Initial commit of Unity files, Network Library, Project settings (Compiler flags for networking to work on Unity), Unity Version 2019.4 LTS
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Assets/Runtime/Networking/Entity.meta
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Assets/Runtime/Networking/Entity.meta
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fileFormatVersion: 2
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guid: 488818778f517a047ad888c9ccfb7b5a
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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797
Assets/Runtime/Networking/Entity/EntityBase.cs
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Assets/Runtime/Networking/Entity/EntityBase.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Reflection;
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using System.Linq;
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using ExitGames.Client.Photon.LoadBalancing;
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using ExitGames.Client.Photon;
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using Hashtable = ExitGames.Client.Photon.Hashtable;
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using PConst = PhotonConstants;
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using Attribute = System.Attribute;
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using Type = System.Type;
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using Action = System.Action;
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using EntityNetwork;
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public abstract class EntityBase : MonoBehaviour {
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/// <summary>
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/// Entity ID for the entity, all entities require a unique ID.
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/// </summary>
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//[System.NonSerialized]
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public int EntityID;
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/// <summary>
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/// Player ID number who is considered the authority for the object.
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/// isMine / isRemote / isUnclaimed are determined by the authority holder.
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/// Defaults to -1 if unassigned.
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/// </summary>
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//[System.NonSerialized]
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public int authorityID = -1;
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#region Helpers
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/// <summary>
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/// A helper that determines if the object is owned locally.
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/// </summary>
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/// <seealso cref="isRemote"/>
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public bool isMine {
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get {
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// Everything is ours when we're not connected
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if (NetworkManager.net == null) return true;
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// If we're the master and have the appropriate interface, ingore the Authority ID and use the master status
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if (this is IMasterOwnsUnclaimed && isUnclaimed) {
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return NetworkManager.isMaster;
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}
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return NetworkManager.localID == authorityID;
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}
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}
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/// <summary>
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/// A helper to determine if the object is remote.
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/// Returns false if we're disconnected
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/// </summary>
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/// <seealso cref="isMine"/>
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public bool isRemote {
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get {
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if (NetworkManager.net == null) return false;
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// Similar to isMine, ignore the master status if unclaimed
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if (this is IMasterOwnsUnclaimed && isUnclaimed) {
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return !NetworkManager.isMaster;
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}
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return NetworkManager.localID != authorityID;
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}
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}
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/// <summary>
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/// Helper to evaluate our authority ID being -1. It should be -1 if unclaimed.
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/// </summary>
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public bool isUnclaimed {
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get {
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return authorityID == -1;
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}
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}
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/// <summary>
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/// Query to see if we're registered. This is slightly expensive.
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/// </summary>
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/// <value><c>true</c> if is registered; otherwise, <c>false</c>.</value>
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public bool isRegistered {
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get {
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return EntityManager.Entity(authorityID) != null;
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}
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}
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public void AppendIDs(Hashtable h) {
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h.Add(PConst.eidChar, EntityID);
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h.Add(PConst.athChar, authorityID);
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}
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public void Register() {
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EntityManager.Register(this);
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}
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public void RaiseEvent(char c, bool includeLocal, params object[] parameters) {
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var h = new Hashtable();
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AppendIDs(h);
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h.Add(0, c);
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if (parameters != null)
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h.Add(1, parameters);
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NetworkManager.netMessage(PhotonConstants.EntityEventCode, h, true);
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if (includeLocal) {
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InternallyInvokeEvent(c, parameters);
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}
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}
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public static void RaiseStaticEvent<T>(char c, bool includeLocal, params object[] parameters) where T : EntityBase{
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var h = new Hashtable();
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// Given we have no instance ID's, we don't append IDs
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h.Add(0, c);
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if (parameters != null)
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h.Add(1, parameters);
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//var name = typeof(T).
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h.Add(2,IDfromType(typeof(T)));
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NetworkManager.netMessage(PhotonConstants.EntityEventCode, h, true);
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if (includeLocal)
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InternallyInvokeStatic(typeof(T),c, parameters);
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}
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static Dictionary<int,Type> EBTypeIDs;
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static Dictionary<Type,int> IDToEBs;
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static void buildTypeIDs(){ // Build a bidirectional lookup of all EntityBase's in the assembly and assign them unique ID's
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EBTypeIDs = new Dictionary<int,Type>();
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IDToEBs = new Dictionary<Type,int>();
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var ebType = typeof(EntityBase);
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var derivedTypes = System.AppDomain.CurrentDomain.GetAssemblies().SelectMany(t => t.GetTypes()).Where(t=>ebType.IsAssignableFrom(t));
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var sorted = derivedTypes.OrderBy(t => t.FullName);
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int newID = 0;
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foreach(var type in sorted) {
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EBTypeIDs.Add(newID, type);
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IDToEBs.Add(type, newID);
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++newID;
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}
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if (Debug.isDebugBuild || Application.isEditor) {
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var debugString = new System.Text.StringBuilder();
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foreach(var pair in EBTypeIDs) {
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debugString.AppendFormat("{0} -> {1} \n", pair.Value, pair.Key);
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}
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Debug.Log(debugString.ToString());
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}
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}
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/// <summary>
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/// Get a unique ID for this objects class that dervives from EntityBase
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/// </summary>
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public int typeID {
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get {
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return IDfromType(this.GetType());
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}
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}
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public static int IDfromType(Type t) {
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if (IDToEBs != null)
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return IDToEBs[t];
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buildTypeIDs();
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return IDfromType(t);
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}
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public static Type TypeFromID(int id) {
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if (EBTypeIDs != null)
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return EBTypeIDs[id];
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buildTypeIDs();
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return TypeFromID(id); // Return the original request
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}
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#endregion
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#region Serializers
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/// <summary>
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/// Serialize all tokens with the given label into HashTable h
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/// Returns true if any contained token requires a reliable update
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/// If you use IAutoSerialize, this is only neccessary for manual tokens
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/// </summary>
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protected bool SerializeToken(Hashtable h, params char[] ca) {
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bool needsReliable = false;
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var tH = tokenHandler;
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foreach(char c in ca) {
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h.Add(c, tH.get(c, this));
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// If we're not already reliable, check if we need reliable
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if (!needsReliable)
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needsReliable = tH.alwaysReliable[c];
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}
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return needsReliable;
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}
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/// <summary>
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/// Internally used for building and dispatching entity updates, build a full serialization of auto tokens and ID's
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/// Due to inconsistent handling/calling contexts, ID's are added safely
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/// </summary>
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/// <returns>0 if nothing is sent, 1 if there is content to send, 2 if content should be sent reliably</returns>
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public int SerializeAuto(Hashtable h) {
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var tH = tokenHandler;
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var time = Time.realtimeSinceStartup;
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bool reliableFlag = false;
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bool isSending = false;
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foreach (var c in tH.autoTokens) {
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if (this[c] < time) {
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this[c] = time + tH.updateTimes[c];
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isSending = true;
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h.Add(c, tH.get(c, this));
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if (!reliableFlag)
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reliableFlag = tH.reliableTokens.Contains(c);
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}
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}
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if (isSending) {
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SerializeAlwaysTokensSafely(h);
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//toUpdate.AddRange(tH.alwaysSendTokens);
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}
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// If none of the tokens actually updated, return 0
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// Otherwise, return 1 for a normal update, 2 for a reliable update
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if (!isSending)
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return 0;
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h.AddOrSet(PConst.eidChar, EntityID);
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h.AddOrSet(PConst.athChar, authorityID);
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//SerializeToken(toUpdate.Distinct().ToArray());
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return reliableFlag ? 2 : 1;
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}
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/// <summary>
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/// Read specified values out of the hashtable
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/// In most cases, you'll want to use DeserializeFull instead
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/// </summary>
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protected void DeserializeToken(Hashtable h, params char[] ca) {
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var tH = tokenHandler;
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foreach(char c in ca) {
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object value;
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if (h.TryGetValue(c, out value))
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tH.set(c, this, value);
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}
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}
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/// <summary>
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/// Read all attributed tokens fields of the hashtable and update corresponding values.
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/// This will be called automatically if implementing IAutoDeserialize
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/// </summary>
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public void DeserializeFull(Hashtable h) {
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var tH = tokenHandler;
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foreach(char c in TokenList()) {
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object value;
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if (h.TryGetValue(c, out value))
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tH.set(c, this, value);
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}
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}
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/// <summary>
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/// Key function describing what to serialize. Be sure to call Base.Serialize(h)
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/// Helper SerializeToken will automatically write fields with matching tokens into the table
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/// </summary>
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public virtual void Serialize(Hashtable h) {
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AppendIDs(h);
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}
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/// <summary>
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/// Deserialize the entity out of the provided hashtable.
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/// Use helper function DeserializeToken automatically unpack any tokens
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/// </summary>
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public virtual void Deserialize(Hashtable h) {
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h.SetOnKey(PConst.eidChar, ref EntityID);
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h.SetOnKey(PConst.athChar, ref authorityID);
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}
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/// <summary>
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/// Check to see if the hashtable already contains each always send token, and if not, add it.
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/// </summary>
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private bool SerializeAlwaysTokensSafely(Hashtable h) {
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var tH = tokenHandler;
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foreach(var c in tH.alwaysSendTokens) {
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// If the hashtable doesn't contain our token, add it in
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if (!h.ContainsKey(c)) {
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h.Add(c, tH.get(c,this));
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}
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}
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return tH.alwaysIsRelaible;
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}
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#endregion
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/// <summary>
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/// Send a reliable update with <b>only</b> the provided tokens, immediately.
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/// This does not send the alwaysSend autotokens, and exists solely so that you can have a field update as soon as possible,
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/// such as menu or input events
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/// </summary>
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public void UpdateExclusively(params char[] ca) {
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var h = new Hashtable();
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AppendIDs(h);
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SerializeToken(h, ca);
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NetworkManager.netMessage(PConst.EntityUpdateCode, h, true);
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}
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/// <summary>
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/// Immediately sent a network update with our current state. This includes auto tokens if IAutoSerialize is implemented.
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/// Reliable flag, though it defaults to false, may be forced true when sending always or reliable tokens.
