fishbait/UnityTransport/LightReflectiveMirrorTransport.cs
2021-04-02 14:00:54 -04:00

408 lines
No EOL
15 KiB
C#

using Mirror;
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
namespace LightReflectiveMirror
{
[DefaultExecutionOrder(1001)]
public class LightReflectiveMirrorTransport : Transport
{
[Header("Connection Variables")]
public Transport clientToServerTransport;
public string serverIP = "34.67.125.123";
public ushort endpointServerPort = 8080;
public float heartBeatInterval = 3;
public bool connectOnAwake = true;
public string authenticationKey = "Secret Auth Key";
public UnityEvent diconnectedFromRelay;
[Header("Server Hosting Data")]
public string serverName = "My awesome server!";
public string extraServerData = "Map 1";
public int maxServerPlayers = 10;
public bool isPublicServer = true;
[Header("Server List")]
public UnityEvent serverListUpdated;
public List<RelayServerInfo> relayServerList { private set; get; } = new List<RelayServerInfo>();
[Header("Server Information")]
public int serverId = -1;
private byte[] _clientSendBuffer;
private bool _connectedToRelay = false;
private bool _isClient = false;
private bool _isServer = false;
private bool _isAuthenticated = false;
private int _currentMemberId;
private bool _callbacksInitialized = false;
private BiDictionary<int, int> _connectedRelayClients = new BiDictionary<int, int>();
public override bool ClientConnected() => _isClient;
private void OnConnectedToRelay() => _connectedToRelay = true;
public bool IsAuthenticated() => _isAuthenticated;
public override bool ServerActive() => _isServer;
public override bool Available() => _connectedToRelay;
public override void ClientEarlyUpdate() => clientToServerTransport.ClientEarlyUpdate();
public override void ClientLateUpdate() => clientToServerTransport.ClientLateUpdate();
public override void ClientConnect(Uri uri) => ClientConnect(uri.Host);
public override int GetMaxPacketSize(int channelId = 0) => clientToServerTransport.GetMaxPacketSize(channelId);
public override string ServerGetClientAddress(int connectionId) => _connectedRelayClients.GetBySecond(connectionId).ToString();
private void Awake()
{
if (clientToServerTransport is LightReflectiveMirrorTransport)
throw new Exception("Haha real funny... Use a different transport.");
SetupCallbacks();
if (connectOnAwake)
ConnectToRelay();
InvokeRepeating(nameof(SendHeartbeat), heartBeatInterval, heartBeatInterval);
}
private void SetupCallbacks()
{
if (_callbacksInitialized)
return;
_callbacksInitialized = true;
clientToServerTransport.OnClientConnected = OnConnectedToRelay;
clientToServerTransport.OnClientDataReceived = DataReceived;
clientToServerTransport.OnClientDisconnected = Disconnected;
}
void Disconnected()
{
_connectedToRelay = false;
_isAuthenticated = false;
diconnectedFromRelay?.Invoke();
}
public void ConnectToRelay()
{
if (!_connectedToRelay)
{
_clientSendBuffer = new byte[clientToServerTransport.GetMaxPacketSize()];
clientToServerTransport.ClientConnect(serverIP);
}
else
{
Debug.Log("Already connected to relay!");
}
}
void SendHeartbeat()
{
if (_connectedToRelay)
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, 200);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
}
public void RequestServerList()
{
if (_isAuthenticated && _connectedToRelay)
StartCoroutine(GetServerList());
else
Debug.Log("You must be connected to Relay to request server list!");
}
void DataReceived(ArraySegment<byte> segmentData, int channel)
{
try
{
var data = segmentData.Array;
int pos = segmentData.Offset;
OpCodes opcode = (OpCodes)data.ReadByte(ref pos);
switch (opcode)
{
case OpCodes.Authenticated:
_isAuthenticated = true;
break;
case OpCodes.AuthenticationRequest:
SendAuthKey();
break;
case OpCodes.GetData:
var recvData = data.ReadBytes(ref pos);
if (_isServer)
OnServerDataReceived?.Invoke(_connectedRelayClients.GetByFirst(data.ReadInt(ref pos)), new ArraySegment<byte>(recvData), channel);
if (_isClient)
OnClientDataReceived?.Invoke(new ArraySegment<byte>(recvData), channel);
break;
case OpCodes.ServerLeft:
if (_isClient)
{
_isClient = false;
OnClientDisconnected?.Invoke();
}
break;
case OpCodes.PlayerDisconnected:
if (_isServer)
{
int user = data.ReadInt(ref pos);
OnServerDisconnected?.Invoke(_connectedRelayClients.GetByFirst(user));
_connectedRelayClients.Remove(user);
}
break;
case OpCodes.RoomCreated:
serverId = data.ReadInt(ref pos);
break;
case OpCodes.ServerJoined:
int clientId = data.ReadInt(ref pos);
if (_isClient)
{
OnClientConnected?.Invoke();
}
if (_isServer)
{
_connectedRelayClients.Add(clientId, _currentMemberId);
OnServerConnected?.Invoke(_currentMemberId);
_currentMemberId++;
}
break;
}
}
catch { }
}
IEnumerator GetServerList()
{
Uri uri = new Uri($"http://{serverIP}:{endpointServerPort}/api/servers");
using (UnityWebRequest webRequest = UnityWebRequest.Get(uri))
{
// Request and wait for the desired page.
