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This commit is contained in:
93
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
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93
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
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using System;
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using System.Net;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Mirror.Discovery
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{
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[Serializable]
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public class ServerFoundUnityEvent<TResponseType> : UnityEvent<TResponseType> {};
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/Network Discovery")]
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public class NetworkDiscovery : NetworkDiscoveryBase<ServerRequest, ServerResponse>
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{
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#region Server
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/// <summary>
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/// Process the request from a client
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/// </summary>
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/// <remarks>
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/// Override if you wish to provide more information to the clients
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/// such as the name of the host player
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/// </remarks>
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/// <param name="request">Request coming from client</param>
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/// <param name="endpoint">Address of the client that sent the request</param>
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/// <returns>The message to be sent back to the client or null</returns>
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protected override ServerResponse ProcessRequest(ServerRequest request, IPEndPoint endpoint)
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{
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// In this case we don't do anything with the request
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// but other discovery implementations might want to use the data
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// in there, This way the client can ask for
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// specific game mode or something
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try
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{
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// this is an example reply message, return your own
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// to include whatever is relevant for your game
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return new ServerResponse
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{
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serverId = ServerId,
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uri = transport.ServerUri()
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};
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}
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catch (NotImplementedException)
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{
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Debug.LogError($"Transport {transport} does not support network discovery");
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throw;
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}
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}
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#endregion
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#region Client
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/// <summary>
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/// Create a message that will be broadcasted on the network to discover servers
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/// </summary>
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/// <remarks>
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/// Override if you wish to include additional data in the discovery message
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/// such as desired game mode, language, difficulty, etc... </remarks>
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/// <returns>An instance of ServerRequest with data to be broadcasted</returns>
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protected override ServerRequest GetRequest() => new ServerRequest();
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/// <summary>
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/// Process the answer from a server
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/// </summary>
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/// <remarks>
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/// A client receives a reply from a server, this method processes the
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/// reply and raises an event
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/// </remarks>
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/// <param name="response">Response that came from the server</param>
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/// <param name="endpoint">Address of the server that replied</param>
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protected override void ProcessResponse(ServerResponse response, IPEndPoint endpoint)
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{
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// we received a message from the remote endpoint
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response.EndPoint = endpoint;
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// although we got a supposedly valid url, we may not be able to resolve
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// the provided host
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// However we know the real ip address of the server because we just
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// received a packet from it, so use that as host.
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UriBuilder realUri = new UriBuilder(response.uri)
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{
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Host = response.EndPoint.Address.ToString()
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};
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response.uri = realUri.Uri;
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OnServerFound.Invoke(response);
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}
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#endregion
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}
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}
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18
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs.meta
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18
Assets/Mirror/Components/Discovery/NetworkDiscovery.cs.meta
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@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: c761308e733c51245b2e8bb4201f46dc
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||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
AssetOrigin:
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serializedVersion: 1
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||||
productId: 129321
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packageName: Mirror
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packageVersion: 96.0.1
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assetPath: Assets/Mirror/Components/Discovery/NetworkDiscovery.cs
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uploadId: 736421
|
473
Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
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473
Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
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@ -0,0 +1,473 @@
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using System;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading.Tasks;
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using UnityEngine;
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// Based on https://github.com/EnlightenedOne/MirrorNetworkDiscovery
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// forked from https://github.com/in0finite/MirrorNetworkDiscovery
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// Both are MIT Licensed
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namespace Mirror.Discovery
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{
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/// <summary>
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/// Base implementation for Network Discovery. Extend this component
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/// to provide custom discovery with game specific data
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/// <see cref="NetworkDiscovery">NetworkDiscovery</see> for a sample implementation
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/// </summary>
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[DisallowMultipleComponent]
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[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
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public abstract class NetworkDiscoveryBase<Request, Response> : MonoBehaviour
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where Request : NetworkMessage
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where Response : NetworkMessage
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{
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public static bool SupportedOnThisPlatform { get { return Application.platform != RuntimePlatform.WebGLPlayer; } }
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[SerializeField]
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[Tooltip("If true, broadcasts a discovery request every ActiveDiscoveryInterval seconds")]
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public bool enableActiveDiscovery = true;
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// broadcast address needs to be configurable on iOS:
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// https://github.com/vis2k/Mirror/pull/3255
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[Tooltip("iOS may require LAN IP address here (e.g. 192.168.x.x), otherwise leave blank.")]