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/// </summary>
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public void UpdateNow(bool reliable = false) {
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var h = new Hashtable();
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Serialize(h);
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if (this is IAutoSerialize) {
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int autoCode = SerializeAuto(h);
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if (autoCode == 2) reliable = true;
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} else {
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if (SerializeAlwaysTokensSafely(h))
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reliable = true;
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}
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NetworkManager.netMessage(PConst.EntityUpdateCode, h, reliable);
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}
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#region timing
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// updateTimers coordinates when each value's server representation 'expires' and should be resent
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// For values which didn't specify an update time, this value is set to +inf, so that it will always be greater than the current time
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private Dictionary<char,float> updateTimers = new Dictionary<char,float>();
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float this[char c] {
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get {
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float t;
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if(!updateTimers.TryGetValue(c, out t)) {
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var updateTime = tokenHandler.updateTimes[c];
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updateTimers.Add(c, updateTime >= 0 ? 0 : Mathf.Infinity);
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}
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return updateTimers[c];
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}
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set {
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updateTimers[c] = value;
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}
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}
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#endregion
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// Token management is a system that assigns a character token to each field for serialization, via attributes
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// This is used to automatically pull get/set for variables to assist in auto serializing as much as possible and reducing the amount of manual network messaging
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[ContextMenu("Claim as mine")]
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public bool ClaimAsMine() {
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if (!NetworkManager.inRoom && NetworkManager.isReady) return false;
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authorityID = NetworkManager.localID;
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UpdateNow(true);
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return true;
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}
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#region TokenManagement
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/// TODO: Modifying a token at this level needs to clone the TokenHandler specially for this EntityBase object so changes don't propegate to other entities
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/// <summary>
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/// Runtime modify the parameters of a token. Modifying the reliability of a token is slightly intensive.
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/// </summary>
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/// <param name="token">The token to be modified</param>
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/// <param name="updateMs">Milliseconds between updates. 0 is every frame, use cautiously. Set negative to unsubcribe automaic updates.</param>
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/// <param name="alwaysSend">If the token should always be sent with other tokens</param>
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/// <param name="isReliable">If the token needs to be sent reliably.</param>
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public void ModifyToken(char token, int? updateMs = null, bool? alwaysSend = null, bool? isReliable = null) {
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var tH = tokenHandler;
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if (tH.shared) {
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_tokenHandler = tH.DeepClone();
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tH = _tokenHandler;
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}
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// If we have a value for reliability
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if (isReliable.HasValue) {
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if (tH.reliableTokens.Contains(token)){
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if (!isReliable.Value)
|
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tH.reliableTokens.Remove(token);
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} else {
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if (isReliable.Value)
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tH.reliableTokens.Add(token);
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}
|
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}
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// If we have a value for always sending
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if (alwaysSend.HasValue) {
|
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if (tH.alwaysSend.ContainsKey(token)){
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if (!alwaysSend.Value)
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tH.alwaysSend.Remove(token);
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} else {
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if (alwaysSend.Value)
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tH.alwaysSend.Add(token,alwaysSend.Value);
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}
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}
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if (alwaysSend.HasValue || isReliable.HasValue)
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tH.ReEvalAlwaysIsReliable();
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|
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if (updateMs.HasValue) {
|
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float fUpdateTime = updateMs.Value / 1000f;
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tH.updateTimes[token] = fUpdateTime;
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// Unsubscribing
|
||||
if (fUpdateTime < 0) {
|
||||
if (tH.autoTokens.Contains(token))
|
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tH.autoTokens.Remove(token);
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||||
if (!tH.manualTokens.Contains(token))
|
||||
tH.manualTokens.Add(token);
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||||
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||||
this[token] = Mathf.Infinity; // Never auto-update
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||||
} else {
|
||||
if (!tH.autoTokens.Contains(token))
|
||||
tH.autoTokens.Add(token);
|
||||
if (tH.manualTokens.Contains(token))
|
||||
tH.manualTokens.Remove(token);
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||||
|
||||
this[token] = 0; // Auto update next check
|
||||
}
|
||||
}
|
||||
}
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||||
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||||
/// <summary>
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||||
/// Invoke a labeled character event. You should never need to use this method manually.
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||||
/// </summary>
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[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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public void InternallyInvokeEvent(char c, params object[] parameters) {
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tokenHandler.NetEvents[c].Invoke(this, parameters);
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoke a labeled character event when the event is static. You should hopefully never need to use this method manually.
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||||
/// </summary>
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||||
[System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
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||||
public static void InternallyInvokeStatic(Type T, char c, params object[] parameters) {
|
||||
if (!handlers.ContainsKey(T)) {
|
||||
BuildTokenList(T);
|
||||
}
|
||||
|
||||
TokenHandler th = handlers[T];
|
||||
|
||||
th.NetEvents[c].Invoke(null, parameters);
|
||||
}
|
||||
|
||||
private static Dictionary<Type,List<char>> tokens = new Dictionary<Type,List<char>>();
|
||||
private static Dictionary<Type,TokenHandler> handlers = new Dictionary<Type,TokenHandler>();
|
||||
|
||||
/// <summary>
|
||||
/// Cached token handler reference
|
||||
/// </summary>
|
||||
private TokenHandler _tokenHandler;
|
||||
/// <summary>
|
||||
/// Gets the token for class in question. Will generate the token list if it doesn't exist.
|
||||
/// If the object modifies it's tokens parameters, it will clone a new handler specific to the object
|
||||
/// </summary>
|
||||
protected TokenHandler tokenHandler {
|
||||
get {
|
||||
if (_tokenHandler != null) return _tokenHandler;
|
||||
|
||||
var T = GetType();
|
||||
|
||||
if (handlers.ContainsKey(T))
|
||||
return _tokenHandler = handlers[T];
|
||||
|
||||
BuildTokenList(T);
|
||||
return _tokenHandler = handlers[T];
|
||||
}
|
||||
}
|
||||
|
||||
protected class TokenHandler {
|
||||
private Dictionary<char,System.Action<EntityBase,object>> setters;
|
||||
private Dictionary<char,System.Func<EntityBase,object>> getters;
|
||||
|
||||
public Dictionary<char,MethodInfo> NetEvents = new Dictionary<char,MethodInfo>();
|
||||
|
||||
public TokenHandler() {
|
||||
setters = new Dictionary<char,System.Action<EntityBase,object>>();
|
||||
getters = new Dictionary<char,System.Func<EntityBase,object>>();
|
||||
}
|
||||
|
||||
public TokenHandler DeepClone() {
|
||||
TokenHandler nTH = new TokenHandler();
|
||||
|
||||
nTH.setters = new Dictionary<char,System.Action<EntityBase,object>>(this.setters);
|
||||
nTH.getters = new Dictionary<char,System.Func<EntityBase,object>>(this.getters);
|
||||
|
||||
nTH.alwaysSend = new Dictionary<char,bool>(this.alwaysSend);
|
||||
nTH.alwaysReliable = new Dictionary<char,bool>(this.alwaysReliable);
|
||||
|
||||
nTH.alwaysIsRelaible = this.alwaysIsRelaible;
|
||||
|
||||
nTH.reliableTokens.AddRange(this.reliableTokens);
|
||||
nTH.alwaysSendTokens.AddRange(this.alwaysSendTokens);
|
||||
nTH.autoTokens.AddRange(this.autoTokens);
|
||||
nTH.manualTokens.AddRange(this.manualTokens);
|
||||
|
||||
nTH.NetEvents = this.NetEvents; // This one we keep the reference for
|
||||
|
||||
// Flag the new TokenHandler as not being shared
|
||||
nTH.shared = false;
|
||||
|
||||
return nTH;
|
||||
}
|
||||
|
||||
public bool shared = true;
|
||||
|
||||
public object get(char c, EntityBase eb) {
|
||||
return getter(c)(eb);
|
||||
}
|
||||
public void set(char c, EntityBase eb, object o) {
|
||||
setter(c)(eb, o);
|
||||
}
|
||||
|
||||
public System.Func<EntityBase,object> getter(char c){
|
||||
return getters[c];
|
||||
}
|
||||
public System.Action<EntityBase,object> setter(char c) {
|
||||
return setters[c];
|
||||
}
|
||||
|
||||
public Dictionary<char,bool>
|
||||
alwaysSend = new Dictionary<char,bool>(),
|
||||
alwaysReliable = new Dictionary<char,bool>();
|
||||
|
||||
/// <summary>
|
||||
/// If any always send tokens are reliable, implicity, all of them are.
|
||||
/// </summary>
|
||||
public bool alwaysIsRelaible = false;
|
||||
|
||||
public Dictionary<char,float> updateTimes = new Dictionary<char,float>();
|
||||
/// <summary>
|
||||
/// Tokens that should always be sent reliably
|
||||
/// </summary>
|
||||
public List<char> reliableTokens = new List<char>();
|
||||
/// <summary>
|
||||
/// Tokens that should always be sent whenever another token is sent
|
||||
/// </summary>
|
||||
public List<char> alwaysSendTokens = new List<char>();
|
||||
/// <summary>
|
||||
/// Tokens that are automatically dispatched according to the update timer
|
||||
/// </summary>
|
||||
public List<char> autoTokens = new List<char>();
|
||||
/// <summary>
|
||||
/// Tokens that are not always send or auto tokens. Useful for getting the subsection of tokens to serialize manually
|
||||
/// </summary>
|
||||
public List<char> manualTokens = new List<char>();
|
||||
|
||||
/// <summary>
|
||||
/// Check each reliable token for if it needs to always be sent, and if any do, always sent tokens require reliable updates.
|
||||
/// </summary>
|
||||
public void ReEvalAlwaysIsReliable() {
|
||||
alwaysIsRelaible = false;
|
||||
|
||||
foreach(var token in reliableTokens) {
|
||||
if (alwaysSend.ContainsKey(token)) {
|
||||
alwaysIsRelaible = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RegisterField(char c, FieldInfo fi, NetVar nv) {
|
||||
getters.Add(c, (e)=> { return fi.GetValue(e); });
|
||||
setters.Add(c, (e,v)=> { fi.SetValue(e,v); });
|
||||
alwaysSend.Add(c,nv.alwaysSend);
|
||||
alwaysReliable.Add(c,nv.alwaysReliable);
|
||||
updateTimes.Add(c, nv.updateTime);
|
||||
|
||||
if (nv.alwaysSend)
|
||||
alwaysSendTokens.Add(c);
|
||||
if (nv.alwaysReliable)
|
||||
reliableTokens.Add(c);
|
||||
if (nv.updateTime >= 0f) {
|
||||
autoTokens.Add(c);
|
||||
} else if (!nv.alwaysSend) {
|
||||
manualTokens.Add(c);
|
||||
}
|
||||
|
||||
if(nv.alwaysSend && nv.alwaysReliable) {
|
||||
alwaysIsRelaible = true;
|
||||
}
|
||||
|
||||
Debug.LogFormat("{0} -> {1}", c, fi.Name);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a list of all tokens used in this class.
