Realizarea unui joc multiplayer de tip social, prin folosirea/implementarea unui server multiplayer dedicat:
Pentru acest laborator vom folosi DarkRift 2, un server dedicat, modular, care implementeaza protocoale de comunicare ca TCP, UDP, dar si cu extensii pentru WebSocket sau RUDP. Pentru integrarea cu Unity, se poate folosi pachetul din Asset Store DarkRift Networking 2
Folosind un server dedicat trebuie gestionate mai multe elemente:
DarkRift foloseste un sistem modular, astfel ca puteti programa mecanica serverului fie direct, fie bazat pe plugin-uri C#, pentru a nu recompila la fiecare modificare tot serverul.
Exemplu minimal:
using DarkRift;
using DarkRift.Server;
ServerSpawnData spawnData = ServerSpawnData.CreateFromXml("Server.config");
var server = new DarkRiftServer(spawnData);
void Client_MessageReceived(object? sender, MessageReceivedEventArgs e)
{
using Message message = e.GetMessage();
using DarkRiftReader reader = message.GetReader();
Console.WriteLine("Received a message from the client: " + reader.ReadString());
}
void ClientManager_ClientConnected(object? sender, ClientConnectedEventArgs e)
{
e.Client.MessageReceived += Client_MessageReceived;
using DarkRiftWriter writer = DarkRiftWriter.Create();
writer.Write("World of Hel!");
using Message secretMessage = Message.Create(666, writer);
e.Client.SendMessage(secretMessage, SendMode.Reliable);
}
server.ClientManager.ClientConnected += ClientManager_ClientConnected;
server.StartServer();
Console.ReadKey(); // Wait until key press. Not necessary in Unity.
cu un sistem de configurare in XML
<?xml version="1.0" encoding="utf-8" ?>
<!--
Configuring DarkRift server to listen at ports TCP 4296 and UDP 4297.
-->
<configuration xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="https://www.darkriftnetworking.com/DarkRift2/Schemas/2.3.1/Server.config.xsd">
<server maxStrikes="5" />
<pluginSearch/>
<logging>
<logWriters>
<logWriter name="ConsoleWriter1" type="ConsoleWriter" levels="trace, info, warning, error, fatal">
<settings useFastAnsiColoring="false" />
</logWriter>
</logWriters>
</logging>
<plugins loadByDefault="false"/>
<data directory="Data/"/>
<listeners>
<listener name="DefaultNetworkListener" type="BichannelListener" address="0.0.0.0" port="4296">
<settings noDelay="true" udpPort="4297" />
</listener>
</listeners>
</configuration>
Pentru realizarea clientului puteti folosi direct pachetul din Asset Store DarkRift Networking 2
Exemplu de conectare si trimitere de mesaj simplu:
using DarkRift;
using DarkRift.Client;
using System.Net;
var client = new DarkRiftClient();
void Client_MessageReceived(object? sender, MessageReceivedEventArgs e)
{
using Message message = e.GetMessage();
using DarkRiftReader reader = message.GetReader();
Console.WriteLine("Received a message from the server: " + reader.ReadString());
}
client.MessageReceived += Client_MessageReceived;
client.Connect(IPAddress.Loopback, tcpPort:4296, udpPort:4297, noDelay:true);
Console.WriteLine("Connected!");
using DarkRiftWriter writer = DarkRiftWriter.Create();
writer.Write("Hello world!");
using Message secretMessage = Message.Create(1337, writer);
client.SendMessage(secretMessage, SendMode.Reliable);
Console.ReadKey(); // Wait until key press. Not necessary in Unity.
