conn, out strm)) != NetworkEvent.Type.Empty) // NetworkConnection also has PopEvent, but NetworkDriver.PopEvent automatically includes new connections. { ProcessNetworkEvent(conn, strm, cmd); } } // See the Write* methods for the expected event format. private void ProcessNetworkEvent(NetworkConnection conn, DataStreamReader strm, NetworkEvent.Type cmd) { if (cmd == NetworkEvent.Type.Data) { MsgType msgType = (MsgType)strm.ReadByte(); string id = ReadLengthAndString(ref strm); if (id == m_localUser.ID || !m_localLobby.LobbyUsers.ContainsKey(id)) // We don't hold onto messages, since an incoming user will be fully initialized before they send events. return; if (msgType == MsgType.PlayerName) { string name = ReadLengthAndString(ref strm); m_localLobby.LobbyUsers[id].DisplayName = name; } else if (msgType == MsgType.Emote) { EmoteType emote = (EmoteType)strm.ReadByte(); m_localLobby.LobbyUsers[id].Emote = emote; } else if (msgType == MsgType.ReadyState) { UserStatus status = (UserStatus)strm.ReadByte(); m_localLobby.LobbyUsers[id].UserStatus = status; } else if (msgType == MsgType.StartCountdown) Locator.Get.Messenger.OnReceiveMessage(MessageType.StartCountdown, null); else if (msgType == MsgType.CancelCountdown) Locator.Get.Messenger.OnReceiveMessage(MessageType.CancelCountdown, null); else if (msgType == MsgType.ConfirmInGame) Locator.Get.Messenger.OnReceiveMessage(MessageType.ConfirmInGameState, null); else if (msgType == MsgType.EndInGame) Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null); ProcessNetworkEventDataAdditional(conn, strm, msgType, id); } else if (cmd == NetworkEvent.Type.Disconnect) ProcessDisconnectEvent(conn, strm); } protected virtual void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id) { } protected virtual void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm) { // The host disconnected, and Relay does not support host migration. So, all clients should disconnect. string msg = "Host disconnected! Leaving the lobby."; Debug.LogError(msg); Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, msg); Leave(); Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu); } /// /// Relay uses raw pointers for efficiency. This converts them to byte arrays, assuming the stream contents are 1 byte for array length followed by contents. /// unsafe private string ReadLengthAndString(ref DataStreamReader strm) { byte length = strm.ReadByte(); byte[] bytes = new byte[length]; fixed (byte* ptr = bytes) { strm.ReadBytes(ptr, length); } return System.Text.Encoding.UTF8.GetString(bytes); } /// /// Once a client is connected, send a message out alerting the host. /// private void SendInitialMessage(NetworkDriver driver, NetworkConnection connection) { WriteByte(driver, connection, m_localUser.ID, MsgType.NewPlayer, 0); ForceFullUserUpdate(driver, connection, m_localUser); // Assuming this is only created after the Relay connection is successful. m_hasSentInitialMessage = true; } /// /// When player data is updated, send out events for just the data that actually changed. /// private void DoUserUpdate(NetworkDriver driver, NetworkConnection connection, LobbyUser user) { // Only update with actual changes. (If multiple change at once, we send messages for each separately, but that shouldn't happen often.) if (0 < (user.LastChanged & LobbyUser.UserMembers.DisplayName)) WriteString(driver, connection, user.ID, MsgType.PlayerName, user.DisplayName); if (0 < (user.LastChanged & LobbyUser.UserMembers.Emote)) WriteByte(driver, connection, user.ID, MsgType.Emote, (byte)user.Emote); if (0 < (user.LastChanged & LobbyUser.UserMembers.UserStatus)) WriteByte(driver, connection, user.ID, MsgType.ReadyState, (byte)user.UserStatus); } /// /// Sometimes (e.g. when a new player joins), we need to send out the full current state of this player. /// protected void ForceFullUserUpdate(NetworkDriver driver, NetworkConnection connection, LobbyUser user) { // Note that it would be better to send a single message with the full state, but for the sake of shorter code we'll leave that out here. WriteString(driver, connection, user.ID, MsgType.PlayerName, user.DisplayName); WriteByte(driver, connection, user.ID, MsgType.Emote, (byte)user.Emote); WriteByte(driver, connection, user.ID, MsgType.ReadyState, (byte)user.UserStatus); } /// /// Write string data as: [1 byte: msgType] [1 byte: id length N] [N bytes: id] [1 byte: string length M] [M bytes: string] /// protected void WriteString(NetworkDriver driver, NetworkConnection connection, string id, MsgType msgType, string str) { byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id); byte[] strBytes = System.Text.Encoding.UTF8.GetBytes(str); List message = new List(idBytes.Length + strBytes.Length + 3); message.Add((byte)msgType); message.Add((byte)idBytes.Length); message.AddRange(idBytes); message.Add((byte)strBytes.Length); message.AddRange(strBytes); if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first? { byte[] bytes = message.ToArray(); unsafe { fixed (byte* bytesPtr = bytes) { dataStream.WriteBytes(bytesPtr, message.Count); driver.EndSend(dataStream); } } } } /// /// Write byte data as: [1 byte: msgType] [1 byte: id length N] [N bytes: id] [1 byte: data] /// protected void WriteByte(NetworkDriver driver, NetworkConnection connection, string id, MsgType msgType, byte value) { byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id); List message = new List(idBytes.Length + 3); message.Add((byte)msgType); message.Add((byte)idBytes.Length); message.AddRange(idBytes); message.Add(value); if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first? { byte[] bytes = message.ToArray(); unsafe { fixed (byte* bytesPtr = bytes) { dataStream.WriteBytes(bytesPtr, message.Count); driver.EndSend(dataStream); } } } } public void Leave() { foreach (NetworkConnection connection in m_connections) connection.Disconnect(m_networkDriver); m_localLobby.RelayServer = null; } } }