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
{
protected override void OnUpdate()
{
base.OnUpdate();
DoHeartbeat();
}
///
/// When a new client connects, they need to be given all up-to-date info.
///
protected override void ProcessNetworkEventAdditional(DataStreamReader strm, NetworkEvent.Type cmd)
{
if (cmd == NetworkEvent.Type.Connect)
{
}
}
protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id)
{
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);
}
}
// Note that the strm contents might have already been consumed, depending on the msgType.
if (msgType == MsgType.ReadyState)
{
// TODO: Check if all players have readied.
}
}
///
/// Clean out destroyed connections, and accept all new ones.
///
private void DoHeartbeat()
{
m_networkDriver.ScheduleUpdate().Complete();
for (int c = m_connections.Count - 1; c >= 0; c--)
{
if (!m_connections[c].IsCreated)
m_connections.RemoveAt(c);
}
while (true)
{
var con = m_networkDriver.Accept();
if (!con.IsCreated) // "Nothing more to accept" is signalled by returning an invalid connection from Accept.
break;
m_connections.Add(con);
}
}
}
}