Example #1
0
    public static void OnJoinAnnounce(int hostId, int connectionId, JoinAnnounceMessage message)
    {
        Debug.Log("OnJoinAnnounce received");
        P2PConnection connection = P2PConnectionManager.GetConnection(hostId, connectionId);

        connection.SuccessfullyConnect();
    }
Example #2
0
    static void CreateNetworkReader(byte[] data)
    {
        //https://docs.unity3d.com/ScriptReference/Networking.NetworkReader.html
        NetworkReader networkReader = new NetworkReader(data);

        // The first two bytes in the buffer represent the size of the message. This is equal to the NetworkReader.Length
        // minus the size of the prefix.
        networkReader.ReadBytes(2);
        //short readerMsgSize = (short)((readerMsgSizeData[1] << 8) + readerMsgSizeData[0]);

        // The message type added in NetworkWriter.StartMessage is to be read now. It is a short and so consists of
        // two bytes. It is the second two bytes on the buffer.
        byte[] readerMsgTypeData = networkReader.ReadBytes(2);
        short  readerMsgType     = (short)((readerMsgTypeData[1] << 8) + readerMsgTypeData[0]);

        //Debug.Log("Message of type " + readerMsgType + " received");

        if (readerMsgType == MessageTypes.JoinRequest)
        {
            JoinRequestMessage message = new JoinRequestMessage();
            message.Deserialize(networkReader);
            P2PConnectionManager.OnJoinRequest(recHostId, connectionId, message);
        }
        else if (readerMsgType == MessageTypes.JoinAnswer)
        {
            JoinAnswerMessage message = new JoinAnswerMessage();
            message.Deserialize(networkReader);
            P2PConnectionManager.OnJoinAnswer(recHostId, connectionId, message);
        }
        else if (readerMsgType == MessageTypes.JoinAnnounce)
        {
            JoinAnnounceMessage message = new JoinAnnounceMessage();
            message.Deserialize(networkReader);
            P2PConnectionManager.OnJoinAnnounce(recHostId, connectionId, message);
        }
        else if (readerMsgType == MessageTypes.Position)
        {
            PositionMessage message = new PositionMessage();
            message.Deserialize(networkReader);
            p2PController.ReceivePositionInformation(recHostId, connectionId, message);
        }
        else if (readerMsgType == MessageTypes.AskConsent)
        {
            AskConsentMessage message = new AskConsentMessage();
            message.Deserialize(networkReader);
            p2PController.OnAskForConsentMsg(recHostId, connectionId, message);
        }
        else if (readerMsgType == MessageTypes.AnswerConsent)
        {
            AnswerConsentMessage message = new AnswerConsentMessage();
            message.Deserialize(networkReader);
            P2PConsentManager.ReceiveAnswerConsent(message);
        }
        else if (readerMsgType == MessageTypes.ApplyConsent)
        {
            ApplyConsentMessage message = new ApplyConsentMessage();
            message.Deserialize(networkReader);
            p2PController.ApplyConsent(message);
        }
    }
Example #3
0
    public static void ConnectEvent(int hostId, int connectionId)
    {
        int    port;
        string ip;

        UnityEngine.Networking.Types.NetworkID netId;
        UnityEngine.Networking.Types.NodeID    nodeId;
        NetworkTransport.GetConnectionInfo(hostId, connectionId, out ip, out port, out netId, out nodeId, out P2PController.error);

        P2PConnection connection = P2PConnectionManager.GetConnection(ip, port);

        if (connection == null)
        {
            //new connection from targeted ip or new player
            connection      = new P2PConnection(hostId, connectionId);
            connection.ip   = ip;
            connection.port = port;
            connections.Add(connection);
            Debug.Log("New connection with " + connection);

            if (!JoinRequestSend)            //I'm wanting to join
            {
                Debug.Log("Sending Join Request");
                JoinRequestSend = true;
                JoinRequestMessage message = new JoinRequestMessage();
                P2PSender.Send(hostId, connectionId, P2PChannels.ReliableChannelId, message, MessageTypes.JoinRequest);
            }
            else if (JoinAnswerReceived && !p2PController.GameStarted())
            {
                connection.SuccessfullyConnect();
            }
        }
        else if (!connection.ConnectionSuccessful())
        {
            //successfully connect to an existing player. Connection requested previously
            connection.hostId       = hostId;
            connection.connectionId = connectionId;
            connection.SuccessfullyConnect();

            JoinAnnounceMessage announceMessage = new JoinAnnounceMessage();
            P2PSender.Send(hostId, connectionId, P2PChannels.ReliableChannelId, announceMessage, MessageTypes.JoinAnnounce);
        }

        if (!p2PController.GameStarted())
        {
            if (JoinAnswerReceived)
            {
                CheckConnectionsStatus();
            }
        }
    }