|
||||
/// </summary>
|
||||
public List<char> TokenList() {
|
||||
var T = this.GetType();
|
||||
|
||||
if (tokens.ContainsKey(T)) {
|
||||
return tokens[T];
|
||||
}
|
||||
|
||||
BuildTokenList(T);
|
||||
return tokens[T];
|
||||
}
|
||||
|
||||
static char AutoCharField(FieldInfo fi, ushort offset = 0) {
|
||||
var strategies = new[] {
|
||||
fi.Name[0],
|
||||
fi.Name.ToLowerInvariant()[0],
|
||||
fi.Name.ToUpperInvariant()[0] };
|
||||
|
||||
var suggest = strategies[offset % 3];
|
||||
// Advance the token if we are still colliding
|
||||
if (offset > 3)
|
||||
suggest = (char)(System.Convert.ToUInt16(suggest) + offset);
|
||||
return suggest;
|
||||
}
|
||||
|
||||
static void BuildTokenList(Type T) {
|
||||
if (!T.IsSubclassOf(typeof(EntityBase)))
|
||||
throw new System.Exception("Cannot build a token list for a class that doesn't derive EntityBase");
|
||||
|
||||
// Setup the char list
|
||||
List<char> charList;
|
||||
|
||||
TokenHandler th;
|
||||
// Establish the token handler
|
||||
if (!tokens.ContainsKey(T)) {
|
||||
charList = new List<char>();
|
||||
th = new TokenHandler();
|
||||
tokens.Add(T,charList);
|
||||
|
||||
handlers.Add(T,th);
|
||||
} else {
|
||||
charList = tokens[T];
|
||||
th = handlers[T];
|
||||
}
|
||||
|
||||
var fields = T.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
// Build the list of net vars, including ones without assigned chars
|
||||
var pendingInfos = new List<(char c, FieldInfo fi, NetVar nv)>();
|
||||
foreach(FieldInfo fi in fields) {
|
||||
var fieldInfo = fi; // Closure fi to prevent variable capture in lambdas
|
||||
var netVar = fieldInfo.GetCustomAttributes(typeof(NetVar),true).FirstOrDefault() as NetVar;
|
||||
if (netVar == null) continue; // This field has no netvar associated, skip it
|
||||
|
||||
if (netVar.token != ' ') charList.Add(netVar.token);
|
||||
pendingInfos.Add((netVar.token, fi, netVar));
|
||||
// Enforce order so we can generate tokens consistently
|
||||
pendingInfos = pendingInfos.OrderBy(p => p.fi.Name).ToList();
|
||||
}
|
||||
|
||||
|
||||
foreach(var (c, fi, nv) in pendingInfos) {
|
||||
if (c != ' ') {
|
||||
th.RegisterField(c, fi, nv);
|
||||
continue;
|
||||
}
|
||||
|
||||
var suggest = AutoCharField(fi);
|
||||
if (!charList.Contains(suggest)) {
|
||||
charList.Add(suggest);
|
||||
th.RegisterField(suggest, fi, nv);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Search for an unused key
|
||||
ushort off = 0;
|
||||
while(charList.Contains(suggest))
|
||||
suggest = AutoCharField(fi, ++off);
|
||||
|
||||
charList.Add(suggest);
|
||||
th.RegisterField(suggest, fi, nv);
|
||||
}
|
||||
|
||||
var methods = T.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
// Store all event method infos for remote invocation
|
||||
foreach(MethodInfo mi in methods) {
|
||||
var methodInfo = mi; // Closure
|
||||
var netEvent = methodInfo.GetCustomAttributes(typeof(NetEvent),true).FirstOrDefault() as NetEvent;
|
||||
|
||||
if (netEvent == null) {
|
||||
//Debug.LogFormat("Skipping {0}'s {1}", T.Name, methodInfo.Name);
|
||||
continue;
|
||||
}
|
||||
|
||||
//Debug.LogFormat("EVENT {0}'s {1} -> {2}", T.Name, methodInfo.Name, netEvent.token);
|
||||
th.NetEvents.Add(netEvent.token, methodInfo);
|
||||
}
|
||||
|
||||
// Search for all static events on this type; In theory this could be merged with the non-static search, but at time of implementing I thought I may process them seperately.
|
||||
var staticMethods = T.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static);
|
||||
foreach (MethodInfo mi in staticMethods) {
|
||||
var smi = mi; // Closure
|
||||
var netEvent = smi.GetCustomAttributes(typeof(NetEvent),true).FirstOrDefault() as NetEvent;
|
||||
|
||||
if (netEvent == null) continue;
|
||||
|
||||
th.NetEvents.Add(netEvent.token, smi);
|
||||
}
|
||||
|
||||
var autoTok = string.Join(",", th.autoTokens.Select(t => t.ToString()).ToArray());
|
||||
//Debug.LogFormat("{0} Auto Tokens: {1}", T.Name, autoTok);
|
||||
var alTok = string.Join(",", th.alwaysSendTokens.Select(t => t.ToString()).ToArray());
|
||||
//Debug.LogFormat("{0} Alwy Tokens: {1}", T.Name, alTok);
|
||||
}
|
||||
|
||||
public virtual void Awake() {
|
||||
if (this is IEarlyAutoRegister)
|
||||
Register();
|
||||
|
||||
else if (this is IAutoRegister)
|
||||
StartCoroutine(DeferredRegister());
|
||||
}
|
||||
|
||||
IEnumerator DeferredRegister() {
|
||||
while (!NetworkManager.inRoom)
|
||||
yield return null;
|
||||
Register();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Network variable attribute, specifying the desired token.
|
||||
/// Set alwaysReliable to hint that a reliable update is required
|
||||
/// Set alwaysSend to always include the variable in all dispatches
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Always Reliable -> Token must be sent reliably every time
|
||||
/// Always Send -> Token will be sent whenever any other token is sent
|
||||
/// updateMs -> If set, the token will automatically dispatch every updateMs milliseconds
|
||||
/// </remarks>
|
||||
[System.AttributeUsage(System.AttributeTargets.Field,AllowMultiple=false)]
|
||||
public class NetVar : Attribute {
|
||||
public readonly char token;
|
||||
public readonly bool alwaysReliable, alwaysSend;
|
||||
public readonly float updateTime;
|
||||
|
||||
public NetVar(char token = ' ', bool alwaysReliable = false, bool alwaysSend = false, int updateMs = -1) {
|
||||
this.token = token;
|
||||
this.alwaysReliable = alwaysReliable;
|
||||
this.alwaysSend = alwaysSend;
|
||||
this.updateTime = updateMs / 1000f; // Convert milliseconds to seconds
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This attribute describes a networked event function; This function must be non-static and is called on a specific entity.
|
||||
/// It may have any network serializable parameters
|
||||
/// </summary>
|
||||
[System.AttributeUsage(System.AttributeTargets.Method,AllowMultiple=false)]
|
||||
public class NetEvent : Attribute {
|
||||
public readonly char token;
|
||||
|
||||
public NetEvent(char token) {
|
||||
this.token = token;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Attach to a static field returning either a GameObject or EntityBase
|
||||
/// This function will be called to create a networked entity.
|
||||
/// The method may contain any number of parameters that are serializable
|
||||
/// The EntityID
|
||||
/// </summary>
|
||||
[System.AttributeUsage(System.AttributeTargets.Method)]
|
||||
public class Instantiation : Attribute { }
|
||||
|
||||
#endregion
|
||||
}
|
11
Assets/Runtime/Networking/Entity/EntityBase.cs.meta
Normal file
11
Assets/Runtime/Networking/Entity/EntityBase.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4c9b2b5002413374ca9dd3d2f5d26bcf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
476
Assets/Runtime/Networking/Entity/EntityManager.cs
Normal file
476
Assets/Runtime/Networking/Entity/EntityManager.cs
Normal file
|
@ -0,0 +1,476 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using System.Linq;
|
||||
|
||||
using System.Reflection;
|
||||
|
||||
using ExitGames.Client.Photon;
|
||||
using ExitGames.Client.Photon.LoadBalancing;
|
||||
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
|
||||
using Type = System.Type;
|
||||
using Action = System.Action;
|
||||
|
||||
namespace EntityNetwork {
|
||||
|
||||
public static class EntityManager {
|
||||
public static Dictionary<int,EntityBase> entities = new Dictionary<int,EntityBase>();
|
||||
|
||||
/// <summary>
|
||||
/// Get an unused EntityID for a given PlayerID.
|
||||
/// This ID is ensured to be unique for the client, assuming each client has a different PlayerID it will not collide.
|
||||
/// Each playerID's ID space is about two hundred and sixty eight million IDs.
|
||||
/// </summary>
|
||||
/// <returns>An unused EntityBase ID number</returns>
|
||||
/// <param name="playerID">The player number, ranged [0,127]</param>
|
||||
public static int GetUnusedID(int playerID) {
|
||||
if (playerID > 127)
|
||||
throw new System.ArgumentOutOfRangeException("playerID cannot exceed 127");
|
||||
if (playerID < 0)
|
||||
throw new System.ArgumentOutOfRangeException("playerID cannot be less than zero");
|
||||
|
||||
|
||||
// Fill all but the topmost byte randomly, then the topmost byte will be an sbyte for player id
|
||||
|
||||
int player = playerID << 28;
|
||||
int randomInt = Random.Range(0, 0x0FFFFFFF);
|
||||
|
||||
int proposedID = player | randomInt;
|
||||
|
||||
// Recursively dig for new ID's on collision
|
||||
while (entities.ContainsKey(proposedID)) {
|
||||
proposedID = GetUnusedID(playerID);
|
||||
}
|
||||
|
||||
return proposedID;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a reference to an entity of a given ID.
|
||||
/// There is a chance that this entity may have been deleted.
|
||||
/// </summary>
|
||||
/// <param name="id">Entity ID</param>
|
||||
public static EntityBase Entity(int id) {
|
||||
EntityBase eb;
|
||||
return entities.TryGetValue(id, out eb) ? eb : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get a reference to an entity of a given ID.
|
||||
/// There is a chance that this entity may have been deleted.
|
||||
/// </summary>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
/// <param name="id"></param>
|
||||
/// <returns></returns>
|
||||
public static T Entity<T>(int id) where T : EntityBase{
|
||||
return Entity(id) as T;
|
||||
}
|
||||
|
||||
private static void CleanEntities() {
|
||||
var toRemove = new List<int>(entities.Count);
|
||||
|
||||
foreach(var pair in entities)
|
||||
if (!pair.Value) toRemove.Add(pair.Key);
|
||||
|
||||
foreach (var key in toRemove)
|
||||
entities.Remove(key);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Register an entity to receive network events/updates.
|
||||
/// This will fail if the EntityID is already in use.
