ClientBehaviour.cs 3.7 KB

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  1. using UnityEngine;
  2. using Unity.Networking.Transport;
  3. using KairoEngine.Core;
  4. namespace KairoEngine.Multiplayer
  5. {
  6. public class ClientBehaviour : MonoBehaviour
  7. {
  8. public string address = "192.168.1.1";
  9. public ushort port = 9000;
  10. public string playerName = "Player 1";
  11. public bool autoConnect = true;
  12. public string eventStreamName = "ClientEvents";
  13. public bool debug = false;
  14. public NetworkDriver m_Driver;
  15. public NetworkConnection m_Connection;
  16. public bool m_Done;
  17. void Start ()
  18. {
  19. if(autoConnect) ConnectToServer();
  20. }
  21. public void ConnectToServer()
  22. {
  23. m_Driver = NetworkDriver.Create();
  24. m_Connection = default(NetworkConnection);
  25. var endpoint = NetworkEndPoint.Parse(address, port);
  26. m_Connection = m_Driver.Connect(endpoint);
  27. if(debug) Debug.Log($"Client Connecting to <b>{address}:{port}</b>");
  28. GenericEvents.Trigger($"{eventStreamName}_Connecting", $"Connecting to <b>{address}:{port}</b>");
  29. }
  30. public void DisconnectFromServer()
  31. {
  32. NetDisconnectMsg netDisconnectMsg = new NetDisconnectMsg();
  33. SendNetMsgToServer((uint)NetOpCode.Disconnect, netDisconnectMsg);
  34. Timer.ExecuteRealTime(500, () => {
  35. if(debug) Debug.Log("Client disconnected from server");
  36. GenericEvents.Trigger($"{eventStreamName}_Disconected", "Client disconnected from server");
  37. m_Connection = default(NetworkConnection);
  38. if(m_Driver.IsCreated) m_Driver.Dispose();
  39. });
  40. }
  41. public void SendNetMsgToServer(uint code, NetMsg netMsg)
  42. {
  43. DataStreamWriter writer = new DataStreamWriter();
  44. m_Driver.BeginSend(m_Connection, out writer);
  45. NetMsgController.Serialize(code, netMsg, ref writer, this);
  46. m_Driver.EndSend(writer);
  47. }
  48. public void OnDestroy()
  49. {
  50. if(m_Driver.IsCreated) m_Driver.Dispose();
  51. }
  52. void Update()
  53. {
  54. if(!m_Driver.IsCreated) return;
  55. m_Driver.ScheduleUpdate().Complete();
  56. if (!m_Connection.IsCreated)
  57. {
  58. if (!m_Done)
  59. {
  60. if(debug) Debug.Log("Something went wrong during connect");
  61. GenericEvents.Trigger($"{eventStreamName}_ErrorConnecting", "Error connecting to server");
  62. m_Done = true;
  63. }
  64. return;
  65. }
  66. DataStreamReader stream;
  67. NetworkEvent.Type cmd;
  68. while ((cmd = m_Connection.PopEvent(m_Driver, out stream)) != NetworkEvent.Type.Empty)
  69. {
  70. if (cmd == NetworkEvent.Type.Connect)
  71. {
  72. if(debug) Debug.Log("We are now connected to the server");
  73. GenericEvents.Trigger($"{eventStreamName}_Connected", "Connected to server");
  74. }
  75. else if (cmd == NetworkEvent.Type.Data)
  76. {
  77. //if(debug) Debug.Log("Client received data from the server");
  78. uint code = stream.ReadByte();
  79. NetMsgController.Deserialize(code, ref stream, this);
  80. }
  81. else if (cmd == NetworkEvent.Type.Disconnect)
  82. {
  83. if(debug) Debug.Log("Client got disconnected from server");
  84. GenericEvents.Trigger($"{eventStreamName}_ServerDisconnected", "Client got disconnected from server");
  85. m_Connection = default(NetworkConnection);
  86. }
  87. }
  88. }
  89. }
  90. }