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08db445a53
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a06db78d42 |
@@ -6,9 +6,13 @@ using UnityEngine.Networking;
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public class CSNC : MonoBehaviour
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{
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public float tickInterval = 5f; // x times per sec
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public string ip;
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private class EZtransform //ez consistent serialization of transforms
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public GameObjectManager manager;
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private float lastPing = 0; //last time connected to server
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public class EZtransform //ez consistent serialization of transforms
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{
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public List<float> position;
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public List<float> rotation;
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@@ -26,26 +30,38 @@ public class CSNC : MonoBehaviour
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rotation.Add(transform.rotation.z);
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rotation.Add(transform.rotation.w);
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}
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public EZtransform()
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{
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position = new List<float>();
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rotation = new List<float>();
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}
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}
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private class CSNCObject
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public class CSNCObject
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{
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public string id;
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public string type;
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public EZtransform transform;
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public CSNCObject(string type, Transform trans)
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public CSNCObject()
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{
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id = "";
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type = "";
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transform = new EZtransform();
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}
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public CSNCObject(string type, Transform trans, string id)
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{
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this.id = id;
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this.type = type;
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this.transform = new EZtransform(trans);
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}
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public CSNCObject(string type, EZtransform trans)
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public CSNCObject(string type, EZtransform trans, string id)
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{
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this.id = id;
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this.type = type;
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this.transform = trans;
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}
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}
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private class SendData
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public class SendData
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{
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public string uuid;
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public List<CSNCObject> gameObjects;
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@@ -64,8 +80,12 @@ public class CSNC : MonoBehaviour
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void FixedUpdate()
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{
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IEnumerator req = request();
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StartCoroutine(req);
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if (Time.timeSinceLevelLoad - (1000f / tickInterval) > lastPing)
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{
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lastPing = Time.timeSinceLevelLoad;
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IEnumerator req = request();
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StartCoroutine(req);
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}
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}
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IEnumerator request()
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{
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@@ -74,7 +94,7 @@ public class CSNC : MonoBehaviour
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foreach (SyncData obj in GameObjectRegistry.instance.registeredObjects)
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{
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gameObjects.Add(new CSNCObject(obj.type, obj.transform));
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gameObjects.Add(new CSNCObject(obj.type, obj.transform, obj.id));
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}
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SendData sendData = new SendData(gameObjects);
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@@ -90,9 +110,7 @@ public class CSNC : MonoBehaviour
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}
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else
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{
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Debug.Log(req.downloadHandler.text);
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manager.SyncObjects(JsonConvert.DeserializeObject<GameObjectManager.RecievedData>(req.downloadHandler.text));
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}
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}
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}
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@@ -11,6 +11,7 @@ GameObject:
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- component: {fileID: 7121321073155658785}
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- component: {fileID: 7629741995735410931}
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- component: {fileID: 5596437124550187285}
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- component: {fileID: 1768507704600374837}
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m_Layer: 0
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m_Name: CSNC
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m_TagString: Untagged
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@@ -45,6 +46,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 1c20e30fdef1b0841aa0fdb48748a6a6, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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uuid:
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gameObjects: []
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ids: []
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--- !u!114 &5596437124550187285
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@@ -57,3 +61,17 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 6772f36d5b93fd5498e8f3f1d8155ff2, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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ip:
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manager: {fileID: 1768507704600374837}
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--- !u!114 &1768507704600374837
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9009233966360587498}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 7f3dbff6bcfe57f4fb9ba717c6fecc0e, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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99
Client/Unity/GameObjectManager.cs
Normal file
99
Client/Unity/GameObjectManager.cs
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@@ -0,0 +1,99 @@
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using Newtonsoft.Json;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameObjectManager : MonoBehaviour
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{
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/*
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This MonoBehaviour Synchronizes the position of All the game objects recieved from other clients
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*/
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// ID GAMEOBJECT+TYPE
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Dictionary<string, GameObjectDataWrapper> inSceneGameObjects = new Dictionary<string, GameObjectDataWrapper>();
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void Start()
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{
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}
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public class RecievedData
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{
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/*
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{
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"gameObjects": //list of CSNCObjects
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[
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{
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"id": "uuid here",
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"type": "razorblade",
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"transform": {
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"position": [
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0.0,
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0.53,
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0.0
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],
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"rotation": [
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0.0,
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0.0,
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0.0,
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1.0
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]
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}
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},
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]
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}
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*/
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public RecievedData(List<CSNC.CSNCObject> gameObjects)
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{
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this.gameObjects = gameObjects;
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}
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public List<CSNC.CSNCObject> gameObjects;
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}
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public class GameObjectDataWrapper
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{
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public GameObject gameObject;
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public string type;
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public GameObjectDataWrapper(string type, GameObject gameObject)
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{
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this.type = type;
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this.gameObject = gameObject;
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}
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}
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public void SyncObjects(RecievedData data)
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{
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//Debug.Log(JsonConvert.SerializeObject(data));
