Moved example out of Mirror

This commit is contained in:
MrGadget1024 2023-03-08 08:23:29 -05:00
parent 60b3547165
commit d2c93ee45a
134 changed files with 0 additions and 245560 deletions

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using UnityEngine;
using UnityEngine.EventSystems;
namespace TestNT
{
[RequireComponent(typeof(PhysicsRaycaster))]
public class CameraMove : MonoBehaviour
{
enum CursorStates : byte { show, hide }
enum RotationAxes : byte { MouseXAndY, MouseX, MouseY }
[SerializeField, Range(0f, 1f)] float cameraPanSpeed = .2f;
[SerializeField, Range(1f, 10f)] float cameraZoomSpeed = 5f;
[SerializeField, Range(1f, 10f)] float cameraRotateSpeed = 3f;
[SerializeField] RotationAxes rotationAxes = RotationAxes.MouseXAndY;
void LateUpdate()
{
// this doesn't seem to work for allowing button clicks
//if (EventSystem.current.IsPointerOverGameObject())
// return;
// workaround for above - must hold LeftShift to manipulate camera
if (!Input.GetKey(KeyCode.LeftShift))
return;
if (Input.GetMouseButton(0))
CameraRotate();
else if (Input.GetMouseButton(1))
CameraOrbit();
else if (Input.GetMouseButton(2))
CameraPan();
else
ShowHideCursor(CursorStates.show);
transform.position += transform.forward * cameraZoomSpeed * Input.GetAxis("Mouse ScrollWheel");
}
void CameraOrbit()
{
if (!transform.parent) return;
ShowHideCursor(CursorStates.hide);
transform.RotateAround(transform.parent.position, Vector3.up, Input.GetAxis("Mouse X") * cameraRotateSpeed);
}
void CameraRotate()
{
ShowHideCursor(CursorStates.hide);
// Get initial value
float rotationX = transform.localEulerAngles.x;
if (rotationAxes == RotationAxes.MouseXAndY)
{
float rotationY = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * cameraRotateSpeed;
rotationX -= Input.GetAxis("Mouse Y") * cameraRotateSpeed;
transform.localEulerAngles = new Vector3(rotationX, rotationY, 0);
}
else if (rotationAxes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * cameraRotateSpeed, 0);
}
else
{
rotationX -= Input.GetAxis("Mouse Y") * cameraRotateSpeed;
transform.localEulerAngles = new Vector3(rotationX, transform.localEulerAngles.y, 0);
}
}
void CameraPan()
{
ShowHideCursor(CursorStates.hide);
Vector3 mouseInputs = new Vector3(Input.GetAxis("Mouse X"), 0, Input.GetAxis("Mouse Y"));
Vector3 pos = transform.position;
if (mouseInputs.x > 0.0f)
pos -= transform.right * cameraPanSpeed;
if (mouseInputs.x < 0.0f)
pos += transform.right * cameraPanSpeed;
if (mouseInputs.z > 0.0f)
pos += transform.forward * cameraPanSpeed;
if (mouseInputs.z < 0.0f)
pos -= transform.forward * cameraPanSpeed;
pos.y = transform.position.y;
transform.position = pos;
}
void ShowHideCursor(CursorStates cursorStates)
{
if (cursorStates == CursorStates.show)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
if (cursorStates == CursorStates.hide)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace TestNT
{
public class LoginUI : MonoBehaviour
{
[Header("UI Elements")]
[SerializeField] internal TMPro.TMP_Dropdown networkAddressDropdown;
[SerializeField] internal InputField usernameInput;
[SerializeField] internal Toggle ninjaToggle;
[SerializeField] internal InputField multiplierInput;
[SerializeField] internal Button hostButton;
[SerializeField] internal Button clientButton;
[SerializeField] internal Text errorText;
public static LoginUI instance;
void Awake()
{
instance = this;
#if UNITY_WEBGL
hostButton.gameObject.SetActive(false);
#endif
}
// Called by UI element UsernameInput.OnValueChanged
public void ToggleButtons(string username)
{
#if !UNITY_WEBGL
hostButton.interactable = !string.IsNullOrWhiteSpace(username) && string.Compare(TestNTNetworkManager.singleton.networkAddress, "localhost", true) == 0;
#endif
clientButton.interactable = !string.IsNullOrWhiteSpace(username);
}
}
}

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using UnityEngine;
using Mirror;
using System.Collections.Generic;
namespace TestNT
{
public class NPCHandler : NetworkBehaviour
{
readonly static List<GameObject> NpcList = new List<GameObject>();
void OnValidate()
{
this.enabled = false;
}
public override void OnStartLocalPlayer()
{
this.enabled = true;
}
public override void OnStopLocalPlayer()
{
this.enabled = false;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.N))
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
CmdKillNPC();
CmdKillNPC();
}
else
CmdSpawnNPC();
}
[Command]
void CmdSpawnNPC()