yield return webRequest.SendWebRequest();
var result = webRequest.downloadHandler.text;
switch (webRequest.result)
{
case UnityWebRequest.Result.ConnectionError:
case UnityWebRequest.Result.DataProcessingError:
case UnityWebRequest.Result.ProtocolError:
Debug.LogWarning("LRM | Server list request failed. Make sure your ports match!");
break;
case UnityWebRequest.Result.Success:
if (result == "Access Denied")
{
Debug.LogWarning("LRM | Server list request denied. Make sure you enable 'EndpointServerList' in server config!");
break;
}
else
{
relayServerList?.Clear();
relayServerList = JsonConvert.DeserializeObject<RelayServerInfo[]>(webRequest.downloadHandler.text).ToList();
serverListUpdated?.Invoke();
break;
}
}
}
}
public void UpdateRoomInfo(string newServerName = null, string newServerData = null, bool? newServerIsPublic = null, int? newPlayerCap = null)
{
if (_isServer)
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.UpdateRoomData);
if (!string.IsNullOrEmpty(newServerName))
{
_clientSendBuffer.WriteBool(ref pos, true);
_clientSendBuffer.WriteString(ref pos, newServerName);
}
else
_clientSendBuffer.WriteBool(ref pos, false);
if (!string.IsNullOrEmpty(newServerData))
{
_clientSendBuffer.WriteBool(ref pos, true);
_clientSendBuffer.WriteString(ref pos, newServerData);
}
else
_clientSendBuffer.WriteBool(ref pos, false);
if (newServerIsPublic != null)
{
_clientSendBuffer.WriteBool(ref pos, true);
_clientSendBuffer.WriteBool(ref pos, newServerIsPublic.Value);
}
else
_clientSendBuffer.WriteBool(ref pos, false);
if (newPlayerCap != null)
{
_clientSendBuffer.WriteBool(ref pos, true);
_clientSendBuffer.WriteInt(ref pos, newPlayerCap.Value);
}
else
_clientSendBuffer.WriteBool(ref pos, false);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
}
void SendAuthKey()
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.AuthenticationResponse);
_clientSendBuffer.WriteString(ref pos, authenticationKey);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override void ClientConnect(string address)
{
int hostId = 0;
if (!Available() || !int.TryParse(address, out hostId))
{
Debug.Log("Not connected to relay or invalid server id!");
OnClientDisconnected?.Invoke();
return;
}
if (_isClient || _isServer)
throw new Exception("Cannot connect while hosting/already connected!");
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.JoinServer);
_clientSendBuffer.WriteInt(ref pos, hostId);
_isClient = true;
clientToServerTransport.ClientSend(0, new System.ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override void ClientDisconnect()
{
_isClient = false;
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.LeaveRoom);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override void ClientSend(int channelId, ArraySegment<byte> segment)
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.SendData);
_clientSendBuffer.WriteBytes(ref pos, segment.Array.Take(segment.Count).ToArray());
_clientSendBuffer.WriteInt(ref pos, 0);
clientToServerTransport.ClientSend(channelId, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override bool ServerDisconnect(int connectionId)
{
if (_connectedRelayClients.TryGetBySecond(connectionId, out int relayId))
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.KickPlayer);
_clientSendBuffer.WriteInt(ref pos, relayId);
return true;
}
return false;
}
public override void ServerSend(int connectionId, int channelId, ArraySegment<byte> segment)
{
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.SendData);
_clientSendBuffer.WriteBytes(ref pos, segment.Array.Take(segment.Count).ToArray());
_clientSendBuffer.WriteInt(ref pos, _connectedRelayClients.GetBySecond(connectionId));
clientToServerTransport.ClientSend(channelId, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override void ServerStart()
{
if (!Available())
{
Debug.Log("Not connected to relay! Server failed to start.");
return;
}
if (_isClient || _isServer)
{
Debug.Log("Cannot host while already hosting or connected!");
return;
}
_isServer = true;
_connectedRelayClients = new BiDictionary<int, int>();
_currentMemberId = 1;
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.CreateRoom);
_clientSendBuffer.WriteInt(ref pos, maxServerPlayers);
_clientSendBuffer.WriteString(ref pos, serverName);
_clientSendBuffer.WriteBool(ref pos, isPublicServer);
_clientSendBuffer.WriteString(ref pos, extraServerData);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
public override void ServerStop()
{
if (_isServer)
{
_isServer = false;
int pos = 0;
_clientSendBuffer.WriteByte(ref pos, (byte)OpCodes.LeaveRoom);
clientToServerTransport.ClientSend(0, new ArraySegment<byte>(_clientSendBuffer, 0, pos));
}
}
public override Uri ServerUri()
{
UriBuilder builder = new UriBuilder
{
Scheme = "LRM",
Host = serverId.ToString()
};
return builder.Uri;
}
public override void Shutdown()
{
_isAuthenticated = false;
_isClient = false;
_isServer = false;
_connectedToRelay = false;
clientToServerTransport.Shutdown();
}
public enum OpCodes
{
Default = 0, RequestID = 1, JoinServer = 2, SendData = 3, GetID = 4, ServerJoined = 5, GetData = 6, CreateRoom = 7, ServerLeft = 8, PlayerDisconnected = 9, RoomCreated = 10,
LeaveRoom = 11, KickPlayer = 12, AuthenticationRequest = 13, AuthenticationResponse = 14, RequestServers = 15, ServerListReponse = 16, Authenticated = 17, UpdateRoomData = 18, ServerConnectionData = 19
}
}
[Serializable]
public struct RelayServerInfo
{
public string serverName;
public int currentPlayers;
public int maxPlayers;
public int serverId;
public string serverData;
}
}