Puteti folosi tag-uri pentru a delimita diverse tipuri de mesaje. De exemplu pentru actualizare de miscare puteti folosi tagul 1 si pentru chat puteti folosi tag-ul 10
Exemplu de trimitere mesaj de chat
//This will be called when the user presses enter in the input field
public void MessageEntered()
{
//Check we have a client to send from
if (client == null)
{
Debug.LogError("No client assigned to Chat component!");
return;
}
//First we need to build a DarkRiftWriter to put the data we want to send in, it'll default to Unicode
//encoding so we don't need to worry about that
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
//We can then write the input text into it
writer.Write(input.text);
//Next we construct a message, in this case we can just use a default tag because there is nothing fancy
//that needs to happen before we read the data.
using (Message message = Message.Create(10, writer))
{
//Finally we send the message to everyone connected!
client.SendMessage(message, SendMode.Reliable);
}
}
}
Pentru actualizare miscarii, trebuie sa tinem cont de ficare client in parte:
void UpdateNetworkPosition() {
if (
Vector3.Distance(lastPosition, transform.position) > moveDistance ||
Vector3.Distance(lastRotation, transform.eulerAngles) > moveDistance
)
{
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(transform.position.x);
writer.Write(transform.position.y);
writer.Write(transform.position.z);
writer.Write(transform.eulerAngles.x);
writer.Write(transform.eulerAngles.y);
writer.Write(transform.eulerAngles.z);
using (Message message = Message.Create(1, writer))
Client.SendMessage(message, SendMode.Unreliable);
}
lastPosition = transform.position;
lastRotation = transform.eulerAngles;
}
}
void SpawnPlayer(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage())
using (DarkRiftReader reader = message.GetReader())
{
if (message.Tag == 0)
{
while (reader.Position < reader.Length)
{
ushort id = reader.ReadUInt16();
Vector3 position = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
Vector3 euler = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
GameObject obj;
if (id == client.ID)
{
// instantiate local user
obj = Instantiate(localPrefab, position, Quaternion.identity) as GameObject;
}
else
{
// instantiate network user
obj = Instantiate(networkPrefab, position, Quaternion.identity) as GameObject;
//keep a list with all network players
networkPlayerManager.Add(id, playObj);
}
}
}
}
}
Dictionary<ushort, NetworkPlayerObj> networkPlayers = new Dictionary<ushort, NetworkPlayerObj>();
void MessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage() as Message)
{
Debug.Log("network message ");
if (message.Tag == 1)
{
// Debug.Log("position message ");
using (DarkRiftReader reader = message.GetReader())
{
ushort id = reader.ReadUInt16();
Vector3 newPosition = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
Vector3 newEulerAngles = new Vector3(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());
if (networkPlayers.ContainsKey(id))
{
// Debug.Log("new network position: "+newPosition);
networkPlayers[id].movePosition = newPosition;
networkPlayers[id].currentEulerAngles = newEulerAngles;
}
}
}
}
}
Putem folosi si un plugin modificand in configurare in felul urmator:
<!--
Specifies where DarkRift should look for plugins.
-->
<pluginSearch>
<pluginSearchPath src="Plugins/" createDir="true" />
<pluginSearchPath src="LogWriters/" />
<pluginSearchPath src="NetworkListeners/" />
</pluginSearch>
<plugins loadByDefault="true">
<!-- Example:
<plugin type="Sniffer" load="false" />
-->
</plugins>
In acest caz veti face un proiect separat pentru plugin si il veti compila intr-un dll, care va fi pus/actualizat in folderul de Plugins.
using DarkRift;
using DarkRift.Server;
using System;
using System.Collections.Generic;
public class NetPlugin : Plugin
{
Dictionary<IClient, Player> players = new Dictionary<IClient, Player>();
public override bool ThreadSafe => false;
public override Version Version => new Version(1, 2, 5);
public NetPlugin(PluginLoadData pluginLoadData) : base(pluginLoadData)
{
ClientManager.ClientConnected += ClientConnected;
ClientManager.ClientDisconnected += ClientDisconnected;
}
}
unde clasa Player reprezinta datele stocate despre player. Spre exemplu se pot stoca date legate de pozitie, rotatie sau id de utilizator.