{
//GameObject npc = Instantiate(TestNTNetworkManager.singleton.npcPrefab);
//npc.GetComponent<PlayerName>().playerName = "NPC";
//npc.GetComponent<CharacterController>().enabled = true;
//npc.GetComponent<PlayerMove>().enabled = true;
//NetworkServer.Spawn(npc);
//NpcList.Add(npc);
GameObject npcNinja = Instantiate(TestNTNetworkManager.singleton.npcNinjaPrefab);
npcNinja.GetComponent<PlayerName>().playerName = "NPC-Ninja";
npcNinja.GetComponent<CharacterController>().enabled = true;
npcNinja.GetComponent<PlayerMove>().enabled = true;
NetworkServer.Spawn(npcNinja);
NpcList.Add(npcNinja);
}
[Command]
void CmdKillNPC()
{
if (NpcList.Count > 0)
{
NetworkServer.Destroy(NpcList[0]);
NpcList.RemoveAt(0);
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
using Mirror;
public class NTRCustomSendInterval : NetworkTransformBase
{
uint sendIntervalCounter = 0;
double lastSendIntervalTime = double.MinValue;
float onlySyncOnChangeInterval => onlySyncOnChangeCorrectionMultiplier * sendIntervalMultiplier;
[Header("Sync Only If Changed")]
[Tooltip("When true, changes are not sent unless greater than sensitivity values below.")]
public bool onlySyncOnChange = true;
[Tooltip("If we only sync on change, then we need to correct old snapshots if more time than sendInterval * multiplier has elapsed.\n\nOtherwise the first move will always start interpolating from the last move sequence's time, which will make it stutter when starting every time.")]
public float onlySyncOnChangeCorrectionMultiplier = 2;
// uint so non negative.
[Header("Send Interval Multiplier")]
[Tooltip("Send every multiple of Network Manager send interval (= 1 / NM Send Rate).")]
public uint sendIntervalMultiplier = 3;
[Header("Rotation")]
[Tooltip("Sensitivity of changes needed before an updated state is sent over the network")]
public float rotationSensitivity = 0.01f;
[Tooltip("Apply smallest-three quaternion compression. This is lossy, you can disable it if the small rotation inaccuracies are noticeable in your project.")]
public bool compressRotation = false;
// delta compression is capable of detecting byte-level changes.
// if we scale float position to bytes,
// then small movements will only change one byte.
// this gives optimal bandwidth.
// benchmark with 0.01 precision: 130 KB/s => 60 KB/s
// benchmark with 0.1 precision: 130 KB/s => 30 KB/s
[Header("Precision")]
[Tooltip("Position is rounded in order to drastically minimize bandwidth.\n\nFor example, a precision of 0.01 rounds to a centimeter. In other words, sub-centimeter movements aren't synced until they eventually exceeded an actual centimeter.\n\nDepending on how important the object is, a precision of 0.01-0.10 (1-10 cm) is recommended.\n\nFor example, even a 1cm precision combined with delta compression cuts the Benchmark demo's bandwidth in half, compared to sending every tiny change.")]
[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
public float positionPrecision = 0.01f; // 1 cm
[Range(0.00_01f, 1f)] // disallow 0 division. 1mm to 1m precision is enough range.
public float scalePrecision = 0.01f; // 1 cm
public Action<Vector3, Vector3> VelRotChangedAction;
[Header("Debug Velocity")]
public Vector3 velocity;
public Vector3 angVelocity;
// delta compression needs to remember 'last' to compress against
protected Vector3Long lastSerializedPosition = Vector3Long.zero;
protected Vector3Long lastDeserializedPosition = Vector3Long.zero;
protected Vector3Long lastSerializedScale = Vector3Long.zero;
protected Vector3Long lastDeserializedScale = Vector3Long.zero;
// Used to store last sent snapshots
protected TransformSnapshot last;
protected int lastClientCount = 1;
// update //////////////////////////////////////////////////////////////
void Update()
{
// if server then always sync to others.
if (isServer) UpdateServer();
// 'else if' because host mode shouldn't send anything to server.
// it is the server. don't overwrite anything there.
else if (isClient) UpdateClient();
}
void LateUpdate()
{
// set dirty to trigger OnSerialize. either always, or only if changed.
// It has to be checked in LateUpdate() for onlySyncOnChange to avoid
// the possibility of Update() running first before the object's movement
// script's Update(), which then causes NT to send every alternate frame
// instead.
if (isServer || (IsClientWithAuthority && NetworkClient.ready)) // is NetworkClient.ready even needed?