|
||||
/// </summary>
|
||||
/// <remarks>Registering an entity validates all existing entities and will unsubcribe dead entities.</remarks>
|
||||
public static void Register(EntityBase eb) {
|
||||
CleanEntities();
|
||||
|
||||
//Debug.LogFormat("Registered Entity {0} : {1}",eb.name,eb.EntityID);
|
||||
|
||||
//Debug.LogFormat("{0} -> {1}", eb.name, string.Join(", ", eb.GetType().GetInterfaces().Select(t => t.Name).ToArray()));
|
||||
if (eb is IAutoSerialize) {
|
||||
eb.StartCoroutine(autoDispatchEntity(eb));
|
||||
}
|
||||
|
||||
if (entities.ContainsKey(eb.EntityID)) {
|
||||
var otherEntity = Entity(eb.EntityID);
|
||||
Debug.LogErrorFormat(eb, "{0} has attempted to register over an existing ID {1}, Which belongs to {2}",
|
||||
eb.gameObject.name, eb.EntityID, otherEntity.gameObject.name);
|
||||
throw new System.Exception("Entity ID already in use!");
|
||||
}
|
||||
|
||||
entities.Add(eb.EntityID, eb);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deregister an EntityBase. This requires enumeraing all entities and is slower than just destroying the EntityBase
|
||||
/// However, in certain cases, like re-registering as a new pooled object or if the object must exist after being removed, it's worth using
|
||||
/// </summary>
|
||||
public static void DeRegister(EntityBase eb) {
|
||||
// Grab all keyvaluepairs where the entity is the entity base being deregistered - ToArray is used to collapse the linq to avoid sync issues
|
||||
var toRemove = entities.Select(t => new {id = t.Key, Entity = t.Value}).Where(t => t.Entity == eb).ToArray();
|
||||
foreach(var removal in toRemove) {
|
||||
entities.Remove(removal.id);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static IEnumerator autoDispatchEntity(EntityBase eb) {
|
||||
Debug.LogFormat("Creating Serial Dispatcher for {0} : {1}", eb.name,eb.EntityID);
|
||||
|
||||
Hashtable h = new Hashtable();
|
||||
|
||||
while (true) {
|
||||
h.Clear();
|
||||
|
||||
if (eb.isMine) {
|
||||
int code = eb.SerializeAuto(h);
|
||||
|
||||
if (code != 0) {
|
||||
// If code is 2, message should be reliable
|
||||
// Debug.LogFormat("Dispatching {0}/{2}: {1}", eb.name, h.ToStringFull(), PhotonConstants.EntityUpdateCode);
|
||||
NetworkManager.netMessage(PhotonConstants.EntityUpdateCode, h, code == 2);
|
||||
}
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
static EntityManager() {
|
||||
NetworkManager.netHook += OnNet;
|
||||
NetworkManager.onLeave += AllowOrphanSuicidesAndCalls;
|
||||
}
|
||||
|
||||
// Hook the main events
|
||||
static void OnNet(EventData ev) {
|
||||
if (ev.Code == PhotonConstants.EntityUpdateCode) {
|
||||
var h = (Hashtable)ev[ParameterCode.Data];
|
||||
|
||||
// Reject self-aimed events
|
||||
if ((int)ev[ParameterCode.ActorNr] == NetworkManager.localID){
|
||||
// Show a red particle for an outgoing signal, before rejecting the event
|
||||
var ebs = Entity((int)h[PhotonConstants.eidChar]);
|
||||
NetworkManager.netParticle(ebs, Color.red);
|
||||
return;
|
||||
}
|
||||
|
||||
var eb = Entity((int)h[PhotonConstants.eidChar]);
|
||||
|
||||
if (eb) {
|
||||
// Show a blue particle for an incoming singal
|
||||
NetworkManager.netParticle(eb, Color.blue);
|
||||
|
||||
if (eb is IAutoDeserialize) {
|
||||
eb.DeserializeFull(h);
|
||||
}
|
||||
eb.Deserialize(h);
|
||||
}
|
||||
}
|
||||
|
||||
if (ev.Code == PhotonConstants.EntityEventCode) {
|
||||
var h = (Hashtable)ev[ParameterCode.Data];
|
||||
|
||||
// --- Static Events ---
|
||||
// Param labeled 2 in the hashtable is the EntityBase's ID Type, if a static event call, so if the table contains key 2, run it as a static event
|
||||
object idObject;
|
||||
if (h.TryGetValue(2,out idObject)) {
|
||||
var typeID = (int)idObject;
|
||||
Type entityType;
|
||||
try {
|
||||
entityType = EntityBase.TypeFromID(typeID);
|
||||
} catch {
|
||||
throw new System.Exception("Attempting to call static event on a non-existant type");
|
||||
}
|
||||
|
||||
var controlChar = (char)h[0];
|
||||
|
||||
object paramObject;
|
||||
if (h.TryGetValue(1,out paramObject)) {
|
||||
EntityBase.InternallyInvokeStatic(entityType, controlChar,(object[])paramObject);
|
||||
} else {
|
||||
EntityBase.InternallyInvokeStatic(entityType, controlChar, null);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// --- Instance Events ---
|
||||
var eb = Entity((int)h[PhotonConstants.eidChar]);
|
||||
|
||||
if (eb) {
|
||||
var controlChar = (char)h[0];
|
||||
|
||||
object paramObject;
|
||||
if (h.TryGetValue(1,out paramObject)) {
|
||||
eb.InternallyInvokeEvent(controlChar,(object[])paramObject);
|
||||
} else {
|
||||
eb.InternallyInvokeEvent(controlChar, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ev.Code == PhotonConstants.EntityInstantiateCode) {
|
||||
var h = (Hashtable)ev[ParameterCode.Data];
|
||||
DeserializeInstantiate(h);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Generate a hashtable describing an object instantiaton for use with DeserializeInstantiate
|
||||
/// Use helper method Instantiate to automatically call and fire this as an event.
|
||||
/// </summary>
|
||||
/// <seealso cref="DeserializeInstantiate"/>
|
||||
public static Hashtable SerializeInstantiate<T>(int authID, Vector3 pos, Quaternion rot, params object[] param) {
|
||||
var H = new Hashtable();
|
||||
|
||||
//H.Add('T', typeof(T).ToString());
|
||||
|
||||
H.Add('O', authID);
|
||||
H.Add('I', GetUnusedID(authID));
|
||||
|
||||
H.Add('T', typeof(T).FullName);
|
||||
|
||||
H.Add('P', pos);
|
||||
H.Add('R', rot);
|
||||
H.Add('p', param);
|
||||
|
||||
return H;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Locally creates the instantiated object described in Hashtable H.
|
||||
/// </summary>
|
||||
/// <seealso cref="Instantiate"/>
|
||||
public static void DeserializeInstantiate(Hashtable H) {
|
||||
CheckInstantiators();
|
||||
|
||||
//Debug.Log(H.ToStringFull());
|
||||
var type = typeLookup[H['T'] as string];
|
||||
|
||||
var eid = (int)H['I'];
|
||||
var ID = (int)H['O'];
|
||||
|
||||
var pos = (Vector3)H['P'];
|
||||
var rot = (Quaternion)H['R'];
|
||||
|
||||
var options = H['p'] as object[];
|
||||
|
||||
ActionInstantiate(ID, eid, type, pos, rot, options);
|
||||
|
||||
//Instantiate<type>(pos, rot, options);
|
||||
}
|
||||
|
||||
#region Instantiation
|
||||
// Instantiation uses InstanceGameObject / InstanceGameEntity attributes
|
||||
|
||||
// Actually construct an instantiator object
|
||||
private static void ActionInstantiate(int authID, int entityID, Type T, Vector3 pos, Quaternion rot, object[] param) {
|
||||
MethodInfo mi;
|
||||
if (!InstantiateMethods.TryGetValue(T, out mi)) {
|
||||
throw new System.Exception(string.Format("Type {0} doesn't have an Instantiate Attributed method and isn't Instantiable.", T.Name));
|
||||
}
|
||||
|
||||
if (typeof(GameObject).IsAssignableFrom(mi.ReturnType)) {
|
||||
var val = mi.Invoke(null, param) as GameObject;
|
||||
|
||||
var go = Object.Instantiate<GameObject>(val, pos, rot);
|
||||
|
||||
// Attempt to set the ID of the entitybase
|
||||
var eb = go.GetComponentInChildren<EntityBase>();
|
||||
|
||||
if (eb) {
|
||||
eb.EntityID = entityID;
|
||||
eb.authorityID = authID;
|
||||
}
|
||||
|
||||
go.SendMessage("OnInstantiate", SendMessageOptions.DontRequireReceiver);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
var rt = mi.ReturnType;
|
||||
if (typeof(EntityBase).IsAssignableFrom(rt)) {
|
||||
var eb = mi.Invoke(null, param) as EntityBase;
|
||||
|
||||
eb.authorityID = authID;
|
||||
eb.EntityID = entityID;
|
||||
|
||||
var go = eb.gameObject;
|
||||
var t = eb.transform;
|
||||
|
||||
if (pos != Vector3.zero)
|
||||
t.position = pos;
|
||||
if (rot != Quaternion.identity)
|
||||
t.rotation = rot;
|
||||
|
||||
go.SendMessage("OnInstantiate", SendMessageOptions.DontRequireReceiver);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
throw new System.Exception(string.Format("Type {0}'s Instantiate Method doesn't return an EntityBase or GameObject", T.Name));
|
||||
}
|
||||
|
||||
// Helper dictionaries. typeLookup is to help us send types over the wire, InstantiateMethods stores each types instantiator
|
||||
static Dictionary<string,System.Type> typeLookup;
|
||||
static Dictionary<System.Type,MethodInfo> InstantiateMethods;
|
||||
|
||||
|
||||
// This is a mess of autodocumentation, mostly due to usage of params and overloads.
|
||||
|
||||
/// <summary>
|
||||
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
|
||||
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
|
||||
/// </summary>
|
||||
/// <seealso cref="DeserializeInstantiate"/>
|
||||
public static Hashtable Instantiate<T>(int authID, params object[] param) { return Instantiate<T>(authID, Vector3.zero, Quaternion.identity, param); }
|
||||
/// <summary>
|
||||
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
|
||||
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
|
||||
/// </summary>
|
||||
/// <seealso cref="DeserializeInstantiate"/>
|
||||
public static Hashtable Instantiate<T>(int authID, Vector3 pos, params object[] param) { return Instantiate<T>(authID, pos, Quaternion.identity, param); }
|
||||
/// <summary>
|
||||
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
|
||||
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
|
||||
/// </summary>
|
||||
/// <seealso cref="DeserializeInstantiate"/>
|
||||
public static Hashtable Instantiate<T>(int authID, Vector3 pos, Quaternion rot) { return Instantiate<T>(authID, pos, rot, null); }
|
||||
/// <summary>
|
||||
/// Activate type T's EntityBase.Instantation attribute remotely with given parameters, Generating and assigning the appropriate actor ID
|
||||
/// This method returns the HashTable describing the instantation request that can be used to also create the object locally.
