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0
Client/Godot/empty
Normal file
0
Client/Godot/empty
Normal file
117
Client/Unity/CSNC.cs
Normal file
117
Client/Unity/CSNC.cs
Normal file
@@ -0,0 +1,117 @@
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|||||||
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using Newtonsoft.Json;
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||||||
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using System.Collections;
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||||||
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using System.Collections.Generic;
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||||||
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using UnityEngine;
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||||||
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using UnityEngine.Networking;
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||||||
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||||||
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public class CSNC : MonoBehaviour
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||||||
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{
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||||||
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public float tickInterval = 5f; // x times per sec
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||||||
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public string ip;
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||||||
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public GameObjectManager manager;
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||||||
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private float lastPing = 0; //last time connected to server
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||||||
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public class EZtransform //ez consistent serialization of transforms
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||||||
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{
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||||||
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||||||
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public List<float> position;
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||||||
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public List<float> rotation;
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||||||
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||||||
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public EZtransform(Transform transform)
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||||||
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{
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||||||
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position = new List<float>(3);
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||||||
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rotation = new List<float>(4);
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||||||
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||||||
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position.Add(transform.position.x);
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position.Add(transform.position.y);
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position.Add(transform.position.z);
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||||||
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||||||
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rotation.Add(transform.rotation.x);
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rotation.Add(transform.rotation.y);
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||||||
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rotation.Add(transform.rotation.z);
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||||||
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rotation.Add(transform.rotation.w);
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||||||
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}
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||||||
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public EZtransform()
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||||||
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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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public class CSNCObject
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||||||
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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()
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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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{
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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, string id)
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{
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this.id = id;
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this.type = type;
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||||||
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this.transform = trans;
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||||||
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}
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||||||
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}
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public class SendData
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||||||
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{
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public string uuid;
