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using System;
using System.Net;
using UnityEngine;
using UnityEngine.Events;
using Mirror.Discovery;
//[Serializable]
//public class ServerFoundUnityEvent<TResponseType> : UnityEvent<TResponseType> { };
namespace Mirror.Examples.AutoLANClientController
{
[DisallowMultipleComponent]
[AddComponentMenu("Network/Network Discovery")]
public class AutoLANNetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
{
#region Server
public CanvasHUD canvasHUD;
/// <summary>
/// Process the request from a client
/// </summary>
/// <remarks>
/// Override if you wish to provide more information to the clients
/// such as the name of the host player
/// </remarks>
/// <param name="request">Request coming from client</param>
/// <param name="endpoint">Address of the client that sent the request</param>
/// <returns>The message to be sent back to the client or null</returns>
protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
{
// In this case we don't do anything with the request
// but other discovery implementations might want to use the data
// in there, This way the client can ask for
// specific game mode or something
try
{
// this is an example reply message, return your own
// to include whatever is relevant for your game
return new ServerResponse
{
serverId = ServerId,
uri = transport.ServerUri()
};
}
catch (NotImplementedException)
{
Debug.LogError($"Transport {transport} does not support network discovery");
throw;
}
}
#endregion
#region Client
/// <summary>
/// Create a message that will be broadcasted on the network to discover servers
/// </summary>
/// <remarks>
/// Override if you wish to include additional data in the discovery message
/// such as desired game mode, language, difficulty, etc... </remarks>
/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
protected override ServerRequest GetRequest() => new ServerRequest();
/// <summary>
/// Process the answer from a server
/// </summary>
/// <remarks>
/// A client receives a reply from a server, this method processes the
/// reply and raises an event
/// </remarks>
/// <param name="response">Response that came from the server</param>
/// <param name="endpoint">Address of the server that replied</param>
protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
{
// we received a message from the remote endpoint
response.EndPoint = endpoint;
// although we got a supposedly valid url, we may not be able to resolve
// the provided host
// However we know the real ip address of the server because we just
// received a packet from it, so use that as host.
UriBuilder realUri = new UriBuilder(response.uri)
{
Host = response.EndPoint.Address.ToString()
};
response.uri = realUri.Uri;
//OnServerFound.Invoke(response);
if (canvasHUD == null)
{
#if UNITY_2022_2_OR_NEWER
canvasHUD = GameObject.FindAnyObjectByType<CanvasHUD>();
#else
// Deprecated in Unity 2023.1
canvasHUD = GameObject.FindObjectOfType<CanvasHUD>();
#endif
}
canvasHUD.OnDiscoveredServer(response);
}
#endregion
}
}