|
||||
/// </summary>
|
||||
/// <seealso cref="DeserializeInstantiate"/>
|
||||
public static Hashtable Instantiate<T>(int authID, Vector3 pos, Quaternion rot,params object[] param) {
|
||||
var table = SerializeInstantiate<T>(authID, pos, rot, param);
|
||||
|
||||
if (NetworkManager.isReady) {
|
||||
NetworkManager.net.OpRaiseEvent(PhotonConstants.EntityInstantiateCode, table, true, RaiseEventOptions.Default);
|
||||
}
|
||||
|
||||
return table;
|
||||
}
|
||||
|
||||
static bool InstantiatorsBuilt = false;
|
||||
static void CheckInstantiators() {
|
||||
if (InstantiatorsBuilt) return;
|
||||
|
||||
BuildInstantiators();
|
||||
InstantiatorsBuilt = true;
|
||||
}
|
||||
|
||||
// Gather all the instantiaton attributes on entity classes
|
||||
static void BuildInstantiators() {
|
||||
Debug.Log("Buiding Instantiator cache");
|
||||
|
||||
InstantiateMethods = new Dictionary<System.Type,MethodInfo>();
|
||||
typeLookup = new Dictionary<string,System.Type>();
|
||||
|
||||
var ebT = typeof(EntityBase);
|
||||
|
||||
var AllEntityTypes =
|
||||
System.AppDomain.CurrentDomain.GetAssemblies()
|
||||
.SelectMany(s => s.GetTypes())
|
||||
.Where(t => ebT.IsAssignableFrom(t));
|
||||
|
||||
//var AllEntityTypes = Assembly.GetTypes().Where(t => ebT.IsAssignableFrom(t));
|
||||
|
||||
foreach(var entityType in AllEntityTypes) {
|
||||
var methods = entityType.GetMethods(BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic);
|
||||
typeLookup.Add(entityType.FullName, entityType);
|
||||
//Debug.LogFormat("Scanning Type {0}", entityType);
|
||||
|
||||
foreach(var method in methods) {
|
||||
//Debug.LogFormat("Scanning Method {0}", method.Name);
|
||||
// First look for a GameObject instantiator
|
||||
var ia = method.GetCustomAttributes(typeof(EntityBase.Instantiation),true).FirstOrDefault() as EntityBase.Instantiation;
|
||||
if (ia != null) {
|
||||
InstantiateMethods.Add(entityType, method);
|
||||
Debug.LogFormat("Registering Instantiator {0} for {1} (R: {2})",method.Name,entityType.FullName,method.ReturnType.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void AllowOrphanSuicidesAndCalls(EventData ev) {
|
||||
var toKill = new List<int>();
|
||||
var players = NetworkManager.net.CurrentRoom.Players.Select(t => t.Value.ID);
|
||||
|
||||
foreach(var pair in entities) {
|
||||
var e = pair.Value;
|
||||
|
||||
if (e is IAutoKillOrphans) {
|
||||
if (e.authorityID == -1) continue;
|
||||
if (players.Contains(e.authorityID)) continue;
|
||||
|
||||
toKill.Add(e.EntityID);
|
||||
}
|
||||
// Send out the orphan callbacks
|
||||
if (e is IOrphanCallback) {
|
||||
if (e.authorityID == -1) return;
|
||||
if (players.Contains(e.authorityID)) continue;
|
||||
|
||||
(e as IOrphanCallback).OnOrphaned();
|
||||
}
|
||||
}
|
||||
|
||||
// Kill the orphans
|
||||
foreach(var killable in toKill) {
|
||||
if (Application.isEditor || Debug.isDebugBuild) {
|
||||
var killEntity = Entity(killable);
|
||||
|
||||
Debug.LogFormat("Destroying orphaned entity {0} as it's owner {1} has left the room.",killEntity.gameObject.name,killEntity.authorityID);
|
||||
}
|
||||
Object.Destroy(Entity(killable).gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
/// <summary>
|
||||
/// Specify that deserialization should be automaticly handled.
|
||||
/// All registered field tokens will be automaticly set using cached setters
|
||||
/// This is not appropriate if you have custom serialization/deserialization logic
|
||||
/// </summary>
|
||||
public interface IAutoDeserialize {}
|
||||
|
||||
/// <summary>
|
||||
/// Specify that automatic token handling should be performed on the entity.
|
||||
/// In most cases, this should remove the need to write custom serializers
|
||||
/// This only applies to NetVar's with alwaysSend or updateTime set
|
||||
/// </summary>
|
||||
public interface IAutoSerialize {}
|
||||
|
||||
/// <summary>
|
||||
/// Only appropriate for Entities with fixed, pre-determined ID's.
|
||||
/// The entity will attempt to register itself on Awake()
|
||||
/// </summary>
|
||||
public interface IAutoRegister {}
|
||||
|
||||
/// <summary>
|
||||
/// Only appropriate for Entities with fixed, pre-determined ID's.
|
||||
/// The entity will absolutely to register itself on Awake()
|
||||
/// </summary>
|
||||
public interface IEarlyAutoRegister {}
|
||||
|
||||
/// <summary>
|
||||
/// Assign to an EntityBase so that any time an AuthorityID would be checked we instead check if we're the room master
|
||||
/// Used to clarify network ownership for objects that aren't owned by a player but instead by the room itself
|
||||
/// </summary>
|
||||
public interface IMasterOwnsUnclaimed {}
|
||||
|
||||
/// <summary>
|
||||
/// When the authority player disconnects, destroy the entity and attached gameobject that aren't owned by players (EXCEPT with AuthID -1)
|
||||
/// </summary>
|
||||
public interface IAutoKillOrphans {}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an OnOrphaned callback - Note this is run whenever a player quits and we are unclaimed without a -1 authority, not just when our authority quits.
|
||||
/// </summary>
|
||||
public interface IOrphanCallback {
|
||||
void OnOrphaned();
|
||||
}
|
||||
}
|
11
Assets/Runtime/Networking/Entity/EntityManager.cs.meta
Normal file
11
Assets/Runtime/Networking/Entity/EntityManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 118662652baff8841bb52034c1795789
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Runtime/Networking/Helpers.meta
Normal file
8
Assets/Runtime/Networking/Helpers.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8c1f784b32aefb84cad6d24f7d2a37b5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
52
Assets/Runtime/Networking/Helpers/HashtableExtension.cs
Normal file
52
Assets/Runtime/Networking/Helpers/HashtableExtension.cs
Normal file
|
@ -0,0 +1,52 @@
|
|||
using UnityEngine;
|
||||
using ExitGames.Client.Photon.LoadBalancing;
|
||||
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
|
||||
/// <summary>
|
||||
/// Extensions of Exitgames Hashtable to allow for concise conditional setting logic
|
||||
/// </summary>
|
||||
public static class HashtableExtension {
|
||||
/// <summary>
|
||||
/// Checks if the hashtable contains key, if so, it will update toSet. Struct version
|
||||
/// </summary>
|
||||
/// <param name="key">Key to check for</param>
|
||||
/// <param name="toSet">Reference to the variable to set</param>
|
||||
/// <typeparam name="T">Type to cast toSet to</typeparam>
|
||||
public static void SetOnKey<T>(this Hashtable h, object key, ref T toSet) where T : struct {
|
||||
if (h.ContainsKey(key))
|
||||
toSet = (T)h[key];
|
||||
}
|
||||
|
||||
public static void AddOrSet<T>(this Hashtable h, object key, T val) where T : struct {
|
||||
if (h.ContainsKey(key)) {
|
||||
h[key] = val;
|
||||
} else {
|
||||
h.Add(key, val);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a value to the hashtable if and only if it mismatches the previous provided
|
||||
/// Returns true if the replacement was made
|
||||
/// </summary>
|
||||
public static bool AddWithDirty<T>(this Hashtable h, char key, T tracked, ref T previous) {
|
||||
if (tracked.Equals(previous)) return false;
|
||||
|
||||
h.Add (key,tracked);
|
||||
previous = tracked;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds and updates the keys/value based on <paramref name="propertiesToSet"/>.
|
||||
/// Any other keys are uneffected.