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public List<CSNCObject> gameObjects;
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public SendData(List<CSNCObject> gameobjects)
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||||||
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{
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||||||
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uuid = GameObjectRegistry.instance.uuid;
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||||||
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gameObjects = gameobjects;
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||||||
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}
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||||||
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}
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||||||
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void Start()
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{
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ip = CHANGEME; //CHANGE THIS VALUE to the ip address
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}
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void FixedUpdate()
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||||||
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{
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if (Time.timeSinceLevelLoad - (1000f / tickInterval) > lastPing)
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||||||
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{
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lastPing = Time.timeSinceLevelLoad;
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||||||
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IEnumerator req = request();
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||||||
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StartCoroutine(req);
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||||||
|
}
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||||||
|
}
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||||||
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IEnumerator request()
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||||||
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{
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||||||
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//Debug.Log(GameObjectRegistry.instance.registeredObjects);
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||||||
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List<CSNCObject> gameObjects = new List<CSNCObject>();
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||||||
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||||||
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foreach (SyncData obj in GameObjectRegistry.instance.registeredObjects)
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||||||
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{
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gameObjects.Add(new CSNCObject(obj.type, obj.transform, obj.id));
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||||||
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}
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||||||
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SendData sendData = new SendData(gameObjects);
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//Debug.Log(JsonConvert.SerializeObject(sendData));
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using (UnityWebRequest req = UnityWebRequest.Post(ip, JsonConvert.SerializeObject(sendData), "application/json"))
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||||||
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{
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req.SetRequestHeader("request-type", "csnc");
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yield return req.SendWebRequest();
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||||||
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if (req.result != UnityWebRequest.Result.Success)
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||||||
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{
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||||||
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Debug.LogError(req.error);
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||||||
|
}
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else
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||||||
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{
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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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}
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||||||
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}
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||||||
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}
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11
Client/Unity/CSNC.cs.meta
Normal file
11
Client/Unity/CSNC.cs.meta
Normal file
@@ -0,0 +1,11 @@
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|||||||
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fileFormatVersion: 2
|
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|
guid: 6772f36d5b93fd5498e8f3f1d8155ff2
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
77
Client/Unity/CSNC.prefab
Normal file
77
Client/Unity/CSNC.prefab
Normal file
@@ -0,0 +1,77 @@
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|||||||
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%YAML 1.1
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||||||
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%TAG !u! tag:unity3d.com,2011:
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||||||
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--- !u!1 &9009233966360587498
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||||||
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GameObject:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
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serializedVersion: 6
|
||||||
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m_Component:
|
||||||
|
- component: {fileID: 7121321073155658785}
|
||||||
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- component: {fileID: 7629741995735410931}
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||||||
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- component: {fileID: 5596437124550187285}
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||||||
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- component: {fileID: 1768507704600374837}
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||||||
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m_Layer: 0
|
||||||
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m_Name: CSNC
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||||||
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m_TagString: Untagged
|
||||||
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m_Icon: {fileID: 0}
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||||||
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m_NavMeshLayer: 0
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||||||
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m_StaticEditorFlags: 0
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||||||
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m_IsActive: 1
|
||||||
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--- !u!4 &7121321073155658785
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||||||
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Transform:
|
||||||
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m_ObjectHideFlags: 0
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||||||
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m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 9009233966360587498}
|
||||||
|
serializedVersion: 2
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
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m_LocalPosition: {x: 0, y: 0, z: 0}
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||||||
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m_LocalScale: {x: 1, y: 1, z: 1}
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||||||
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m_ConstrainProportionsScale: 0
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
--- !u!114 &7629741995735410931
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
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
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 1c20e30fdef1b0841aa0fdb48748a6a6, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
uuid:
|
||||||
|
gameObjects: []
|
||||||
|
ids: []
|
||||||
|
--- !u!114 &5596437124550187285
|
||||||
|
MonoBehaviour:
|
||||||
|
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: 6772f36d5b93fd5498e8f3f1d8155ff2, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
ip:
|
||||||
|
manager: {fileID: 1768507704600374837}
|
||||||
|
--- !u!114 &1768507704600374837
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
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
|
||||||
|
m_Script: {fileID: 11500000, guid: 7f3dbff6bcfe57f4fb9ba717c6fecc0e, type: 3}
|
||||||
|
m_Name:
|
||||||
|
m_EditorClassIdentifier:
|
7
Client/Unity/CSNC.prefab.meta
Normal file
7
Client/Unity/CSNC.prefab.meta
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bd3a56f07635e3c46b71afc5c7cf0e2f
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
15
Client/Unity/ClientSyncBehavior.cs
Normal file
15
Client/Unity/ClientSyncBehavior.cs
Normal file
@@ -0,0 +1,15 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
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|
||||||
|
public class ClientSyncBehavior : MonoBehaviour
|
||||||
|
{
|
||||||
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|
||||||
|
public string id; //the id of the gameobject (as of gameobjectregistry) to synchronize across clients
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GameObjectRegistry.instance.registeredObjects.Add(new SyncData(transform, id));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Client/Unity/ClientSyncBehavior.cs.meta
Normal file
11
Client/Unity/ClientSyncBehavior.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3d577c3c9b709324fbfb594192714936
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
99
Client/Unity/GameObjectManager.cs
Normal file
99
Client/Unity/GameObjectManager.cs
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
using Newtonsoft.Json;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GameObjectManager : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
/*
|
||||||
|
This MonoBehaviour Synchronizes the position of All the game objects recieved from other clients
|
||||||
|
|
||||||
|
|
||||||
|
*/
|
||||||
|
// ID GAMEOBJECT+TYPE
|
||||||
|
Dictionary<string, GameObjectDataWrapper> inSceneGameObjects = new Dictionary<string, GameObjectDataWrapper>();
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public class RecievedData
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
{
|
||||||
|
"gameObjects": //list of CSNCObjects
|
||||||
|
[
|
||||||
|
{
|
||||||
|
"id": "uuid here",
|
||||||
|
"type": "razorblade",
|
||||||
|
"transform": {
|
||||||
|
"position": [
|
||||||
|
0.0,
|
||||||
|
0.53,
|
||||||
|
0.0
|
||||||
|
],
|
||||||
|
"rotation": [
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
1.0
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
|
||||||
|
]
