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146 行
6.7 KiB
146 行
6.7 KiB
using System.Collections.Generic;
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using Unity.Networking.Transport;
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using MsgType = LobbyRelaySample.Relay.RelayUtpSetup.MsgType;
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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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}
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protected override void OnUpdate()
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{
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base.OnUpdate();
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DoHeartbeat();
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}
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/// <summary>
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/// When a new client connects, they need to be given all up-to-date info.
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/// </summary>
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private void OnNewConnection(NetworkConnection conn)
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{
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// When a new client connects, they need to be updated with the current state of everyone else.
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// (We can't exclude this client from the events we send to it, since we don't have its ID in strm, but it will ignore messages about itself on arrival.)
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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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}
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protected override void ProcessNetworkEventDataAdditional(NetworkConnection conn, DataStreamReader strm, MsgType msgType, string id)
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{
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// Note that the strm contents might have already been consumed, depending on the msgType.
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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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// 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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// TODO: If a client disconnects, see if remaining players are all already ready.
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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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/// 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.
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/// Here, we will instead just signal an "in game" state that can be ended by the host.
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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 DoHeartbeat()
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{
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m_networkDriver.ScheduleUpdate().Complete();
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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();
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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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m_connections.Add(conn);
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OnNewConnection(conn);
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}
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}
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}
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}
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