|
||||
/// </summary>
|
||||
/// <param name="h"></param>
|
||||
/// <param name="propertiesToSet"></param>
|
||||
public static void SetHashtable(this Hashtable h, Hashtable propertiesToSet){
|
||||
var customProps = propertiesToSet.StripToStringKeys() as Hashtable;
|
||||
h.Merge(customProps);
|
||||
h.StripKeysWithNullValues();
|
||||
}
|
||||
}
|
11
Assets/Runtime/Networking/Helpers/HashtableExtension.cs.meta
Normal file
11
Assets/Runtime/Networking/Helpers/HashtableExtension.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 91b1fc7f0e237bb4e8fc167e80d4b8e5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
34
Assets/Runtime/Networking/Helpers/PhotonConstants.cs
Normal file
34
Assets/Runtime/Networking/Helpers/PhotonConstants.cs
Normal file
|
@ -0,0 +1,34 @@
|
|||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public static class PhotonConstants {
|
||||
public static readonly byte EntityUpdateCode = 110;
|
||||
public static readonly byte EntityEventCode = 105;
|
||||
public static readonly byte EntityInstantiateCode = 106;
|
||||
public static readonly char eidChar = (char)206; // 'Î'
|
||||
public static readonly char athChar = (char)238; // 'î'
|
||||
public static readonly char insChar = (char)207; // 'Ï'
|
||||
public static readonly char tpeChar = (char)208;
|
||||
|
||||
public static readonly string propScene = "sc";
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Region names strings
|
||||
/// </summary>
|
||||
public static readonly Dictionary<string,string> RegionNames = new Dictionary<string,string>() {
|
||||
{"asia","Signapore"},
|
||||
{"au","Australia"},
|
||||
{"cae","Montreal"},
|
||||
{"cn","Shanghai"},
|
||||
{"eu","Europe"},
|
||||
{"in","India"},
|
||||
{"jp","Japan"},
|
||||
{"ru","Moscow"},
|
||||
{"rue","East Russia"},
|
||||
{"sa","Brazil"},
|
||||
{"kr","South Korea"},
|
||||
{"us","Eastern US"},
|
||||
{"usw","Western US"}
|
||||
};
|
||||
}
|
11
Assets/Runtime/Networking/Helpers/PhotonConstants.cs.meta
Normal file
11
Assets/Runtime/Networking/Helpers/PhotonConstants.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3090fc43b95be2244909c218fbf35512
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
139
Assets/Runtime/Networking/Helpers/StreamCustomTypes.cs
Normal file
139
Assets/Runtime/Networking/Helpers/StreamCustomTypes.cs
Normal file
|
@ -0,0 +1,139 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using ExitGames.Client.Photon;
|
||||
using UnityEngine;
|
||||
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
|
||||
public static class StreamCustomTypes {
|
||||
public static void Register() {
|
||||
PhotonPeer.RegisterType(typeof(Vector2), (byte)'V', SerializeVector2, DeserializeVector2);
|
||||
PhotonPeer.RegisterType(typeof(Vector3), (byte)'W', SerializeVector3, DeserializeVector3);
|
||||
PhotonPeer.RegisterType(typeof(Quaternion), (byte)'Q', SerializeQuaternion, DeserializeQuaternion);
|
||||
PhotonPeer.RegisterType(typeof(Color), (byte)'C', SerializeColor, DeserializeColor);
|
||||
PhotonPeer.RegisterType(typeof(char), (byte)'c', SerializeChar, DeserializeChar);
|
||||
}
|
||||
|
||||
private static short SerializeVector2(StreamBuffer outStream, object customObj) {
|
||||
var vo = (Vector2)customObj;
|
||||
|
||||
var ms = new MemoryStream(2 * 4);
|
||||
|
||||
ms.Write(BitConverter.GetBytes(vo.x), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.y), 0, 4);
|
||||
|
||||
outStream.Write(ms.ToArray(), 0, 2 * 4);
|
||||
return 2 * 4;
|
||||
}
|
||||
|
||||
private static object DeserializeVector2(StreamBuffer inStream, short length) {
|
||||
var bytes = new Byte[2 * 4];
|
||||
inStream.Read(bytes, 0, 2 * 4);
|
||||
return new
|
||||
Vector2(
|
||||
BitConverter.ToSingle(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4));
|
||||
|
||||
// As best as I can tell, the new Protocol.Serialize/Deserialize are written around WP8 restrictions
|
||||
// It's not worth the pain.
|
||||
|
||||
//int index = 0;
|
||||
//float x, y;
|
||||
//Protocol.Deserialize(out x, bytes, ref index);
|
||||
//Protocol.Deserialize(out y, bytes, ref index);
|
||||
|
||||
//return new Vector2(x, y);
|
||||
}
|
||||
|
||||
private static short SerializeVector3(StreamBuffer outStream, object customObj) {
|
||||
Vector3 vo = (Vector3)customObj;
|
||||
|
||||
var ms = new MemoryStream(3 * 4);
|
||||
|
||||
ms.Write(BitConverter.GetBytes(vo.x), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.y), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.z), 0, 4);
|
||||
|
||||
outStream.Write(ms.ToArray(), 0, 3 * 4);
|
||||
return 3 * 4;
|
||||
}
|
||||
|
||||
private static object DeserializeVector3(StreamBuffer inStream, short length) {
|
||||
var bytes = new byte[3 * 4];
|
||||
|
||||
inStream.Read(bytes, 0, 3 * 4);
|
||||
|
||||
return new
|
||||
Vector3(
|
||||
BitConverter.ToSingle(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4),
|
||||
BitConverter.ToSingle(bytes, 8));
|
||||
}
|
||||
|
||||
private static short SerializeQuaternion(StreamBuffer outStream, object customObj) {
|
||||
Quaternion vo = (Quaternion)customObj;
|
||||
|
||||
var ms = new MemoryStream(4 * 4);
|
||||
|
||||
ms.Write(BitConverter.GetBytes(vo.x), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.y), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.z), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.w), 0, 4);
|
||||
|
||||
outStream.Write(ms.ToArray(), 0, 4 * 4);
|
||||
return 4 * 4;
|
||||
}
|
||||
|
||||
private static object DeserializeQuaternion(StreamBuffer inStream, short length) {
|
||||
var bytes = new byte[4 * 4];
|
||||
|
||||
inStream.Read(bytes, 0, 4 * 4);
|
||||
|
||||
return new
|
||||
Quaternion(
|
||||
BitConverter.ToSingle(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4),
|
||||
BitConverter.ToSingle(bytes, 8),
|
||||
BitConverter.ToSingle(bytes, 12));
|
||||
}
|
||||
|
||||
private static short SerializeColor(StreamBuffer outStream, object customObj) {
|
||||
Color vo = (Color)customObj;
|
||||
|
||||
var ms = new MemoryStream(4 * 4);
|
||||
|
||||
ms.Write(BitConverter.GetBytes(vo.r), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.g), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.b), 0, 4);
|
||||
ms.Write(BitConverter.GetBytes(vo.a), 0, 4);
|
||||
|
||||
outStream.Write(ms.ToArray(), 0, 4 * 4);
|
||||
return 4 * 4;
|
||||
}
|
||||
|
||||
private static object DeserializeColor(StreamBuffer inStream, short length) {
|
||||
var bytes = new byte[4 * 4];
|
||||
|
||||
inStream.Read(bytes, 0, 4 * 4);
|
||||
|
||||
return new
|
||||
Color(
|
||||
BitConverter.ToSingle(bytes, 0),
|
||||
BitConverter.ToSingle(bytes, 4),
|
||||
BitConverter.ToSingle(bytes, 8),
|
||||
BitConverter.ToSingle(bytes, 12));
|
||||
}
|
||||
|
||||
private static short SerializeChar(StreamBuffer outStream, object customObj) {
|
||||
outStream.Write(new[]{ (byte)((char)customObj) }, 0, 1);
|
||||
return 1;
|
||||
}
|
||||
|
||||
private static object DeserializeChar(StreamBuffer inStream, short Length) {
|
||||
var bytes = new Byte[1];
|
||||
inStream.Read(bytes, 0, 1);
|
||||
|
||||
return (char)bytes[0];
|
||||
}
|
||||
}
|
11
Assets/Runtime/Networking/Helpers/StreamCustomTypes.cs.meta
Normal file
11
Assets/Runtime/Networking/Helpers/StreamCustomTypes.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e4402087c29fe6f4888bd19ae6c229d3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Runtime/Networking/NetProperties.meta
Normal file
8
Assets/Runtime/Networking/NetProperties.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d974f1ce0926d5e4e9e6b1d5bccacc0e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
282
Assets/Runtime/Networking/NetProperties/PlayerProperties.cs
Normal file
282
Assets/Runtime/Networking/NetProperties/PlayerProperties.cs
Normal file
|
@ -0,0 +1,282 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
using Player = ExitGames.Client.Photon.LoadBalancing.Player;
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
|
||||
public class PlayerPropertyEntry<T> {
|
||||
/// <summary>
|
||||
/// Unique key for <see cref="Player.CustomProperties"/>.
|
||||
/// </summary>
|
||||
public readonly string id;
|
||||
|
||||
/// <summary>
|
||||
/// Make sure <paramref name="id"/> is unique.
|
||||
/// </summary>
|
||||
/// <param name="id"></param>
|
||||
public PlayerPropertyEntry(string id){
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets value from local player.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public T GetLocal(){
|
||||
return Get(NetworkManager.net.LocalPlayer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets value from <paramref name="player"/>.
|
||||
/// </summary>
|
||||
/// <param name="player"></param>
|
||||
/// <returns></returns>
|
||||
public T Get(Player player){
|
||||
return (T)player.CustomProperties[id];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="value"/> for local player.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetLocal(T value){
|
||||
Set(NetworkManager.net.LocalPlayer, value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="value"/> for <paramref name="player"/>.
|
||||
/// </summary>
|
||||
/// <param name="player"></param>
|
||||
/// <param name="value"></param>
|
||||
public void Set(Player player, T value){
|
||||
var h = new Hashtable();
|
||||
h.Add(id, value);
|
||||
player.SetCustomProperties(h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="hashtable"/> with (<see cref="id"/>, <paramref name="value"/>).
|
||||
/// </summary>
|
||||
/// <param name="hashtable"></param>
|
||||
/// <param name="value"></param>
|
||||
public void Initialilze(Hashtable hashtable, T value){
|
||||
hashtable.Add(id, value);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------
|
||||
// Seems like the best place to put this
|
||||
// dunno
|
||||
// ----------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Gets value of <see cref="id"/> in <see cref="PlayerPrefs"/>.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public int GetPlayerPrefInt() => PlayerPrefs.GetInt(id, 0);
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="value"/> using <see cref="id"/> into <see cref="PlayerPrefs"/>.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetPlayerPrefInt(int value) => PlayerPrefs.SetInt(id, value);
|
||||
}
|
||||
|
||||
public static class PlayerProperties {
|
||||
|
||||
/// <summary>
|
||||
/// A huge list of a bunch of touhous.
|
||||
/// </summary>
|
||||
public static readonly string[] touhous = new[]{
|
||||
"Reimu", "Marsia",
|
||||
"Rumia", "Daiyousei", "Cirno", "Hong", "Koakuma", "Patchouli", "Sakuya", "Flandre",
|
||||
"Letty", "Chen", "Alice", "Lily", "Lyrica", "Lunasa", "Merlin", "Youmu", "Yuyuko", "Ran", "Yakari",
|
||||
"Suika",
|
||||
"Wriggle", "Mystia", "Keine", "Tewi", "Reisen", "Eirin", "Kaguya", "Mokou",
|
||||
"Aya", "Medicine", "Yuuka", "Komachi", "Eiki",
|
||||
"Shizuha", "Minoriko", "Hina", "Nitori", "Momiji", "Sanae", "Kanako", "Suwako",
|
||||
"Iku", "Tenshi", "Hatate", "Kokoro",
|
||||
"Kisume", "Yamame", "Parsee", "Yuugi", "Satori", "Rin", "Utsuho", "Koishi",
|
||||
"Kyouko", "Yoshika", "Seiga", "Tojiko", "Futo", "Miko", "Mamizou",
|
||||
"Wakasagihime", "Sekibanki", "Kagerou", "Benben", "Yatsuhashi", "Shinmyoumaru", "Raiko",
|
||||
"Sumireko",
|
||||
"Joon", "Shion",
|
||||
"Seiran", "Ringo", "Doremy", "Sagume", "Clownpiece", "Junko", "Hecatia",
|
||||
"Eternity", "Nemuno", "Auun", "Narumi", "Satono", "Mai", "Okina",
|
||||
"Eika", "Urumi", "Kutaka", "Yachie", "Mayumi", "Keiki", "Saki",
|
||||
"Rinnosuke", "Sunny", "Luna", "Star", "Chang'e", "Kasen", "Kosuzu"
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// As name implies, gives a random touhou.
