using System.Collections.Generic; using Unity.Networking.Transport; using MsgType = LobbyRelaySample.relay.RelayUtpSetup.MsgType; namespace LobbyRelaySample.relay { /// /// In addition to maintaining a heartbeat with the Relay server to keep it from timing out, the host player must pass network events /// from clients to all other clients, since they don't connect to each other. /// public class RelayUtpHost : RelayUtpClient, IReceiveMessages { public override void Initialize(NetworkDriver networkDriver, List connections, LobbyUser localUser, LocalLobby localLobby) { base.Initialize(networkDriver, connections, localUser, localLobby); m_hasSentInitialMessage = true; // The host will be alone in the lobby at first, so they need not send any messages right away. Locator.Get.Messenger.Subscribe(this); } protected override void Uninitialize() { base.Uninitialize(); Locator.Get.Messenger.Unsubscribe(this); } protected override void OnUpdate() { base.OnUpdate(); DoHeartbeat(); } /// /// When a new client connects, they need to be updated with the current state of everyone else. /// private void OnNewConnection(NetworkConnection conn) { foreach (var user in m_localLobby.LobbyUsers) // The host includes itself here since we don't necessarily have an ID available, but it will ignore its own messages on arrival. ForceFullUserUpdate(m_networkDriver, conn, user.Value); } protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id) { // Note that the strm contents might have already been consumed, depending on the msgType. // Forward messages from clients to other clients. if (msgType == MsgType.PlayerName) { string name = m_localLobby.LobbyUsers[id].DisplayName; foreach (NetworkConnection otherConn in m_connections) { if (otherConn == conn) continue; WriteString(m_networkDriver, otherConn, id, msgType, name); } } else if (msgType == MsgType.Emote || msgType == MsgType.ReadyState) { byte value = msgType == MsgType.Emote ? (byte)m_localLobby.LobbyUsers[id].Emote : (byte)m_localLobby.LobbyUsers[id].UserStatus; foreach (NetworkConnection otherConn in m_connections) { if (otherConn == conn) continue; WriteByte(m_networkDriver, otherConn, id, msgType, value); } } else if (msgType == MsgType.NewPlayer) // This ensures clients in builds are sent player state once they establish that they can send (and receive) events. OnNewConnection(conn); // If a client has changed state, check if this changes whether all players have readied. if (msgType == MsgType.ReadyState) CheckIfAllUsersReady(); } protected override void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm) { // When a disconnect from the host occurs, no additional action is required. This override just prevents the base behavior from occurring. // TODO: If a client disconnects, see if remaining players are all already ready. UnityEngine.Debug.LogError("Client disconnected!"); } public void OnReceiveMessage(MessageType type, object msg) { if (type == MessageType.LobbyUserStatus) CheckIfAllUsersReady(); else if (type == MessageType.EndGame) // This assumes that only the host will have the End Game button available; otherwise, clients need to be able to send this message, too. { foreach (NetworkConnection connection in m_connections) WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.EndInGame, 0); } } private void CheckIfAllUsersReady() { bool haveAllReadied = true; foreach (var user in m_localLobby.LobbyUsers) { if (user.Value.UserStatus != UserStatus.Ready) { haveAllReadied = false; break; } } if (haveAllReadied && m_localLobby.State == LobbyState.Lobby) // Need to notify both this client and all others that all players have readied. { Locator.Get.Messenger.OnReceiveMessage(MessageType.StartCountdown, null); foreach (NetworkConnection connection in m_connections) WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.StartCountdown, 0); } else if (!haveAllReadied && m_localLobby.State == LobbyState.CountDown) // Someone cancelled during the countdown, so abort the countdown. { Locator.Get.Messenger.OnReceiveMessage(MessageType.CancelCountdown, null); foreach (NetworkConnection connection in m_connections) WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.CancelCountdown, 0); } } /// /// In an actual game, after the countdown, there would be some step here where the host and all clients sync up on game state, load assets, etc. /// Here, we will instead just signal an "in-game" state that can be ended by the host. /// public void SendInGameState() { Locator.Get.Messenger.OnReceiveMessage(MessageType.ConfirmInGameState, null); foreach (NetworkConnection connection in m_connections) WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.ConfirmInGame, 0); } /// /// Clean out destroyed connections, and accept all new ones. /// private void DoHeartbeat() { for (int c = m_connections.Count - 1; c >= 0; c--) { if (!m_connections[c].IsCreated) m_connections.RemoveAt(c); } while (true) { var conn = m_networkDriver.Accept(); // Note that since we pumped the event queue earlier in Update, m_networkDriver has been updated already this frame. if (!conn.IsCreated) // "Nothing more to accept" is signalled by returning an invalid connection from Accept. break; m_connections.Add(conn); OnNewConnection(conn); // This ensures that clients in editors are sent player state once they establish a connection. The timing differs slightly from builds. } } } }