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187 行
9.3 KiB
187 行
9.3 KiB
using System.Collections.Generic;
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using Unity.Networking.Transport;
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namespace LobbyRelaySample.relay
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{
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/// <summary>
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/// In addition to maintaining a heartbeat with the Relay server to keep it from timing out, the host player must pass network events
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/// from clients to all other clients, since they don't connect to each other.
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/// </summary>
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public class RelayUtpHost : RelayUtpClient, IReceiveMessages
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{
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public override void Initialize(NetworkDriver networkDriver, List<NetworkConnection> connections, LobbyUser localUser, LocalLobby localLobby)
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{
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base.Initialize(networkDriver, connections, localUser, localLobby);
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m_hasSentInitialMessage = true; // The host will be alone in the lobby at first, so they need not send any messages right away.
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Locator.Get.Messenger.Subscribe(this);
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}
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protected override void Uninitialize()
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{
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base.Uninitialize();
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Locator.Get.Messenger.Unsubscribe(this);
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m_networkDriver.Dispose();
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}
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protected override void OnUpdate()
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{
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if (!m_IsRelayConnected) // If Relay was disconnected somehow, stop taking actions that will keep the allocation alive.
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return;
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base.OnUpdate();
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UpdateConnections();
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}
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/// <summary>
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/// When a new client connects, first determine if they are allowed to do so.
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/// If so, they need to be updated with the current state of everyone else.
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/// If not, they should be informed and rejected.
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/// </summary>
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private void OnNewConnection(NetworkConnection conn, string id)
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{
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new RelayPendingApproval(conn, NewConnectionApprovalResult, id);
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}
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private void NewConnectionApprovalResult(NetworkConnection conn, Approval result)
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{
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WriteByte(m_networkDriver, conn, m_localUser.ID, MsgType.PlayerApprovalState, (byte)result);
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if (result == Approval.OK && conn.IsCreated)
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{
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foreach (var user in m_localLobby.LobbyUsers)
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ForceFullUserUpdate(m_networkDriver, conn, user.Value);
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m_connections.Add(conn);
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}
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else
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{
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conn.Disconnect(m_networkDriver);
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}
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}
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protected override bool CanProcessDataEventFor(NetworkConnection conn, MsgType type, string id)
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{
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// 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.)
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return id != m_localUser.ID && (m_localLobby.LobbyUsers.ContainsKey(id) && m_connections.Contains(conn) || type == MsgType.NewPlayer);
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}
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protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, MsgType msgType, string id)
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{
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// Forward messages from clients to other clients.
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if (msgType == MsgType.PlayerName)
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{
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string name = m_localLobby.LobbyUsers[id].DisplayName;
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foreach (NetworkConnection otherConn in m_connections)
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{
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if (otherConn == conn)
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continue;
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WriteString(m_networkDriver, otherConn, id, msgType, name);
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}
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}
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else if (msgType == MsgType.Emote || msgType == MsgType.ReadyState)
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{
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byte value = msgType == MsgType.Emote ? (byte)m_localLobby.LobbyUsers[id].Emote : (byte)m_localLobby.LobbyUsers[id].UserStatus;
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foreach (NetworkConnection otherConn in m_connections)
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{
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if (otherConn == conn)
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continue;
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WriteByte(m_networkDriver, otherConn, id, msgType, value);
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}
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}
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else if (msgType == MsgType.NewPlayer)
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OnNewConnection(conn, id);
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else if (msgType == MsgType.PlayerDisconnect) // Clients message the host when they intend to disconnect, or else the host ends up keeping the connection open.
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{
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UnityEngine.Debug.LogWarning("Disconnecting a client due to a disconnect message.");
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conn.Disconnect(m_networkDriver);
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m_connections.Remove(conn);
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LobbyAsyncRequests.Instance.GetRateLimit(LobbyAsyncRequests.RequestType.Query).EnqueuePendingOperation(WaitToCheckForUsers);
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return;
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// 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.
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// So, we'll wait two lobby update loops before we check remaining players to ensure the lobby has received the disconnect message.
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void WaitToCheckForUsers()
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{ LobbyAsyncRequests.Instance.GetRateLimit(LobbyAsyncRequests.RequestType.Query).EnqueuePendingOperation(CheckIfAllUsersReady);
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}
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}
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// If a client has changed state, check if this changes whether all players have readied.
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if (msgType == MsgType.ReadyState)
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CheckIfAllUsersReady();
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}
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protected override void ProcessDisconnectEvent(NetworkConnection conn, DataStreamReader strm)
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{
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// When a disconnect from the host occurs, no additional action is required. This override just prevents the base behavior from occurring.
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// 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.
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}
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public void OnReceiveMessage(MessageType type, object msg)
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{
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if (type == MessageType.LobbyUserStatus)
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CheckIfAllUsersReady();
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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.
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{
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foreach (NetworkConnection connection in m_connections)
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WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.EndInGame, 0);
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}
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}
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private void CheckIfAllUsersReady()
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{
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bool haveAllReadied = true;
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foreach (var user in m_localLobby.LobbyUsers)
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{
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if (user.Value.UserStatus != UserStatus.Ready)
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{ haveAllReadied = false;
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break;
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}
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}
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if (haveAllReadied && m_localLobby.State == LobbyState.Lobby) // Need to notify both this client and all others that all players have readied.
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.StartCountdown, null);
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foreach (NetworkConnection connection in m_connections)
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WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.StartCountdown, 0);
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}
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else if (!haveAllReadied && m_localLobby.State == LobbyState.CountDown) // Someone cancelled during the countdown, so abort the countdown.
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.CancelCountdown, null);
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foreach (NetworkConnection connection in m_connections)
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WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.CancelCountdown, 0);
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}
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}
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/// <summary>
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/// After the countdown, the host and all clients need to be alerted to sync up on game state, load assets, etc.
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/// </summary>
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public void SendInGameState()
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{
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Locator.Get.Messenger.OnReceiveMessage(MessageType.ConfirmInGameState, null);
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foreach (NetworkConnection connection in m_connections)
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WriteByte(m_networkDriver, connection, m_localUser.ID, MsgType.ConfirmInGame, 0);
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}
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/// <summary>
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/// Clean out destroyed connections, and accept all new ones.
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/// </summary>
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private void UpdateConnections()
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{
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for (int c = m_connections.Count - 1; c >= 0; c--)
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{
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if (!m_connections[c].IsCreated)
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m_connections.RemoveAt(c);
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}
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while (true)
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{
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var conn = m_networkDriver.Accept(); // Note that since we pumped the event queue earlier in Update, m_networkDriver has been updated already this frame.
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if (!conn.IsCreated) // "Nothing more to accept" is signalled by returning an invalid connection from Accept.
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break;
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// 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.
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}
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}
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public override void Leave()
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{
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foreach (NetworkConnection connection in m_connections)
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connection.Disconnect(m_networkDriver); // Note that Lobby won't receive the disconnect immediately, so its auto-disconnect takes 30-40s, if needed.
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m_connections.Clear();
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m_localLobby.RelayServer = null;
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}
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}
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}
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