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public string BroadcastAddress = "";
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[SerializeField]
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[Tooltip("The UDP port the server will listen for multi-cast messages")]
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protected int serverBroadcastListenPort = 47777;
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[SerializeField]
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[Tooltip("Time in seconds between multi-cast messages")]
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[Range(1, 60)]
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float ActiveDiscoveryInterval = 3;
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[Tooltip("Transport to be advertised during discovery")]
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public Transport transport;
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[Tooltip("Invoked when a server is found")]
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public ServerFoundUnityEvent<Response> OnServerFound;
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// Each game should have a random unique handshake,
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// this way you can tell if this is the same game or not
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[HideInInspector]
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public long secretHandshake;
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public long ServerId { get; private set; }
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protected UdpClient serverUdpClient;
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protected UdpClient clientUdpClient;
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#if UNITY_EDITOR
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public virtual void OnValidate()
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{
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if (transport == null)
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transport = GetComponent<Transport>();
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if (secretHandshake == 0)
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{
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secretHandshake = RandomLong();
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UnityEditor.Undo.RecordObject(this, "Set secret handshake");
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}
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}
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#endif
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/// <summary>
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/// virtual so that inheriting classes' Start() can call base.Start() too
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/// </summary>
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public virtual void Start()
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{
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ServerId = RandomLong();
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// active transport gets initialized in Awake
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// so make sure we set it here in Start() after Awake
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// Or just let the user assign it in the inspector
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if (transport == null)
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transport = Transport.active;
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// Server mode? then start advertising
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if (Utils.IsHeadless())
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{
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AdvertiseServer();
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}
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}
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public static long RandomLong()
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{
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int value1 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
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int value2 = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
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return value1 + ((long)value2 << 32);
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}
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// Ensure the ports are cleared no matter when Game/Unity UI exits
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void OnApplicationQuit()
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{
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//Debug.Log("NetworkDiscoveryBase OnApplicationQuit");
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Shutdown();
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}
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void OnDisable()
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{
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//Debug.Log("NetworkDiscoveryBase OnDisable");
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Shutdown();
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}
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void OnDestroy()
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{
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//Debug.Log("NetworkDiscoveryBase OnDestroy");
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Shutdown();
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}
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void Shutdown()
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{
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EndpMulticastLock();
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if (serverUdpClient != null)
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{
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try
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{
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serverUdpClient.Close();
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}
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catch (Exception)
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{
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// it is just close, swallow the error
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}
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serverUdpClient = null;
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}
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if (clientUdpClient != null)
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{
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try
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{
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clientUdpClient.Close();
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}
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catch (Exception)
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{
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// it is just close, swallow the error
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}
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clientUdpClient = null;
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}
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CancelInvoke();
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}
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#region Server
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/// <summary>
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/// Advertise this server in the local network
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/// </summary>
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public void AdvertiseServer()
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{