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
public RecievedData(List<CSNC.CSNCObject> gameObjects)
|
||||||
|
{
|
||||||
|
this.gameObjects = gameObjects;
|
||||||
|
}
|
||||||
|
public List<CSNC.CSNCObject> gameObjects;
|
||||||
|
}
|
||||||
|
|
||||||
|
public class GameObjectDataWrapper
|
||||||
|
{
|
||||||
|
public GameObject gameObject;
|
||||||
|
public string type;
|
||||||
|
public GameObjectDataWrapper(string type, GameObject gameObject)
|
||||||
|
{
|
||||||
|
this.type = type;
|
||||||
|
this.gameObject = gameObject;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void SyncObjects(RecievedData data)
|
||||||
|
{
|
||||||
|
|
||||||
|
//Debug.Log(JsonConvert.SerializeObject(data));
|
||||||
|
foreach (CSNC.CSNCObject obj in data.gameObjects)
|
||||||
|
{
|
||||||
|
if (inSceneGameObjects.ContainsKey(obj.id)) //if in registry update
|
||||||
|
{
|
||||||
|
Quaternion rot = new Quaternion(obj.transform.rotation[0], obj.transform.rotation[1], obj.transform.rotation[2], obj.transform.rotation[3]);
|
||||||
|
Debug.Log(JsonConvert.SerializeObject(obj.transform.position));
|
||||||
|
Vector3 pos = new Vector3(obj.transform.position[0], obj.transform.position[1], obj.transform.position[2]);
|
||||||
|
IEnumerator cor = LerpGameObjectFromFixedUpdate(inSceneGameObjects[obj.id].gameObject, rot, pos);
|
||||||
|
StartCoroutine(cor);
|
||||||
|
|
||||||
|
} else //otherwise add to registry
|
||||||
|
{
|
||||||
|
inSceneGameObjects.Add(obj.id, new GameObjectDataWrapper(obj.type,Instantiate(GameObjectRegistry.instance.registry[obj.type]))); //Dubious ahh line of code
|
||||||
|
|
||||||
|
GameObject g = inSceneGameObjects[obj.id].gameObject;
|
||||||
|
g.SetActive(true);
|
||||||
|
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
|
||||||
|
g.transform.rotation = new Quaternion(obj.transform.rotation[0], obj.transform.rotation[1], obj.transform.rotation[2], obj.transform.rotation[3]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IEnumerator LerpGameObjectFromFixedUpdate(GameObject obj, Quaternion rot, Vector3 pos)
|
||||||
|
{
|
||||||
|
obj.transform.position = pos;
|
||||||
|
obj.transform.rotation = rot;
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
11
Client/Unity/GameObjectManager.cs.meta
Normal file
11
Client/Unity/GameObjectManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7f3dbff6bcfe57f4fb9ba717c6fecc0e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
35
Client/Unity/GameObjectRegistry.cs
Normal file
35
Client/Unity/GameObjectRegistry.cs
Normal file
@@ -0,0 +1,35 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class GameObjectRegistry : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public static GameObjectRegistry instance; //instance of gameobject registry in scene
|
||||||
|
public string uuid; //unique identifier for this client
|
||||||
|
public List<GameObject> gameObjects; //list to make it easy to register new gameobjects
|
||||||
|
public List<string> types;
|
||||||
|
|
||||||
|
|
||||||
|
public Dictionary<string, GameObject> registry = new Dictionary<string, GameObject>(); //registry of game objects that can be synced (needs to be identical on both clients
|
||||||
|
public List<SyncData> registeredObjects = new List<SyncData>(); //game objcets that are currently being synced
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
GameObjectRegistry.instance = this;
|
||||||
|
|
||||||
|
uuid = System.Guid.NewGuid().ToString(); //create a uuid for this player
|
||||||
|
|
||||||
|
initializeRegistry();
|
||||||
|
}
|
||||||
|
|
||||||
|
void initializeRegistry()
|
||||||
|
{
|
||||||
|
int i = 0;
|
||||||
|
foreach (string id in types)
|
||||||
|
{
|
||||||
|
registry.Add(id, gameObjects[i]);
|
||||||
|
i++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Client/Unity/GameObjectRegistry.cs.meta
Normal file
11
Client/Unity/GameObjectRegistry.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1c20e30fdef1b0841aa0fdb48748a6a6
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: -20
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Client/Unity/InstructionalImages/clientobjectsetup.png
Normal file
BIN
Client/Unity/InstructionalImages/clientobjectsetup.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 64 KiB |
BIN
Client/Unity/InstructionalImages/ineditor.png
Normal file
BIN
Client/Unity/InstructionalImages/ineditor.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 90 KiB |
BIN
Client/Unity/InstructionalImages/ipchange.png
Normal file
BIN
Client/Unity/InstructionalImages/ipchange.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 39 KiB |
BIN
Client/Unity/InstructionalImages/scheduling.png
Normal file
BIN
Client/Unity/InstructionalImages/scheduling.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 38 KiB |
37
Client/Unity/README.md
Normal file
37
Client/Unity/README.md
Normal file
@@ -0,0 +1,37 @@
|
|||||||
|
# Unity Setup
|
||||||
|
First, set the ip of the csnc compatible server. \
|
||||||
|
(it needs to be formatted as such http://192.51.100.123:1234/ or http://mydomain.tld:1234/)
|
||||||
|

|
||||||
|
|
||||||
|
Then schedule the GameObjectRegistry script to be\
|
||||||
|
(Go To: Edit / Project Settings / Script Execution Order)
|
||||||
|
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
|
||||||
|
then add the CSNC prefab to your scene
|
||||||
|
|
||||||
|
from here you can add references to the models that you want to synchronize across projects as per the image
|
||||||
|
|
||||||
|
(these are references to models that will be shown on the client, but controlled by another players client)
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
take note that the objects are children of the CSNC prefab and they are not enabled
|
||||||
|
|
||||||
|
in addition to this, the objects under CSNC have NO behaviour scripts attached to them, this is important because it may cause desynchronization if you dont know what you're doing