|
||||
/// </summary>
|
||||
public static string getRandomTouhou => touhous[Random.Range(0, touhous.Length)];
|
||||
|
||||
public static readonly string playerNickname = "nn";
|
||||
|
||||
/// <summary>
|
||||
/// Player's status in lobby. (ready or not)
|
||||
/// </summary>
|
||||
public static readonly PlayerPropertyEntry<bool> lobbyStatus = new PlayerPropertyEntry<bool>("ls");
|
||||
/// <summary>
|
||||
/// Player's status in loading a scene. (ready or not)
|
||||
/// </summary>
|
||||
public static readonly PlayerPropertyEntry<bool> gameStatus = new PlayerPropertyEntry<bool>("gs");
|
||||
|
||||
/// <summary>
|
||||
/// Player's selected character.
|
||||
/// </summary>
|
||||
public static readonly PlayerPropertyEntry<int> playerCharacter = new PlayerPropertyEntry<int>("pc");
|
||||
/// <summary>
|
||||
/// Player's selected team.
|
||||
/// </summary>
|
||||
public static readonly PlayerPropertyEntry<int> playerTeam = new PlayerPropertyEntry<int>("pt");
|
||||
|
||||
/// <summary>
|
||||
/// Player's selected response.
|
||||
/// </summary>
|
||||
public static readonly PlayerPropertyEntry<int> playerResponse = new PlayerPropertyEntry<int>("pr");
|
||||
|
||||
public static Player localPlayer {
|
||||
get {
|
||||
return NetworkManager.net.LocalPlayer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initializes all custom properties for the local player.
|
||||
/// </summary>
|
||||
public static void CreatePlayerHashtable(){
|
||||
var h = new Hashtable();
|
||||
|
||||
localPlayer.NickName = GetPlayerNickname();
|
||||
|
||||
lobbyStatus.Initialilze(h, false);
|
||||
gameStatus.Initialilze(h, false);
|
||||
|
||||
playerCharacter.Initialilze(h, playerCharacter.GetPlayerPrefInt());
|
||||
playerTeam.Initialilze(h, playerCharacter.GetPlayerPrefInt());
|
||||
|
||||
playerResponse.Initialilze(h, -1);
|
||||
|
||||
localPlayer.SetCustomProperties(h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets a select few custom properties for the local player.
|
||||
/// </summary>
|
||||
public static void ResetPlayerHashtable(){
|
||||
var h = new Hashtable();
|
||||
|
||||
lobbyStatus.Initialilze(h, false);
|
||||
playerResponse.Initialilze(h, -1);
|
||||
|
||||
localPlayer.SetCustomProperties(h);
|
||||
}
|
||||
|
||||
#region Ready Status
|
||||
|
||||
/// <summary>
|
||||
/// If inside a room, returns if all players are lobby ready.
|
||||
/// If not, returns if the local player is lobby ready.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool GetAllLobbyStatus(){
|
||||
if (!NetworkManager.inRoom) return lobbyStatus.GetLocal();
|
||||
|
||||
var players = NetworkManager.net.CurrentRoom.Players.Values;
|
||||
|
||||
if (players.Count < 2) return false;
|
||||
|
||||
foreach(var p in players){
|
||||
if (!lobbyStatus.Get(p)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If inside a room, returns if all players are game ready.
|
||||
/// If not, returns if the local player is game ready.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool GetAllGameStatus() {
|
||||
if (!NetworkManager.inRoom) return gameStatus.GetLocal();
|
||||
|
||||
var players = NetworkManager.net.CurrentRoom.Players.Values;
|
||||
|
||||
if (players.Count < 2) return false;
|
||||
|
||||
foreach (var p in players) {
|
||||
if (!gameStatus.Get(p)) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the highest value player response from all players.
|
||||
/// Returns -3 if no room is active.
|
||||
/// Returns -2 if there is less than 2 players in the room.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static int GetAllResponse(){
|
||||
if (!NetworkManager.inRoom) return -3;
|
||||
|
||||
var players = NetworkManager.net.CurrentRoom.Players.Values;
|
||||
|
||||
if (players.Count < 2) return -2;
|
||||
|
||||
var response = int.MaxValue;
|
||||
foreach (var p in players) {
|
||||
response = Mathf.Min(playerResponse.Get(p), response);
|
||||
}
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If inside a room, returns true if team mode is inactive OR if team mode is active and there is 2+ unique teams.
|
||||
/// If not inside a room, returns true.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static bool GetAllTeamDifferent(){
|
||||
if (!NetworkManager.inRoom) return true;
|
||||
if (!RoomProperties.teamStatus.Get()) return true;
|
||||
|
||||
var uniqueTeams = NetworkManager.net.CurrentRoom.Players.Values.Select(p => playerTeam.Get(p)).Distinct();
|
||||
|
||||
return uniqueTeams.Count() > 1;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Nickname
|
||||
|
||||
/// <summary>
|
||||
/// Gets local player's nickname from <see cref="PlayerPrefs"/>.
|
||||
/// Returns a random touhou if no nickname is found.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static string GetPlayerNickname(){
|
||||
var key = playerNickname;
|
||||
if (PlayerPrefs.HasKey(key)){
|
||||
return PlayerPrefs.GetString(key);
|
||||
} else {
|
||||
var value = getRandomTouhou;
|
||||
PlayerPrefs.SetString(key, value);
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="nickname"/> into <see cref="PlayerPrefs"/> and <see cref="NetworkManager.net.LocalPlayer"/>.
|
||||
/// </summary>
|
||||
/// <param name="nickname"></param>
|
||||
public static void SetPlayerNickname(string nickname){
|
||||
var key = playerNickname;
|
||||
PlayerPrefs.SetString(key, nickname);
|
||||
localPlayer.NickName = key;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0acc2d84cbeb940498c3e42bcfa41d67
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
130
Assets/Runtime/Networking/NetProperties/RoomProperties.cs
Normal file
130
Assets/Runtime/Networking/NetProperties/RoomProperties.cs
Normal file
|
@ -0,0 +1,130 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
using ExitGames.Client.Photon;
|
||||
using ExitGames.Client.Photon.LoadBalancing;
|
||||
|
||||
using Player = ExitGames.Client.Photon.LoadBalancing.Player;
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
|
||||
public class RoomPropertyEntry<T>{
|
||||
/// <summary>
|
||||
/// Unique key for <see cref="Room.CustomProperties"/>.
|
||||
/// </summary>
|
||||
public readonly string id;
|
||||
|
||||
/// <summary>
|
||||
/// Make sure <paramref name="id"/> is unique.
|
||||
/// </summary>
|
||||
/// <param name="id"></param>
|
||||
public RoomPropertyEntry(string id){
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="value"/> for the room.
|
||||
/// Performs a <see cref="NetworkManager.isMaster"/> check if <paramref name="masterOnly"/> is true.
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
/// <param name="masterOnly"></param>
|
||||
public void Set(T value, bool masterOnly = true){
|
||||
if (masterOnly && !NetworkManager.isMaster) return;
|
||||
|
||||
var h = new Hashtable();
|
||||
h.Add(id, value);
|
||||
RoomProperties.UpdateRoomHashtable(h);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets value from room.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public T Get(){
|
||||
var prop = RoomProperties.GetRoomHashtable();
|
||||
return (T)prop[id];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets <paramref name="hashtable"/> with (<see cref="id"/>, <paramref name="value"/>).
|
||||
/// </summary>
|
||||
/// <param name="hashtable"></param>
|
||||
/// <param name="value"></param>
|
||||
public void Initialize(Hashtable hashtable, T value){
|
||||
hashtable.Add(id, value);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static class RoomProperties {
|
||||
|
||||
private static Hashtable _localRoomProperties = new Hashtable();
|
||||
|
||||
public static RoomPropertyEntry<bool> teamStatus = new RoomPropertyEntry<bool>("ts");
|
||||
|
||||
public static RoomPropertyEntry<string> sceneLoaded = new RoomPropertyEntry<string>("sl");
|
||||
public static RoomPropertyEntry<Hashtable> entities = new RoomPropertyEntry<Hashtable>("et");
|
||||
public static RoomPropertyEntry<string> entities2 = new RoomPropertyEntry<string>("et2");
|
||||
|
||||
/// <summary>
|
||||
/// Initalizes all custom properties of the room.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static Hashtable CreateRoomHashtable(){
|
||||
_localRoomProperties.Clear();
|
||||
|
||||
sceneLoaded.Initialize(_localRoomProperties, "RoomScene1");
|
||||
entities.Initialize(_localRoomProperties, new Hashtable());
|
||||
entities2.Initialize(_localRoomProperties, "");
|
||||
|
||||
return _localRoomProperties;
|
||||
}
|
||||
|
||||
public static Hashtable GetRoomHashtable(){
|
||||
var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null;
|
||||
if (room != null) {
|
||||
_localRoomProperties = room.CustomProperties;
|
||||
}
|
||||
return _localRoomProperties;
|
||||
}
|
||||
|
||||
public static void UpdateRoomHashtable(Hashtable propertiesToSet){
|
||||
_localRoomProperties.SetHashtable(propertiesToSet);
|
||||
var room = NetworkManager.net != null ? NetworkManager.net.CurrentRoom : null;
|
||||
if (room != null){
|
||||
room.SetCustomProperties(propertiesToSet);
|
||||
}
|
||||
}
|
||||
|
||||
public static void LoadRoomHashtable(){
|
||||
|
||||
// Put anything here
|
||||
|
||||
/*
|
||||
// load scene before doing anything else
|
||||
|
||||
var roomscene = sceneLoaded.Get();
|
||||
|
||||
for(var i = 0; i < SceneManager.sceneCount; i++){
|
||||
var scene = SceneManager.GetSceneAt(i);
|
||||
if (roomscene == scene.name) {
|
||||
Debug.Log("Current room scene loaded");
|
||||
goto LoadRoomProperties;
|
||||
}
|
||||
}
|
||||
|
||||
// The room scene we need loaded isn't loaded
|
||||
// Force load it
|
||||
Debug.Log("Loading room scene");
|
||||
SceneManager.LoadScene(roomscene);
|
||||
return;
|
||||
|
||||
// We have the current room loaded. Load other properties if needed
|
||||
LoadRoomProperties:
|
||||
|
||||
return;
|
||||
*/
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 98ad96430aae9e241a4dedc659a0fa4f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
298
Assets/Runtime/Networking/NetworkManager.cs
Normal file
298
Assets/Runtime/Networking/NetworkManager.cs
Normal file
|
@ -0,0 +1,298 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using ExitGames.Client.Photon.LoadBalancing;
|
||||
using ExitGames.Client.Photon;
|
||||
|
||||
using Hashtable = ExitGames.Client.Photon.Hashtable;
|
||||
using System.Linq;
|
||||
|
||||
public class NetworkManager : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
|
||||
public string serverAddress, appID, gameVersion;
|
||||
|
||||
[Header("Debug")]
|
||||
public ParticleSystem NetworkDebugParticles;
|
||||
|
||||
public bool expectedOnline = false;
|
||||
public byte expectedMaxPlayers = 2;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Particles
|
||||
public static bool visParticles = true;
|
||||
// Spawn a particle on an entity, used for visualizing updates
|
||||
public static void netParticle(EntityBase eb, Color pColor) {
|
||||
if (!visParticles) return;
|
||||
|
||||
if (instance.NetworkDebugParticles) {
|
||||
var pparams = new ParticleSystem.EmitParams();
|
||||
pparams.position = eb.transform.position;
|
||||
pparams.startColor = pColor;
|
||||
instance.NetworkDebugParticles.Emit(pparams, 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Network Helpers
|
||||
public static NetLogic net { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// A time value that is 'approximately' (+/- 10ms most of the time) synced across clients
|
||||
/// </summary>
|
||||
public static double serverTime {
|
||||
get {
|
||||
if (net == null || net.loadBalancingPeer == null)
|
||||
return Time.realtimeSinceStartup;
|
||||
|
||||
return net.loadBalancingPeer.ServerTimeInMilliSeconds * (1d/1000d);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// On non WebSocketSecure platforms, encryption handshake must occur before opCustom can be sent.
