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287 行
15 KiB
287 行
15 KiB
using System.Collections.Generic;
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using Unity.Networking.Transport;
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using UnityEngine;
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namespace LobbyRelaySample.relay
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{
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public enum Approval { OK = 0, GameAlreadyStarted }
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/// <summary>
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/// 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).
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/// Created after the connection to Relay has been confirmed.
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/// </summary>
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public class RelayUtpClient : MonoBehaviour // This is a MonoBehaviour merely to have access to Update.
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{
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protected LobbyUser m_localUser;
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protected LocalLobby m_localLobby;
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protected NetworkDriver m_networkDriver;
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protected List<NetworkConnection> m_connections; // For clients, this has just one member, but for hosts it will have more.
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protected bool m_IsRelayConnected { get { return m_localLobby.RelayServer != null; } }
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protected bool m_hasSentInitialMessage = false;
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private const float k_heartbeatPeriod = 5;
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protected enum MsgType { Ping = 0, NewPlayer, PlayerApprovalState, ReadyState, PlayerName, Emote, StartCountdown, CancelCountdown, ConfirmInGame, EndInGame, PlayerDisconnect }
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public virtual void Initialize(NetworkDriver networkDriver, List<NetworkConnection> connections, LobbyUser localUser, LocalLobby localLobby)
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{
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m_localUser = localUser;
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m_localLobby = localLobby;
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m_localUser.onChanged += OnLocalChange;
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m_networkDriver = networkDriver;
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m_connections = connections;
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Locator.Get.UpdateSlow.Subscribe(UpdateSlow, k_heartbeatPeriod);
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}
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protected virtual void Uninitialize()
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{
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m_localUser.onChanged -= OnLocalChange;
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Leave();
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Locator.Get.UpdateSlow.Unsubscribe(UpdateSlow);
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m_connections.Clear();
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m_networkDriver.Dispose();
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}
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public void OnDestroy()
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{
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Uninitialize();
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}
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private void OnLocalChange(LobbyUser localUser)
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{
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if (m_connections.Count == 0) // This could be the case for the host alone in the lobby.
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return;
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foreach (NetworkConnection conn in m_connections)
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DoUserUpdate(m_networkDriver, conn, m_localUser);
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}
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private void Update()
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{
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OnUpdate();
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}
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/// <summary>
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/// Clients need to send any data over UTP periodically, or else Relay will remove them from the allocation.
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/// </summary>
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private void UpdateSlow(float dt)
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{
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if (!m_IsRelayConnected) // If disconnected from Relay for some reason, we *want* this client to timeout.
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return;
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foreach (NetworkConnection connection in m_connections)
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WriteByte(m_networkDriver, connection, "0", MsgType.Ping, 0); // The ID doesn't matter here, so send a minimal number of bytes.
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}
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protected virtual void OnUpdate()
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{
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if (!m_hasSentInitialMessage)
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ReceiveNetworkEvents(m_networkDriver); // Just on the first execution, make sure to handle any events that accumulated while completing the connection.
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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.
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ReceiveNetworkEvents(m_networkDriver); // This reads the message queue which was just updated.
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if (!m_hasSentInitialMessage)
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SendInitialMessage(m_networkDriver, m_connections[0]); // On a client, the 0th (and only) connection is to the host.
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}
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private void ReceiveNetworkEvents(NetworkDriver driver)
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{
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NetworkConnection conn;
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DataStreamReader strm;
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NetworkEvent.Type cmd;
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while ((cmd = driver.PopEvent(out conn, out strm)) != NetworkEvent.Type.Empty) // NetworkConnection also has PopEvent, but NetworkDriver.PopEvent automatically includes new connections.
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{
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ProcessNetworkEvent(conn, strm, cmd);
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}
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}
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// See the Write* methods for the expected event format.
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private void ProcessNetworkEvent(NetworkConnection conn, DataStreamReader strm, NetworkEvent.Type cmd)
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{
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if (cmd == NetworkEvent.Type.Data)
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{
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List<byte> msgContents = new List<byte>(ReadMessageContents(ref strm));
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if (msgContents.Count < 3) // We require at a minimum - Message type, the length of the user ID, and the user ID.
