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using System.Collections.Generic;
using Unity.Networking.Transport;
using UnityEngine;
using MsgType = LobbyRelaySample.Relay.RelayUtpSetup.MsgType;
namespace LobbyRelaySample.Relay
{
/// <summary>
/// This will handle observing the local player and updating remote players over Relay when there are local changes.
/// Created after the connection to Relay has been confirmed.
/// </summary>
public class RelayUtpClient : MonoBehaviour // This is a MonoBehaviour merely to have access to Update.
{
protected LobbyUser m_localUser;
protected LocalLobby m_localLobby;
protected NetworkDriver m_networkDriver;
protected List<NetworkConnection> m_connections; // For clients, this has just one member, but for hosts it will have more.
private bool m_hasSentInitialMessage = false;
public void Initialize(NetworkDriver networkDriver, List<NetworkConnection> connections, LobbyUser localUser, LocalLobby localLobby)
{
m_localUser = localUser;
m_localLobby = localLobby;
m_localUser.onChanged += OnLocalChange;
m_networkDriver = networkDriver;
m_connections = connections;
if (this is RelayUtpHost) // The host will be alone in the lobby at first, so they need not send any messages right away.
m_hasSentInitialMessage = true;
}
public void OnDestroy()
{
m_localUser.onChanged -= OnLocalChange;
}
private void OnLocalChange(LobbyUser localUser)
{
if (m_connections.Count == 0) // This could be the case for the host alone in the lobby.
return;
m_networkDriver.ScheduleUpdate().Complete();
foreach (NetworkConnection conn in m_connections)
DoUserUpdate(m_networkDriver, conn); // TODO: Hmm...I don't think this ends up working if the host has to manually transmit changes over all connections.
}
public void Update()
{
OnUpdate();
}
protected virtual void OnUpdate()
{
m_networkDriver.ScheduleUpdate().Complete(); // This pumps all messages, which pings the Relay allocation and keeps it alive.
ReceiveNetworkEvents(m_networkDriver, m_connections);
if (!m_hasSentInitialMessage)
SendInitialMessage(m_networkDriver, m_connections[0]);
}
private void ReceiveNetworkEvents(NetworkDriver driver, List<NetworkConnection> connections) // TODO: Just the one connection. Also not NativeArray.
{
DataStreamReader strm;
NetworkEvent.Type cmd;
foreach (NetworkConnection connection in connections)
{
while ((cmd = connection.PopEvent(driver, out strm)) != NetworkEvent.Type.Empty)
{
ProcessNetworkEvent(strm, cmd);
}
}
}
private void ProcessNetworkEvent(DataStreamReader strm, NetworkEvent.Type cmd)
{
if (cmd == NetworkEvent.Type.Data)
{
MsgType msgType = (MsgType)strm.ReadByte();
string id = ReadLengthAndString(ref strm);
if (id == m_localUser.ID || !m_localLobby.LobbyUsers.ContainsKey(id))
return;
if (msgType == MsgType.PlayerName)
{
string name = ReadLengthAndString(ref strm);
m_localLobby.LobbyUsers[id].DisplayName = name;
Debug.LogError("User id " + id + " is named " + name);
}
else if (msgType == MsgType.Emote)
{
EmoteType emote = (EmoteType)strm.ReadByte();
m_localLobby.LobbyUsers[id].Emote = emote;
Debug.LogError("User id " + id + " has emote " + emote.ToString());
}
else if (msgType == MsgType.ReadyState)
{
UserStatus status = (UserStatus)strm.ReadByte();
m_localLobby.LobbyUsers[id].UserStatus = status;
Debug.LogError("User id " + id + " has state " + status.ToString());
}
ProcessNetworkEventDataAdditional(strm, cmd, msgType, id);
}
}
protected virtual void ProcessNetworkEventDataAdditional(DataStreamReader strm, NetworkEvent.Type cmd, MsgType msgType, string id) { }
unsafe private string ReadLengthAndString(ref DataStreamReader strm)
{
byte length = strm.ReadByte();
byte[] bytes = new byte[length];
fixed (byte* ptr = bytes)
{
strm.ReadBytes(ptr, length);
}
return System.Text.Encoding.UTF8.GetString(bytes);
}
private void SendInitialMessage(NetworkDriver driver, NetworkConnection connection)
{
DoUserUpdate(driver, connection); // Assuming this is only created after the Relay connection is successful.
m_hasSentInitialMessage = true;
}
private void DoUserUpdate(NetworkDriver driver, NetworkConnection connection)
{
// Only update with actual changes. (If multiple change at once, we send messages for each separately, but that shouldn't happen often.)
if (0 < (m_localUser.LastChanged & LobbyUser.UserMembers.DisplayName))
WriteString(driver, connection, MsgType.PlayerName, m_localUser.DisplayName);
if (0 < (m_localUser.LastChanged & LobbyUser.UserMembers.Emote))
WriteByte(driver, connection, MsgType.Emote, (byte)m_localUser.Emote);
if (0 < (m_localUser.LastChanged & LobbyUser.UserMembers.UserStatus))
WriteByte(driver, connection, MsgType.ReadyState, (byte)m_localUser.UserStatus);
}
/// <summary>
/// Write string data as: [1 byte: msgType][1 byte: id length N][N bytes: id][1 byte: string length M][M bytes: string]
/// </summary>
private void WriteString(NetworkDriver driver, NetworkConnection connection, MsgType msgType, string str)
{
byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(m_localUser.ID);
byte[] strBytes = System.Text.Encoding.UTF8.GetBytes(str);
List<byte> message = new List<byte>(idBytes.Length + strBytes.Length + 3);
message.Add((byte)msgType);
message.Add((byte)idBytes.Length);
message.AddRange(idBytes);
message.Add((byte)strBytes.Length);
message.AddRange(strBytes);
if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first?
{
byte[] bytes = message.ToArray();
unsafe
{
fixed (byte* bytesPtr = bytes)
{
dataStream.WriteBytes(bytesPtr, message.Count);
driver.EndSend(dataStream);
}
}
}
}
/// <summary>
/// Write byte data as: [1 byte: msgType][1 byte: id length N][N bytes: id][1 byte: data]
/// </summary>
private void WriteByte(NetworkDriver driver, NetworkConnection connection, MsgType msgType, byte value)
{
byte[] idBytes = System.Text.Encoding.UTF8.GetBytes(m_localUser.ID);
List<byte> message = new List<byte>(idBytes.Length + 3);
message.Add((byte)msgType);
message.Add((byte)idBytes.Length);
message.AddRange(idBytes);
message.Add(value);
if (driver.BeginSend(connection, out var dataStream) == 0) // Oh, should check this first?
{
byte[] bytes = message.ToArray();
unsafe
{
fixed (byte* bytesPtr = bytes)
{
dataStream.WriteBytes(bytesPtr, message.Count);
driver.EndSend(dataStream);
}
}
}
}
}
}