|
||||
/// This is important in cases such as getting the room or region list.
|
||||
/// </summary>
|
||||
public static bool delayForEncrypt {
|
||||
get {
|
||||
// We use secure websockets in UnityGL, so no encrypt handshake needs to occur
|
||||
#if UNITY_WEBGL
|
||||
return true;
|
||||
#else
|
||||
return !net.loadBalancingPeer.IsEncryptionAvailable;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if able to send network connections.
|
||||
/// </summary>
|
||||
public static bool isReady {
|
||||
get {
|
||||
if (net == null) return false;
|
||||
|
||||
return net.IsConnectedAndReady;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If this client is considered owner of the room.
|
||||
/// </summary>
|
||||
public static bool isMaster {
|
||||
get {
|
||||
// If have no networking, we're the owner.
|
||||
if (net == null) return true;
|
||||
if (!inRoom) return true;
|
||||
|
||||
return net.LocalPlayer.IsMasterClient;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Boolean for if we are on the name server. Used for awaiting the name server connection.
|
||||
/// Can be set to true to connect to name server.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if on name server; otherwise, <c>false</c>.</value>//
|
||||
public static bool onNameServer {
|
||||
get {
|
||||
if (net == null) return false;
|
||||
|
||||
return net.State.Equals(ClientState.ConnectedToNameServer);
|
||||
} set {
|
||||
if (value) net.ConnectToNameServer();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Boolean to check if the network is in the master lobby, will be true after we've found a region.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if on master lobby; otherwise, <c>false</c>.</value>
|
||||
public static bool onMasterLobby {
|
||||
get {
|
||||
if (net == null) return false;
|
||||
|
||||
return net.State.Equals(ClientState.JoinedLobby);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Boolean to check if we're in a room or not.
|
||||
/// </summary>
|
||||
/// <value><c>true</c> if in room; otherwise, <c>false</c>.</value>
|
||||
public static bool inRoom{
|
||||
get {
|
||||
if (net == null) return false;
|
||||
|
||||
return net.State.Equals(ClientState.Joined);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns all players in the current room sorted by <see cref="Player.ID"/>.
|
||||
/// </summary>
|
||||
public static Player[] getSortedPlayers{
|
||||
get {
|
||||
if (!inRoom) return new Player[0];
|
||||
|
||||
var players = NetworkManager.net.CurrentRoom.Players.Values;
|
||||
var playersSorted = players.OrderBy(p => p.ID);
|
||||
return playersSorted.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enqueue a network update to be sent. Network events are processed both on Update and LateUpdate timings.
|
||||
/// </summary>
|
||||
public static bool netMessage(byte eventCode, object eventContent, bool sendReliable = false, RaiseEventOptions options = null) {
|
||||
if (!inRoom || !isReady) return false; // Only actually send messages when in game and ready
|
||||
|
||||
if (options == null) options = RaiseEventOptions.Default;
|
||||
|
||||
return net.OpRaiseEvent(eventCode, eventContent, sendReliable, options);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the local player id. if isOnline isn't true, this will be -1
|
||||
/// </summary>
|
||||
public static int localID {
|
||||
get {
|
||||
if (net == null) return 0;
|
||||
|
||||
return net.LocalPlayer.ID;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public static event System.Action<EventData> netHook;
|
||||
public static event System.Action<EventData> onPropChanged;
|
||||
public static event System.Action<EventData> onLeave;
|
||||
public static event System.Action<EventData> onJoin;
|
||||
|
||||
private static NetworkManager _instance;
|
||||
public static NetworkManager instance {
|
||||
get {
|
||||
if (_instance) return _instance;
|
||||
_instance = FindObjectOfType<NetworkManager>();
|
||||
if (_instance) return _instance;
|
||||
throw new System.Exception("Network manager not instanced in scene");
|
||||
}
|
||||
set {
|
||||
_instance = value;
|
||||
}
|
||||
}
|
||||
|
||||
public void Awake() {
|
||||
if (_instance != null) {
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
// Debug.Log("Aweak")
|
||||
|
||||
instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Initialize network
|
||||
net = new NetLogic();
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
if (net == null) return;
|
||||
|
||||
// Only do service
|
||||
if (_instance == this) {
|
||||
net.Service(); // Service before disconnect to clear any blockers
|
||||
net.Disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
net.Service();
|
||||
}
|
||||
|
||||
|
||||
void LateUpdate () {
|
||||
net.Service();
|
||||
}
|
||||
|
||||
public class NetLogic : LoadBalancingClient {
|
||||
public NetLogic() {
|
||||
// Setup and launch network service
|
||||
AppId = NetworkManager.instance.appID;
|
||||
AppVersion = NetworkManager.instance.gameVersion;
|
||||
|
||||
AutoJoinLobby = true;
|
||||
|
||||
// Register custom type handlers
|
||||
StreamCustomTypes.Register();
|
||||
|
||||
#if UNITY_WEBGL
|
||||
Debug.Log("Using secure websockets");
|
||||
this.TransportProtocol = ConnectionProtocol.WebSocketSecure;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
public event System.Action GamelistRefresh;
|
||||
|
||||
public override void OnEvent(EventData photonEvent) {
|
||||
base.OnEvent(photonEvent);
|
||||
|
||||
switch(photonEvent.Code) {
|
||||
case EventCode.GameList:
|
||||
case EventCode.GameListUpdate:
|
||||
Debug.Log("Server List recieved");
|
||||
if (GamelistRefresh != null) GamelistRefresh();
|
||||
break;
|
||||
case EventCode.PropertiesChanged:
|
||||
onPropChanged?.Invoke(photonEvent);
|
||||
break;
|
||||
case EventCode.Join:
|
||||
onJoin?.Invoke(photonEvent);
|
||||
break;
|
||||
case EventCode.Leave:
|
||||
onLeave?.Invoke(photonEvent);
|
||||
break;
|
||||
}
|
||||
|
||||
netHook?.Invoke(photonEvent);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Joins a specific room by name. If the room doesn't exist (yet), it will be created implicitiy.
|
||||
/// Creates custom properties automatically for the room.
|
||||
/// </summary>
|
||||
/// <param name="roomName"></param>
|
||||
/// <param name="options"></param>
|
||||
/// <param name="lobby"></param>
|
||||
/// <param name="startingScene"></param>
|
||||
/// <returns></returns>
|
||||
public bool OpJoinOrCreateRoomWithProperties(string roomName, RoomOptions options, TypedLobby lobby) {
|
||||
PlayerProperties.CreatePlayerHashtable();
|
||||
options.CustomRoomProperties = RoomProperties.GetRoomHashtable();
|
||||
|
||||
return OpJoinOrCreateRoom(roomName, options, lobby);
|
||||
}
|
||||
|
||||
public bool OpCreateRoomWithProperties(string roomName, RoomOptions options, TypedLobby lobby) {
|
||||
PlayerProperties.CreatePlayerHashtable();
|
||||
options.CustomRoomProperties = RoomProperties.GetRoomHashtable();
|
||||
|
||||
return OpCreateRoom(roomName, options, lobby);
|
||||
}
|
||||
|
||||
public bool OpJoinRoomWithProperties(string roomName) {
|
||||
PlayerProperties.CreatePlayerHashtable();
|
||||
|
||||
return OpJoinRoom(roomName);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
11
Assets/Runtime/Networking/NetworkManager.cs.meta
Normal file
11
Assets/Runtime/Networking/NetworkManager.cs.meta
Normal file
|
@ -0,0 +1,11 @@
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|
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assetBundleVariant:
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336
Assets/Runtime/Networking/NetworkManager.prefab
Normal file
336
Assets/Runtime/Networking/NetworkManager.prefab
Normal file
|
@ -0,0 +1,336 @@
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Assets/Runtime/Networking/QuickJoin.cs
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63
Assets/Runtime/Networking/QuickJoin.cs
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using System.Collections;
|
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using TMPro;
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|
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ro.IsVisible = false;
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ro.IsOpen = true;
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NetworkManager.net.OpJoinOrCreateRoomWithProperties(activeScene, ro, null);
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}
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while (!allowQuickJoin) yield return null;
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if (NetworkManager.net.ConnectToNameServer()){
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11
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7
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19
Assets/Runtime/Networking/RoomCodeDisplay.cs
Normal file
19
Assets/Runtime/Networking/RoomCodeDisplay.cs
Normal file
|
@ -0,0 +1,19 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
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using TMPro;
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public class RoomCodeDisplay : MonoBehaviour {
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public TextMeshProUGUI Text;
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void Start() {
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if (NetworkManager.inRoom){
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gameObject.SetActive(true);
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Text.text = NetworkManager.net.CurrentRoom.Name;
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} else {
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gameObject.SetActive(false);
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}
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}
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}
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11
Assets/Runtime/Networking/RoomCodeDisplay.cs.meta
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Assets/Runtime/Networking/RoomCodeDisplay.cs.meta
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Loading…
Add table
Add a link
Reference in a new issue