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return;
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MsgType msgType = (MsgType)msgContents[0];
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int idLength = msgContents[1];
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if (msgContents.Count < idLength + 2)
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{ UnityEngine.Debug.LogWarning($"Relay client processed message of length {idLength}, but contents were of length {msgContents.Count}.");
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return;
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}
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string id = System.Text.Encoding.UTF8.GetString(msgContents.GetRange(2, idLength).ToArray());
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if (!CanProcessDataEventFor(conn, msgType, id))
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return;
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msgContents.RemoveRange(0, 2 + idLength);
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if (msgType == MsgType.PlayerApprovalState)
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{
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Approval approval = (Approval)msgContents[0];
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if (approval == Approval.OK && !m_localUser.IsApproved)
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OnApproved(m_networkDriver, conn);
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else if (approval == Approval.GameAlreadyStarted)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, "Rejected: Game has already started.");
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}
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else if (msgType == MsgType.PlayerName)
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{
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int nameLength = msgContents[0];
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string name = System.Text.Encoding.UTF8.GetString(msgContents.GetRange(1, nameLength).ToArray());
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m_localLobby.LobbyUsers[id].DisplayName = name;
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}
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else if (msgType == MsgType.Emote)
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{
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EmoteType emote = (EmoteType)msgContents[0];
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m_localLobby.LobbyUsers[id].Emote = emote;
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}
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else if (msgType == MsgType.ReadyState)
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{
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UserStatus status = (UserStatus)msgContents[0];
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m_localLobby.LobbyUsers[id].UserStatus = status;
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}
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else if (msgType == MsgType.StartCountdown)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.StartCountdown, null);
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else if (msgType == MsgType.CancelCountdown)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.CancelCountdown, null);
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else if (msgType == MsgType.ConfirmInGame)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ConfirmInGameState, null);
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else if (msgType == MsgType.EndInGame)
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Locator.Get.Messenger.OnReceiveMessage(MessageType.EndGame, null);
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ProcessNetworkEventDataAdditional(conn, msgType, id);
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}
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else if (cmd == NetworkEvent.Type.Disconnect)
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ProcessDisconnectEvent(conn, strm);
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}
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protected virtual bool CanProcessDataEventFor(NetworkConnection conn, MsgType type, string id)
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{
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// Don't react to our own messages. Also, don't need to hold onto messages if the ID is absent; clients should be initialized and in the lobby before they send events.
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// (Note that this enforces lobby membership before processing any events besides an approval request, so a client is unable to fully use Relay unless they're in the lobby.)
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return id != m_localUser.ID && (m_localUser.IsApproved && m_localLobby.LobbyUsers.ContainsKey(id) || type == MsgType.PlayerApprovalState);
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}
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protected virtual void ProcessNetworkEventDataAdditional(NetworkConnection conn, MsgType msgType, string id) { }
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protected virtual void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm)
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{
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// The host disconnected, and Relay does not support host migration. So, all clients should disconnect.
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string msg;
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if (m_IsRelayConnected)
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msg = "Host disconnected! Leaving the lobby.";
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else
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msg = "Connection to host was lost. Leaving the lobby.";
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Debug.LogError(msg);
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Locator.Get.Messenger.OnReceiveMessage(MessageType.DisplayErrorPopup, msg);
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Leave();
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ChangeGameState, GameState.JoinMenu);
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}
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/// <summary>
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/// UTP uses raw pointers for efficiency (i.e. C-style byte* instead of byte[]).
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/// ReadMessageContents converts them back to byte arrays, assuming the stream contains 1 byte for array length followed by contents.
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/// Any actual pointer manipulation and so forth happens service-side, so we simply need to convert back to a byte array here.
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/// </summary>
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unsafe private byte[] ReadMessageContents(ref DataStreamReader strm) // unsafe is required to access the pointer.
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{
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int length = strm.Length;
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byte[] bytes = new byte[length];
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fixed (byte* ptr = bytes)
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{
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strm.ReadBytes(ptr, length);
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}
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return bytes;
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}
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/// <summary>
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/// Once a client is connected, send a message out alerting the host.
