using System.Collections.Generic;
using System.Threading.Tasks;
using Unity.Networking.Transport;
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.
/// If you are using the Unity Networking Package, you can use their Relay instead of building your own packets.
///
public class RelayUtpHost : RelayUtpClient, IReceiveMessages
{
public override void Initialize(NetworkDriver networkDriver, List connections,
LocalPlayer 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);
m_networkDriver.Dispose();
}
protected override void OnUpdate()
{
if (!m_IsRelayConnected
) // If Relay was disconnected somehow, stop taking actions that will keep the allocation alive.
return;
base.OnUpdate();
UpdateConnections();
}
///
/// When a new client connects, first determine if they are allowed to do so.
/// If so, they need to be updated with the current state of everyone else.
/// If not, they should be informed and rejected.
///
void OnNewConnection(NetworkConnection conn, string id)
{
new RelayPendingApproval(conn, NewConnectionApprovalResult, id);
}
void NewConnectionApprovalResult(NetworkConnection conn, Approval result)
{
WriteByte(m_networkDriver, conn, m_localUser.ID.Value, MsgType.PlayerApprovalState, (byte)result);
if (result == Approval.OK && conn.IsCreated)
{
foreach (var user in m_localLobby.LocalPlayers)
ForceFullUserUpdate(m_networkDriver, conn, user.Value);
m_connections.Add(conn);
}
else
{
conn.Disconnect(m_networkDriver);
}
}
protected override bool CanProcessDataEventFor(NetworkConnection conn, MsgType type, string id)
{
// Don't send through data from one client to everyone else if they haven't been approved yet. (They should also not be sending data if not approved, so this is a backup.)
return id != m_localUser.ID.Value &&
(m_localLobby.LocalPlayers.ContainsKey(id) && m_connections.Contains(conn) ||
type == MsgType.NewPlayer);
}
protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, MsgType msgType, string id)
{
// Forward messages from clients to other clients.
if (msgType == MsgType.PlayerName)
{
string name = m_localLobby.LocalPlayers[id].DisplayName.Value;
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.LocalPlayers[id].Emote.Value
: (byte)m_localLobby.LocalPlayers[id].UserStatus.Value;
foreach (NetworkConnection otherConn in m_connections)
{
if (otherConn == conn)
continue;
WriteByte(m_networkDriver, otherConn, id, msgType, value);
}
}
else if (msgType == MsgType.NewPlayer)
OnNewConnection(conn, id);
else if (msgType == MsgType.PlayerDisconnect
) // Clients message the host when they intend to disconnect, or else the host ends up keeping the connection open.
{
UnityEngine.Debug.LogWarning("Disconnecting a client due to a disconnect message.");
conn.Disconnect(m_networkDriver);
m_connections.Remove(conn);
#pragma warning disable 4014
/*var queryCooldownMilliseconds = LobbyManager.Instance.GetRateLimit(LobbyManager.RequestType.Query)
.m_CoolDownMS;
// The user ready status lives in the lobby data, which won't update immediately, but we need to use it to identify if all remaining players have readied.
// So, we'll wait two lobby update loops before we check remaining players to ensure the lobby has received the disconnect message.
WaitAndCheckUsers(queryCooldownMilliseconds*2);*/
#pragma warning restore 4014
return;
}
// If a client has changed state, check if this changes whether all players have readied.
if (msgType == MsgType.ReadyState)
CheckIfAllUsersReady();
}
async Task WaitAndCheckUsers(int milliSeconds)
{
await Task.Delay(milliSeconds);
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.
// We rely on the PlayerDisconnect message instead of this disconnect message since this message might not arrive for a long time after the disconnect actually occurs.
}
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.Value, MsgType.EndInGame, 0);
}
}
//TODO Move this to Host Check. Host pushes Start Signal to all users?
void CheckIfAllUsersReady()
{
bool haveAllReadied = true;
foreach (var user in m_localLobby.LocalPlayers)
{
if (user.Value.UserStatus.Value != UserStatus.Ready)
{
haveAllReadied = false;
break;
}
}
if (haveAllReadied && m_localLobby.LocalLobbyState.Value == 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.Value, MsgType.StartCountdown, 0);
}
else if (!haveAllReadied && m_localLobby.LocalLobbyState.Value == 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.Value, MsgType.CancelCountdown, 0);
}
}
///
/// After the countdown, the host and all clients need to be alerted to sync up on game state, load assets, etc.
///
public void SendInGameState()
{
Locator.Get.Messenger.OnReceiveMessage(MessageType.ConfirmInGameState, null);
foreach (NetworkConnection connection in m_connections)
WriteByte(m_networkDriver, connection, m_localUser.ID.Value, MsgType.ConfirmInGame, 0);
}
///
/// Clean out destroyed connections, and accept all new ones.
///
void UpdateConnections()
{
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;
// Although the connection is created (i.e. Accepted), we still need to approve it, which will trigger when receiving the NewPlayer message from that client.
}
}
public override void Leave()
{
foreach (NetworkConnection connection in m_connections)
connection.Disconnect(
m_networkDriver); // Note that Lobby won't receive the disconnect immediately, so its auto-disconnect takes 30-40s, if needed.
m_connections.Clear();
m_localLobby.RelayServer = null;
}
}
}