public struct Player
{
public ushort ID;
public float X, Y, Z;
public float rotX, rotY, rotZ;
}
In momentul in care se conecteaza un client, trebuie realizate urmatoarele lucruri:
void ClientConnected(object sender, ClientConnectedEventArgs e) { //new player instance Player newPlayer = new Player(); newPlayer.ID = e.Client.ID; newPlayer.X = 0; newPlayer.Y = 3; newPlayer.Z = 0; newPlayer.rotZ = 0; newPlayer.rotY = 0; newPlayer.rotZ = 0; using (DarkRiftWriter newPlayerWriter = DarkRiftWriter.Create()) { newPlayerWriter.Write(newPlayer.ID); newPlayerWriter.Write(newPlayer.X); newPlayerWriter.Write(newPlayer.Y); newPlayerWriter.Write(newPlayer.Z); newPlayerWriter.Write(newPlayer.rotX); newPlayerWriter.Write(newPlayer.rotY); newPlayerWriter.Write(newPlayer.rotZ); //notify other clients using (Message newPlayerMessage = Message.Create(0, newPlayerWriter)) { foreach (IClient client in ClientManager.GetAllClients().Where(x => x != e.Client)) client.SendMessage(newPlayerMessage, SendMode.Reliable); } } players.Add(e.Client, newPlayer); using (DarkRiftWriter playerWriter = DarkRiftWriter.Create()) { foreach (Player player in players.Values) { playerWriter.Write(player.ID); playerWriter.Write(player.X); playerWriter.Write(player.Y); playerWriter.Write(player.Z); playerWriter.Write(player.rotX); playerWriter.Write(player.rotY); playerWriter.Write(player.rotZ); } //send all other players data to new client using (Message playerMessage = Message.Create(0, playerWriter)) e.Client.SendMessage(playerMessage, SendMode.Reliable); } e.Client.MessageReceived += MovementMessageReceived; }
La fiecare actualizare (de ex miscarea personajului) trebuie facut broadcast.
void MovementMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage() as Message)
{
if (message.Tag == 1)
{
using (DarkRiftReader reader = message.GetReader())
{
float newX = reader.ReadSingle();
float newY = reader.ReadSingle();
float newZ = reader.ReadSingle();
float newRotX = reader.ReadSingle();
float newRotY = reader.ReadSingle();
float newRotZ = reader.ReadSingle();
Player player = players[e.Client];
player.ID = players[e.Client].ID; //AA
player.X = newX;
player.Y = newY;
player.Z = newZ;
player.rotX = newRotX;
player.rotY = newRotY;
player.rotZ = newRotZ;
players[e.Client] = player; //AA
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(player.ID);
writer.Write(player.X);
writer.Write(player.Y);
writer.Write(player.Z);
writer.Write(player.rotX);
writer.Write(player.rotY);
writer.Write(player.rotZ);
message.Serialize(writer);
}
foreach (IClient c in ClientManager.GetAllClients().Where(x => x != e.Client))
c.SendMessage(message, e.SendMode);
}
}
}
}
Pentru sincronizarea de animatii se poate proceda in mai multe feluri, in functie si de modul de gestiune al animatiilor:
Pentru a gestiona si mesajele chat, puteti adauga un event suplimentar in momentul in care se conecteaza clientul
e.Client.MessageReceived += ChatMessageReceived;
apoi sa ascultati mesajele si se face broadcast
void ChatMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage() as Message)
{
if (message.Tag == 10)
{
using (DarkRiftReader reader = message.GetReader())
{
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(reader.ReadString());
}
foreach (IClient c in ClientManager.GetAllClients())
c.SendMessage(message, e.SendMode);
}
}
}
}
void ClientDisconnected(object sender, ClientDisconnectedEventArgs e)
{
players.Remove(e.Client);
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(e.Client.ID);
using (Message message = Message.Create(2, writer))
{
foreach (IClient client in ClientManager.GetAllClients())
client.SendMessage(message, SendMode.Reliable);
}
}
}