|
||||||
|
|
||||||
|
## Client Controlled GameObjects
|
||||||
|
|
||||||
|
Now that you have set up CSNC you can start adding client controlled GameObjects
|
||||||
|
|
||||||
|
it is quite trivial to add new Client Synchronized GameObjects, simply attach the "Client Sync Behavior" component to the gameobject you want to sync
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
As you can see, the client sync behavior is attached to the gameobject and given the id "razorblade" \
|
||||||
|
(remember what you entered earlier from when we set up the game object registry)
|
||||||
|
|
||||||
|
### Congratulations!!
|
||||||
|
And thats it!! once you have set this up the two gameobjects will be synchronized across clients (assuming you have set up the server - side)
|
17
Client/Unity/SyncData.cs
Normal file
17
Client/Unity/SyncData.cs
Normal file
@@ -0,0 +1,17 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SyncData //structure for gameobjects and data sent over to the server
|
||||||
|
{
|
||||||
|
public SyncData(Transform pos, string type)
|
||||||
|
{
|
||||||
|
this.id = System.Guid.NewGuid().ToString();
|
||||||
|
this.transform = pos;
|
||||||
|
this.type = type;
|
||||||
|
}
|
||||||
|
|
||||||
|
public Transform transform;
|
||||||
|
public string id;
|
||||||
|
public string type; //key in registry data that defines which gameobject to instantiate with transform: position
|
||||||
|
}
|
11
Client/Unity/SyncData.cs.meta
Normal file
11
Client/Unity/SyncData.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dbe7422037114f74c80f641e2b629993
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
11
README.md
11
README.md
@@ -1,7 +1,16 @@
|
|||||||
# CSNC
|
# CSNC
|
||||||
|
|
||||||
Client-Sync-Net-Code for unity game objects
|
Client-Sync-Net-Code for unity (but potentially not just unity) game objects
|
||||||
|
|
||||||
A set of very basic drop-in scripts for client-server games that allows 'p2p' style synchronization
|
A set of very basic drop-in scripts for client-server games that allows 'p2p' style synchronization
|
||||||
|
|
||||||
great for synchronizing simple visual things that are mostly controlled by clients such as particles or thrown objects
|
great for synchronizing simple visual things that are mostly controlled by clients such as particles or thrown objects
|
||||||
|
|
||||||
|
## Unity Setup
|
||||||
|
Please refer to : \
|
||||||
|
https://gitea.apexfight.net/apex/CSNC/src/branch/main/Client/Unity#unity-setup
|
||||||
|
|
||||||
|
## NodeJS Setup
|
||||||
|
Email me at vlrtch3571@gmail.com if you want me to make a tutorial or need help
|
||||||
|
|
||||||
|
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
|
0
Server/Go/empty
Normal file
0
Server/Go/empty
Normal file
104
Server/Node/CSNC.js
Normal file
104
Server/Node/CSNC.js
Normal file
@@ -0,0 +1,104 @@
|
|||||||
|
const timeoutTickRate = 1; //timeout check every x seconds
|
||||||
|
const timeoutLength = 5000; //timeout length in ms
|
||||||
|
var gameObjectStore = {}; //object which stores CSNCgameobjects for each client
|
||||||
|
|
||||||
|
//below is an example of the structure of gameobjectstore
|
||||||
|
/**
|
||||||
|
* {
|
||||||
|
* "2c0a48e9-40c6-4139-9697-992397773b12":
|
||||||
|
* time: Date.now(),
|
||||||
|
* gameObjects: [
|
||||||
|
* {
|
||||||
|
"type": "razorblade",
|
||||||
|
"transform": {
|
||||||
|
"position": [
|
||||||
|
0.0,
|
||||||
|
0.53,
|
||||||
|
0.0
|
||||||
|
],
|
||||||
|
"rotation": [
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
1.0
|
||||||
|
]
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "boomerang",
|
||||||
|
"transform": {
|
||||||
|
"position": [
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.0
|
||||||
|
],
|
||||||
|
"rotation": [
|
||||||
|
-0.7071068,
|
||||||
|
0.0,
|
||||||
|
0.0,
|
||||||
|
0.7071067
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
* ]
|
||||||
|
* }
|
||||||
|
*
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @param {string} uuid
|
||||||
|
*/
|
||||||
|
function removePlayer(uuid) {
|
||||||
|
delete gameObjectStore[uuid];
|
||||||
|
}
|
||||||
|
|
||||||
|
function checkTimeout() {
|
||||||
|
for (let key in gameObjectStore) {
|
||||||
|
if (Date.now() - gameObjectStore[key].time > timeoutLength) {
|
||||||
|
removePlayer(key);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @param {http.ServerResponse<http.IncomingMessage>} res
|
||||||
|
* @param {string} req
|
||||||
|
*/
|
||||||
|
|
||||||
|
//reads data from client
|
||||||
|
async function handleResponse(res, req) {
|
||||||
|
try {
|
||||||
|
var request = JSON.parse(req);
|
||||||
|
let gameObjects = request.gameObjects;
|
||||||
|
|
||||||
|
gameObjectStore[request.uuid] = {gameObjects: gameObjects, time: Date.now()}; //store gameobjects to send to other players
|
||||||
|
|
||||||
|
res.writeHead(200);
|
||||||
|
res.write(JSON.stringify(responseObjectHelper(request.uuid)));
|
||||||
|
res.end();
|
||||||
|
|
||||||
|
} catch (err) {
|
||||||
|
console.log("Invalid Request");
|
||||||
|
console.log(err);
|
||||||
|
res.end();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//preps and returns data to send back to client
|
||||||
|
function responseObjectHelper(uuid) {
|
||||||
|
var responseObject = {
|
||||||
|
gameObjects: []
|
||||||
|
};
|
||||||
|
|
||||||
|
for (let key in gameObjectStore) {
|
||||||
|
if (key == uuid) continue; //dont send back players own data
|
||||||
|
responseObject.gameObjects = responseObject.gameObjects.concat(gameObjectStore[key].gameObjects);
|
||||||
|
}
|
||||||
|
|
||||||
|
return responseObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
setInterval(checkTimeout, timeoutTickRate * 1000);
|
||||||
|
exports.handleResponse = handleResponse;
|
Reference in New Issue
Block a user