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if (!SupportedOnThisPlatform)
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throw new PlatformNotSupportedException("Network discovery not supported in this platform");
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StopDiscovery();
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// Setup port -- may throw exception
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serverUdpClient = new UdpClient(serverBroadcastListenPort)
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{
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EnableBroadcast = true,
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MulticastLoopback = false
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};
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//Debug.Log($"Discovery: Advertising Server {Dns.GetHostName()}");
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// listen for client pings
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_ = ServerListenAsync();
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}
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public async Task ServerListenAsync()
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{
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BeginMulticastLock();
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while (true)
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{
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try
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{
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await ReceiveRequestAsync(serverUdpClient);
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}
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catch (ObjectDisposedException)
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{
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// socket has been closed
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break;
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}
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catch (Exception) {}
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}
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}
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async Task ReceiveRequestAsync(UdpClient udpClient)
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{
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// only proceed if there is available data in network buffer, or otherwise Receive() will block
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// average time for UdpClient.Available : 10 us
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UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
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using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
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{
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long handshake = networkReader.ReadLong();
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if (handshake != secretHandshake)
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{
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// message is not for us
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throw new ProtocolViolationException("Invalid handshake");
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}
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Request request = networkReader.Read<Request>();
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ProcessClientRequest(request, udpReceiveResult.RemoteEndPoint);
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}
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}
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/// <summary>
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/// Reply to the client to inform it of this server
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/// </summary>
|
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/// <remarks>
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/// Override if you wish to ignore server requests based on
|
||||
/// custom criteria such as language, full server game mode or difficulty
|
||||
/// </remarks>
|
||||
/// <param name="request">Request coming from client</param>
|
||||
/// <param name="endpoint">Address of the client that sent the request</param>
|
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protected virtual void ProcessClientRequest(Request request, IPEndPoint endpoint)
|
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{
|
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Response info = ProcessRequest(request, endpoint);
|
||||
|
||||
if (info == null)
|
||||
return;
|
||||
|
||||
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
|
||||
{
|
||||
try
|
||||
{
|
||||
writer.WriteLong(secretHandshake);
|
||||
|
||||
writer.Write(info);
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||||
|
||||
ArraySegment<byte> data = writer.ToArraySegment();
|
||||
// signature matches
|
||||
// send response
|
||||
serverUdpClient.Send(data.Array, data.Count, endpoint);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 abstract Response ProcessRequest(Request request, IPEndPoint endpoint);
|
||||
|
||||
// Android Multicast fix: https://github.com/vis2k/Mirror/pull/2887
|
||||
#if UNITY_ANDROID
|
||||
AndroidJavaObject multicastLock;
|
||||
bool hasMulticastLock;
|
||||
#endif
|
||||
|
||||
void BeginMulticastLock()
|
||||
{
|
||||
#if UNITY_ANDROID
|
||||
if (hasMulticastLock) return;
|
||||
|
||||
if (Application.platform == RuntimePlatform.Android)
|
||||
{
|
||||
using (AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity"))
|
||||
{
|
||||
using (var wifiManager = activity.Call<AndroidJavaObject>("getSystemService", "wifi"))
|
||||
{
|
||||
multicastLock = wifiManager.Call<AndroidJavaObject>("createMulticastLock", "lock");
|
||||
multicastLock.Call("acquire");
|
||||
hasMulticastLock = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void EndpMulticastLock()
|
||||
{
|
||||
#if UNITY_ANDROID
|
||||
if (!hasMulticastLock) return;
|
||||
|
||||
multicastLock?.Call("release");
|
||||
hasMulticastLock = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client
|
||||
|
||||
/// <summary>
|
||||
/// Start Active Discovery
|
||||
/// </summary>
|
||||
public void StartDiscovery()
|
||||
{
|
||||
if (!SupportedOnThisPlatform)
|
||||
throw new PlatformNotSupportedException("Network discovery not supported in this platform");
|
||||
|
||||
StopDiscovery();
|
||||
|
||||
try
|
||||
{
|
||||
// Setup port
|
||||
clientUdpClient = new UdpClient(0)
|
||||
{
|
||||
EnableBroadcast = true,
|
||||
MulticastLoopback = false
|
||||
};
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// Free the port if we took it
|
||||
//Debug.LogError("NetworkDiscoveryBase StartDiscovery Exception");
|
||||
Shutdown();
|
||||
throw;
|
||||
}
|
||||
|
||||
_ = ClientListenAsync();
|
||||
|
||||
if (enableActiveDiscovery) InvokeRepeating(nameof(BroadcastDiscoveryRequest), 0, ActiveDiscoveryInterval);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop Active Discovery
|
||||
/// </summary>
|
||||
public void StopDiscovery()
|
||||
{
|
||||
//Debug.Log("NetworkDiscoveryBase StopDiscovery");
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Awaits for server response
|
||||
/// </summary>
|
||||
/// <returns>ClientListenAsync Task</returns>
|
||||
public async Task ClientListenAsync()
|
||||
{
|
||||
// while clientUpdClient to fix:
|
||||
// https://github.com/vis2k/Mirror/pull/2908
|
||||
//
|
||||
// If, you cancel discovery the clientUdpClient is set to null.
|
||||
// However, nothing cancels ClientListenAsync. If we change the if(true)
|
||||
// to check if the client is null. You can properly cancel the discovery,
|
||||
// and kill the listen thread.
|
||||
//
|
||||
// Prior to this fix, if you cancel the discovery search. It crashes the
|
||||
// thread, and is super noisy in the output. As well as causes issues on
|
||||
// the quest.