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foreach (CSNC.CSNCObject obj in data.gameObjects)
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{
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if (inSceneGameObjects.ContainsKey(obj.id)) //if in registry update
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{
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Quaternion rot = new Quaternion(obj.transform.rotation[0], obj.transform.rotation[1], obj.transform.rotation[2], obj.transform.rotation[3]);
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Debug.Log(JsonConvert.SerializeObject(obj.transform.position));
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Vector3 pos = new Vector3(obj.transform.position[0], obj.transform.position[1], obj.transform.position[2]);
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IEnumerator cor = LerpGameObjectFromFixedUpdate(inSceneGameObjects[obj.id].gameObject, rot, pos);
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StartCoroutine(cor);
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} else //otherwise add to registry
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{
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inSceneGameObjects.Add(obj.id, new GameObjectDataWrapper(obj.type,Instantiate(GameObjectRegistry.instance.registry[obj.type]))); //Dubious ahh line of code
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GameObject g = inSceneGameObjects[obj.id].gameObject;
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g.SetActive(true);
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g.transform.position = new Vector3(obj.transform.position[0], obj.transform.position[1], obj.transform.position[2]); //these 2 might be even more dubious than the last
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g.transform.rotation = new Quaternion(obj.transform.rotation[0], obj.transform.rotation[1], obj.transform.rotation[2], obj.transform.rotation[3]);
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}
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}
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}
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IEnumerator LerpGameObjectFromFixedUpdate(GameObject obj, Quaternion rot, Vector3 pos)
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{
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obj.transform.position = pos;
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obj.transform.rotation = rot;
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yield return null;
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}
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}
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11
Client/Unity/GameObjectManager.cs.meta
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11
Client/Unity/GameObjectManager.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7f3dbff6bcfe57f4fb9ba717c6fecc0e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,7 +8,8 @@ public class GameObjectRegistry : MonoBehaviour
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public static GameObjectRegistry instance; //instance of gameobject registry in scene
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public string uuid; //unique identifier for this client
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public List<GameObject> gameObjects; //list to make it easy to register new gameobjects
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public List<string> ids;
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public List<string> types;
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public Dictionary<string, GameObject> registry = new Dictionary<string, GameObject>(); //registry of game objects that can be synced (needs to be identical on both clients
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public List<SyncData> registeredObjects = new List<SyncData>(); //game objcets that are currently being synced
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@@ -25,7 +26,7 @@ public class GameObjectRegistry : MonoBehaviour
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void initializeRegistry()
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{
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int i = 0;
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foreach (string id in ids)
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foreach (string id in types)
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{
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registry.Add(id, gameObjects[i]);
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i++;
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@@ -1,6 +1,6 @@
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# Unity Setup
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First, set the ip of the csnc compatible server.
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First, set the ip of the csnc compatible server. \
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(it needs to be formatted as such http://192.51.100.123:1234/ or http://mydomain.tld:1234/)
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Then schedule the GameObjectRegistry script to be\
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@@ -6,9 +6,12 @@ public class SyncData //structure for gameobjects and data sent over to the serv
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{
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public SyncData(Transform pos, string type)
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{
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this.id = System.Guid.NewGuid().ToString();
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this.transform = pos;
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this.type = type;
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}
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public Transform transform;
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public string id;
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public string type; //key in registry data that defines which gameobject to instantiate with transform: position
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}
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11
README.md
11
README.md
@@ -1,7 +1,16 @@
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# CSNC
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Client-Sync-Net-Code for unity game objects
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Client-Sync-Net-Code for unity (but potentially not just unity) game objects
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A set of very basic drop-in scripts for client-server games that allows 'p2p' style synchronization
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great for synchronizing simple visual things that are mostly controlled by clients such as particles or thrown objects
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## Unity Setup
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Please refer to : \
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https://gitea.apexfight.net/apex/CSNC/src/branch/main/Client/Unity#unity-setup
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## NodeJS Setup
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Email me at vlrtch3571@gmail.com if you want me to make a tutorial or need help
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this project is about 90% complete other than the godot and go implementations which will be done if i ever decide to make anything with either one
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@@ -1,9 +1,13 @@
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const timeoutTickRate = 1; //timeout check every x seconds
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const timeoutLength = 5000; //timeout length in ms
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var gameObjectStore = {}; //object which stores CSNCgameobjects for each client
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//below is an example of the structure of gameobjectstore
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/**
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* {
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* "2c0a48e9-40c6-4139-9697-992397773b12": [
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* "2c0a48e9-40c6-4139-9697-992397773b12":
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* time: Date.now(),
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* gameObjects: [
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* {
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"type": "razorblade",
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"transform": {
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@@ -42,6 +46,21 @@ var gameObjectStore = {}; //object which stores CSNCgameobjects for each client
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*
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*/
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/**
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* @param {string} uuid
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*/
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function removePlayer(uuid) {
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delete gameObjectStore[uuid];
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}
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function checkTimeout() {
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for (let key in gameObjectStore) {
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if (Date.now() - gameObjectStore[key].time > timeoutLength) {
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removePlayer(key);
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}
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}
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}
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/**
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* @param {http.ServerResponse<http.IncomingMessage>} res
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* @param {string} req
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@@ -53,9 +72,7 @@ async function handleResponse(res, req) {
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var request = JSON.parse(req);
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let gameObjects = request.gameObjects;
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gameObjectStore[request.uuid] = gameObjects; //store gameobjects to send to other players
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gameObjectStore[request.uuid] = {gameObjects: gameObjects, time: Date.now()}; //store gameobjects to send to other players
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res.writeHead(200);
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res.write(JSON.stringify(responseObjectHelper(request.uuid)));
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@@ -68,6 +85,7 @@ async function handleResponse(res, req) {
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}
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}
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//preps and returns data to send back to client
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function responseObjectHelper(uuid) {
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var responseObject = {
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@@ -76,9 +94,11 @@ function responseObjectHelper(uuid) {
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for (let key in gameObjectStore) {
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if (key == uuid) continue; //dont send back players own data
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responseObject.gameObjects = responseObject.gameObjects.concat(gameObjectStore[key]);
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responseObject.gameObjects = responseObject.gameObjects.concat(gameObjectStore[key].gameObjects);
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}
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return responseObject;
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}
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setInterval(checkTimeout, timeoutTickRate * 1000);
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exports.handleResponse = handleResponse;
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Reference in New Issue
Block a user