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/// </summary>
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private void SendInitialMessage(NetworkDriver driver, NetworkConnection connection)
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{
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WriteByte(driver, connection, m_localUser.ID, MsgType.NewPlayer, 0);
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m_hasSentInitialMessage = true;
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}
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private void OnApproved(NetworkDriver driver, NetworkConnection connection)
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{
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m_localUser.IsApproved = true;
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ForceFullUserUpdate(driver, connection, m_localUser);
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}
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/// <summary>
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/// When player data is updated, send out events for just the data that actually changed.
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/// </summary>
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private void DoUserUpdate(NetworkDriver driver, NetworkConnection connection, LobbyUser user)
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{
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// Only update with actual changes. (If multiple change at once, we send messages for each separately, but that shouldn't happen often.)
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if (0 < (user.LastChanged & LobbyUser.UserMembers.DisplayName))
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WriteString(driver, connection, user.ID, MsgType.PlayerName, user.DisplayName);
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if (0 < (user.LastChanged & LobbyUser.UserMembers.Emote))
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WriteByte(driver, connection, user.ID, MsgType.Emote, (byte)user.Emote);
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if (0 < (user.LastChanged & LobbyUser.UserMembers.UserStatus))
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WriteByte(driver, connection, user.ID, MsgType.ReadyState, (byte)user.UserStatus);
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}
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/// <summary>
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/// Sometimes (e.g. when a new player joins), we need to send out the full current state of this player.
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/// </summary>
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protected void ForceFullUserUpdate(NetworkDriver driver, NetworkConnection connection, LobbyUser user)
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{
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// 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.
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WriteString(driver, connection, user.ID, MsgType.PlayerName, user.DisplayName);
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WriteByte(driver, connection, user.ID, MsgType.Emote, (byte)user.Emote);
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WriteByte(driver, connection, user.ID, MsgType.ReadyState, (byte)user.UserStatus);
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}
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/// <summary>
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/// Write string data as: [1 byte: msgType] [1 byte: id length N] [N bytes: id] [1 byte: string length M] [M bytes: string]
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/// </summary>
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protected void WriteString(NetworkDriver driver, NetworkConnection connection, string id, MsgType msgType, string str)
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{
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byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id);
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byte[] strBytes = System.Text.Encoding.UTF8.GetBytes(str);
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List<byte> message = new List<byte>(idBytes.Length + strBytes.Length + 3); // Extra 3 bytes for the msgType plus the ID and message lengths.
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message.Add((byte)msgType);
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message.Add((byte)idBytes.Length);
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message.AddRange(idBytes);
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message.Add((byte)strBytes.Length);
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message.AddRange(strBytes);
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SendMessageData(driver, connection, message);
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}
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/// <summary>
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/// Write byte data as: [1 byte: msgType] [1 byte: id length N] [N bytes: id] [1 byte: data]
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/// </summary>
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protected void WriteByte(NetworkDriver driver, NetworkConnection connection, string id, MsgType msgType, byte value)
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{
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byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(id);
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List<byte> message = new List<byte>(idBytes.Length + 3); // Extra 3 bytes for the msgType, ID length, and the byte value.
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message.Add((byte)msgType);
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message.Add((byte)idBytes.Length);
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message.AddRange(idBytes);
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message.Add(value);
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SendMessageData(driver, connection, message);
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}
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private void SendMessageData(NetworkDriver driver, NetworkConnection connection, List<byte> message)
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{
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if (driver.BeginSend(connection, out var dataStream) == 0)
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{
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byte[] bytes = message.ToArray();
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unsafe // Similarly to ReadMessageContents, our data must be converted to a pointer before being sent.
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{
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fixed (byte* bytesPtr = bytes)
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{
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dataStream.WriteBytes(bytesPtr, message.Count);
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driver.EndSend(dataStream);
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}
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}
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}
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}
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/// <summary>
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/// Disconnect from Relay, usually while leaving the lobby. (You can also call this elsewhere to see how Lobby will detect a Relay disconnect automatically.)
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/// </summary>
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public virtual void Leave()
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{
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foreach (NetworkConnection connection in m_connections)
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// If the client calls Disconnect, the host might not become aware right away (depending on when the PubSub messages get pumped), so send a message over UTP instead.
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WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.PlayerDisconnect, 0);
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m_localLobby.RelayServer = null;
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}
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}
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}
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