|
||||
while (clientUdpClient != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
await ReceiveGameBroadcastAsync(clientUdpClient);
|
||||
}
|
||||
catch (ObjectDisposedException)
|
||||
{
|
||||
// socket was closed, no problem
|
||||
return;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sends discovery request from client
|
||||
/// </summary>
|
||||
public void BroadcastDiscoveryRequest()
|
||||
{
|
||||
if (clientUdpClient == null)
|
||||
return;
|
||||
|
||||
if (NetworkClient.isConnected)
|
||||
{
|
||||
StopDiscovery();
|
||||
return;
|
||||
}
|
||||
|
||||
IPEndPoint endPoint = new IPEndPoint(IPAddress.Broadcast, serverBroadcastListenPort);
|
||||
|
||||
if (!string.IsNullOrWhiteSpace(BroadcastAddress))
|
||||
{
|
||||
try
|
||||
{
|
||||
endPoint = new IPEndPoint(IPAddress.Parse(BroadcastAddress), serverBroadcastListenPort);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Debug.LogException(ex);
|
||||
}
|
||||
}
|
||||
|
||||
using (NetworkWriterPooled writer = NetworkWriterPool.Get())
|
||||
{
|
||||
writer.WriteLong(secretHandshake);
|
||||
|
||||
try
|
||||
{
|
||||
Request request = GetRequest();
|
||||
|
||||
writer.Write(request);
|
||||
|
||||
ArraySegment<byte> data = writer.ToArraySegment();
|
||||
|
||||
//Debug.Log($"Discovery: Sending BroadcastDiscoveryRequest {request}");
|
||||
clientUdpClient.SendAsync(data.Array, data.Count, endPoint);
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
// It is ok if we can't broadcast to one of the addresses
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 virtual Request GetRequest() => default;
|
||||
|
||||
async Task ReceiveGameBroadcastAsync(UdpClient udpClient)
|
||||
{
|
||||
// only proceed if there is available data in network buffer, or otherwise Receive() will block
|
||||
// average time for UdpClient.Available : 10 us
|
||||
|
||||
UdpReceiveResult udpReceiveResult = await udpClient.ReceiveAsync();
|
||||
|
||||
using (NetworkReaderPooled networkReader = NetworkReaderPool.Get(udpReceiveResult.Buffer))
|
||||
{
|
||||
if (networkReader.ReadLong() != secretHandshake)
|
||||
return;
|
||||
|
||||
Response response = networkReader.Read<Response>();
|
||||
|
||||
ProcessResponse(response, udpReceiveResult.RemoteEndPoint);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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 abstract void ProcessResponse(Response response, IPEndPoint endpoint);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9971d60ce61f4e39b07cd9e7e0c68fa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 129321
|
||||
packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/NetworkDiscoveryBase.cs
|
||||
uploadId: 736421
|
144
Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
Normal file
144
Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
Normal file
@ -0,0 +1,144 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Mirror.Discovery
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[AddComponentMenu("Network/Network Discovery HUD")]
|
||||
[HelpURL("https://mirror-networking.gitbook.io/docs/components/network-discovery")]
|
||||
[RequireComponent(typeof(NetworkDiscovery))]
|
||||
public class NetworkDiscoveryHUD : MonoBehaviour
|
||||
{
|
||||
readonly Dictionary<long, ServerResponse> discoveredServers = new Dictionary<long, ServerResponse>();
|
||||
Vector2 scrollViewPos = Vector2.zero;
|
||||
|
||||
public NetworkDiscovery networkDiscovery;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate()
|
||||
{
|
||||
if (Application.isPlaying) return;
|
||||
Reset();
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
networkDiscovery = GetComponent<NetworkDiscovery>();
|
||||
|
||||
// Add default event handler if not already present
|
||||
if (!Enumerable.Range(0, networkDiscovery.OnServerFound.GetPersistentEventCount())
|
||||
.Any(i => networkDiscovery.OnServerFound.GetPersistentMethodName(i) == nameof(OnDiscoveredServer)))
|
||||
{
|
||||
UnityEditor.Events.UnityEventTools.AddPersistentListener(networkDiscovery.OnServerFound, OnDiscoveredServer);
|
||||
UnityEditor.Undo.RecordObjects(new UnityEngine.Object[] { this, networkDiscovery }, "Set NetworkDiscovery");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
if (NetworkManager.singleton == null)
|
||||
return;
|
||||
|
||||
if (!NetworkClient.isConnected && !NetworkServer.active && !NetworkClient.active)
|
||||
DrawGUI();
|
||||
|
||||
if (NetworkServer.active || NetworkClient.active)
|
||||
StopButtons();
|
||||
}
|
||||
|
||||
void DrawGUI()
|
||||
{
|
||||
GUILayout.BeginArea(new Rect(10, 10, 300, 500));
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
if (GUILayout.Button("Find Servers"))
|
||||
{
|
||||
discoveredServers.Clear();
|
||||
networkDiscovery.StartDiscovery();
|
||||
}
|
||||
|
||||
// LAN Host
|
||||
if (GUILayout.Button("Start Host"))
|
||||
{
|
||||
discoveredServers.Clear();
|
||||
NetworkManager.singleton.StartHost();
