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          February 18, 2019 19:05 
        
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  | using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using System.Net; | |
| using System.Net.Sockets; | |
| using System; | |
| public class GameClient : MonoBehaviour | |
| { | |
| [SerializeField] | |
| private string address; | |
| [SerializeField] | |
| private int port; | |
| [System.Serializable] | |
| struct NetPrefab | |
| { | |
| public uint Id; | |
| public GameObject Prefab; | |
| } | |
| [SerializeField] | |
| private NetPrefab[] netPrefabs; | |
| private Dictionary<uint, GameObject> netPrefabsCache; | |
| private Dictionary<uint, GameObject> netGameObjects; | |
| private Socket socket; | |
| private IPEndPoint endPoint; | |
| private uint myNetId; | |
| private GameObject myGameObject; | |
| void Awake() | |
| { | |
| netPrefabsCache = new Dictionary<uint, GameObject>(); | |
| foreach (NetPrefab netPrefab in netPrefabs) | |
| { | |
| netPrefabsCache[netPrefab.Id] = netPrefab.Prefab; | |
| } | |
| netGameObjects = new Dictionary<uint, GameObject>(); | |
| socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); | |
| socket.Blocking = false; | |
| endPoint = new IPEndPoint(IPAddress.Parse(address), port); | |
| } | |
| // Start is called before the first frame update | |
| void Start() | |
| { | |
| Packet join = new Packet(0); | |
| socket.SendTo(join.GetData(), endPoint); | |
| } | |
| // Update is called once per frame | |
| void Update() | |
| { | |
| if (myGameObject != null) | |
| { | |
| if (Input.GetKey(KeyCode.RightArrow)) | |
| { | |
| myGameObject.transform.position += myGameObject.transform.right * 3 * Time.deltaTime; | |
| } | |
| if (Input.GetKey(KeyCode.LeftArrow)) | |
| { | |
| myGameObject.transform.position += -myGameObject.transform.right * 3 * Time.deltaTime; | |
| } | |
| Vector3 myPosition = myGameObject.transform.position; | |
| Packet updatePosition = new Packet(3, myNetId, myPosition.x, myPosition.y, myPosition.z); | |
| socket.SendTo(updatePosition.GetData(), endPoint); | |
| } | |
| const int maxPackets = 100; | |
| byte[] data = new byte[256]; | |
| for (int i = 0; i < maxPackets; i++) | |
| { | |
| int rlen = -1; | |
| try | |
| { | |
| rlen = socket.Receive(data); | |
| } | |
| catch | |
| { | |
| break; | |
| } | |
| if (rlen > 0) | |
| { | |
| byte command = data[0]; | |
| if (command == 2) | |
| { | |
| uint prefabType = BitConverter.ToUInt32(data, 1); | |
| uint netId = BitConverter.ToUInt32(data, 5); | |
| float x = BitConverter.ToSingle(data, 9); | |
| float y = BitConverter.ToSingle(data, 13); | |
| float z = BitConverter.ToSingle(data, 17); | |
| if (!netGameObjects.ContainsKey(netId) && netPrefabsCache.ContainsKey(prefabType)) | |
| { | |
| GameObject prefab = netPrefabsCache[prefabType]; | |
| GameObject newGameObject = Instantiate(prefab); | |
| Vector3 position; | |
| position.x = x; | |
| position.y = y; | |
| position.z = z; | |
| newGameObject.name = string.Format("NetObject {0}", netId); | |
| newGameObject.transform.position = position; | |
| netGameObjects[netId] = newGameObject; | |
| } | |
| } | |
| else if (command == 1) | |
| { | |
| uint prefabType = BitConverter.ToUInt32(data, 1); | |
| myNetId = BitConverter.ToUInt32(data, 5); | |
| float x = BitConverter.ToSingle(data, 9); | |
| float y = BitConverter.ToSingle(data, 13); | |
| float z = BitConverter.ToSingle(data, 17); | |
| if (netPrefabsCache.ContainsKey(prefabType) && myGameObject == null) | |
| { | |
| GameObject prefab = netPrefabsCache[prefabType]; | |
| myGameObject = Instantiate(prefab); | |
| Vector3 position; | |
| position.x = x; | |
| position.y = y; | |
| position.z = z; | |
| myGameObject.name = string.Format("Me {0}", myNetId); | |
| myGameObject.transform.position = position; | |
| netGameObjects[myNetId] = myGameObject; | |
| } | |
| } | |
| else if (command == 3) | |
| { | |
| uint netId = BitConverter.ToUInt32(data, 1); | |
| float x = BitConverter.ToSingle(data, 5); | |
| float y = BitConverter.ToSingle(data, 9); | |
| float z = BitConverter.ToSingle(data, 13); | |
| if (netId != myNetId && netGameObjects.ContainsKey(netId)) | |
| { | |
| GameObject updatedGameObject = netGameObjects[netId]; | |
| Vector3 position; | |
| position.x = x; | |
| position.y = y; | |
| position.z = z; | |
| updatedGameObject.transform.position = position; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | 
  
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