|
||||
networkDiscovery.AdvertiseServer();
|
||||
}
|
||||
|
||||
// Dedicated server
|
||||
if (GUILayout.Button("Start Server"))
|
||||
{
|
||||
discoveredServers.Clear();
|
||||
NetworkManager.singleton.StartServer();
|
||||
networkDiscovery.AdvertiseServer();
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
// show list of found server
|
||||
|
||||
GUILayout.Label($"Discovered Servers [{discoveredServers.Count}]:");
|
||||
|
||||
// servers
|
||||
scrollViewPos = GUILayout.BeginScrollView(scrollViewPos);
|
||||
|
||||
foreach (ServerResponse info in discoveredServers.Values)
|
||||
if (GUILayout.Button(info.EndPoint.Address.ToString()))
|
||||
Connect(info);
|
||||
|
||||
GUILayout.EndScrollView();
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
void StopButtons()
|
||||
{
|
||||
GUILayout.BeginArea(new Rect(10, 40, 100, 25));
|
||||
|
||||
// stop host if host mode
|
||||
if (NetworkServer.active && NetworkClient.isConnected)
|
||||
{
|
||||
if (GUILayout.Button("Stop Host"))
|
||||
{
|
||||
NetworkManager.singleton.StopHost();
|
||||
networkDiscovery.StopDiscovery();
|
||||
}
|
||||
}
|
||||
// stop client if client-only
|
||||
else if (NetworkClient.isConnected)
|
||||
{
|
||||
if (GUILayout.Button("Stop Client"))
|
||||
{
|
||||
NetworkManager.singleton.StopClient();
|
||||
networkDiscovery.StopDiscovery();
|
||||
}
|
||||
}
|
||||
// stop server if server-only
|
||||
else if (NetworkServer.active)
|
||||
{
|
||||
if (GUILayout.Button("Stop Server"))
|
||||
{
|
||||
NetworkManager.singleton.StopServer();
|
||||
networkDiscovery.StopDiscovery();
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
void Connect(ServerResponse info)
|
||||
{
|
||||
networkDiscovery.StopDiscovery();
|
||||
NetworkManager.singleton.StartClient(info.uri);
|
||||
}
|
||||
|
||||
public void OnDiscoveredServer(ServerResponse info)
|
||||
{
|
||||
Debug.Log($"Discovered Server: {info.serverId} | {info.EndPoint} | {info.uri}");
|
||||
|
||||
// Note that you can check the versioning to decide if you can connect to the server or not using this method
|
||||
discoveredServers[info.serverId] = info;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,18 @@
|
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fileFormatVersion: 2
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||||
guid: 88c37d3deca7a834d80cfd8d3cfcc510
|
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MonoImporter:
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||||
externalObjects: {}
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||||
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||||
defaultReferences: []
|
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executionOrder: 0
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icon: {fileID: 2800000, guid: 7453abfe9e8b2c04a8a47eb536fe21eb, type: 3}
|
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userData:
|
||||
assetBundleName:
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packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/NetworkDiscoveryHUD.cs
|
||||
uploadId: 736421
|
4
Assets/Mirror/Components/Discovery/ServerRequest.cs
Normal file
4
Assets/Mirror/Components/Discovery/ServerRequest.cs
Normal file
@ -0,0 +1,4 @@
|
||||
namespace Mirror.Discovery
|
||||
{
|
||||
public struct ServerRequest : NetworkMessage {}
|
||||
}
|
18
Assets/Mirror/Components/Discovery/ServerRequest.cs.meta
Normal file
18
Assets/Mirror/Components/Discovery/ServerRequest.cs.meta
Normal file
@ -0,0 +1,18 @@
|
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fileFormatVersion: 2
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packageName: Mirror
|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/ServerRequest.cs
|
||||
uploadId: 736421
|
18
Assets/Mirror/Components/Discovery/ServerResponse.cs
Normal file
18
Assets/Mirror/Components/Discovery/ServerResponse.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System;
|
||||
using System.Net;
|
||||
|
||||
namespace Mirror.Discovery
|
||||
{
|
||||
public struct ServerResponse : NetworkMessage
|
||||
{
|
||||
// The server that sent this
|
||||
// this is a property so that it is not serialized, but the
|
||||
// client fills this up after we receive it
|
||||
public IPEndPoint EndPoint { get; set; }
|
||||
|
||||
public Uri uri;
|
||||
|
||||
// Prevent duplicate server appearance when a connection can be made via LAN on multiple NICs
|
||||
public long serverId;
|
||||
}
|
||||
}
|
18
Assets/Mirror/Components/Discovery/ServerResponse.cs.meta
Normal file
18
Assets/Mirror/Components/Discovery/ServerResponse.cs.meta
Normal file
@ -0,0 +1,18 @@
|
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fileFormatVersion: 2
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|
||||
packageVersion: 96.0.1
|
||||
assetPath: Assets/Mirror/Components/Discovery/ServerResponse.cs
|
||||
uploadId: 736421
|
Reference in New Issue
Block a user