{
if (sendIntervalCounter == sendIntervalMultiplier && (!onlySyncOnChange || Changed(Construct())))
SetDirty();
CheckLastSendTime();
}
}
protected override void OnTeleport(Vector3 destination)
{
if (isOwned && TryGetComponent(out CharacterController cc))
{
cc.enabled = false;
base.OnTeleport(destination);
cc.enabled = true;
}
else
base.OnTeleport(destination);
}
protected virtual void UpdateServer()
{
// apply buffered snapshots IF client authority
// -> in server authority, server moves the object
// so no need to apply any snapshots there.
// -> don't apply for host mode player objects either, even if in
// client authority mode. if it doesn't go over the network,
// then we don't need to do anything.
// -> connectionToClient is briefly null after scene changes:
// https://github.com/MirrorNetworking/Mirror/issues/3329
if (syncDirection == SyncDirection.ClientToServer && connectionToClient != null && !isOwned)
{
if (serverSnapshots.Count > 0)
{
// step the transform interpolation without touching time.
// NetworkClient is responsible for time globally.
SnapshotInterpolation.StepInterpolation(
serverSnapshots,
connectionToClient.remoteTimeline,
out TransformSnapshot from,
out TransformSnapshot to,
out double t);
// interpolate & apply
TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
Apply(computed, to);
}
}
}
protected virtual void UpdateClient()
{
// client authority, and local player (= allowed to move myself)?
if (!IsClientWithAuthority)
{
// only while we have snapshots
if (clientSnapshots.Count > 0)
{
// step the interpolation without touching time.
// NetworkClient is responsible for time globally.
SnapshotInterpolation.StepInterpolation(
clientSnapshots,
NetworkTime.time, // == NetworkClient.localTimeline from snapshot interpolation
out TransformSnapshot from,
out TransformSnapshot to,
out double t);
// interpolate & apply
TransformSnapshot computed = TransformSnapshot.Interpolate(from, to, t);
Apply(computed, to);
}
// 'only sync if moved'
// explain..
// from 1 snap to next snap..
// it'll be old...
if (lastClientCount > 1 && clientSnapshots.Count == 1)
{
// this is it. snapshots are down to '1'.
// does this cause stuck?
}
lastClientCount = clientSnapshots.Count;
}
}
protected virtual void CheckLastSendTime()
{
// timeAsDouble not available in older Unity versions.
#if !UNITY_2020_3_OR_NEWER
if (AccurateInterval.Elapsed(NetworkTime.localTime, NetworkServer.sendInterval, ref lastSendIntervalTime))
{
if (sendIntervalCounter == sendIntervalMultiplier)
sendIntervalCounter = 0;
sendIntervalCounter++;
}
#else
if (AccurateInterval.Elapsed(Time.timeAsDouble, NetworkServer.sendInterval, ref lastSendIntervalTime))
{
if (sendIntervalCounter == sendIntervalMultiplier)
sendIntervalCounter = 0;
sendIntervalCounter++;
}
}
#endif
// check if position / rotation / scale changed since last sync
protected virtual bool Changed(TransformSnapshot current) =>
// position is quantized and delta compressed.
// only consider it changed if the quantized representation is changed.
// careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc.
QuantizedChanged(last.position, current.position, positionPrecision) ||
// rotation isn't quantized / delta compressed.
// check with sensitivity.
Quaternion.Angle(last.rotation, current.rotation) > rotationSensitivity ||
// scale is quantized and delta compressed.
// only consider it changed if the quantized representation is changed.
// careful: don't use 'serialized / deserialized last'. as it depends on sync mode etc.
QuantizedChanged(last.scale, current.scale, scalePrecision);
// helper function to compare quantized representations of a Vector3
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool QuantizedChanged(Vector3 u, Vector3 v, float precision)
{
Compression.ScaleToLong(u, precision, out Vector3Long uQuantized);
Compression.ScaleToLong(v, precision, out Vector3Long vQuantized);
return uQuantized != vQuantized;
}
// NT may be used on client/server/host to Owner/Observers with
// ServerToClient or ClientToServer.
// however, OnSerialize should always delta against last.
public override void OnSerialize(NetworkWriter writer, bool initialState)
{
// get current snapshot for broadcasting.
TransformSnapshot snapshot = Construct();
// ClientToServer optimization:
// for interpolated client owned identities,
// always broadcast the latest known snapshot so other clients can
// interpolate immediately instead of catching up too
// TODO dirty mask? [compression is very good w/o it already]
// each vector's component is delta compressed.
// an unchanged component would still require 1 byte.
// let's use a dirty bit mask to filter those out as well.
// initial
if (initialState)
{
// If there is a last serialized snapshot, we use it.
// This prevents the new client getting a snapshot that is different
// from what the older clients last got. If this happens, and on the next
// regular serialisation the delta compression will get wrong values.
// Notes:
// 1. Interestingly only the older clients have it wrong, because at the end
// of the function, last = snapshot which is the initial state's snapshot
// 2. Regular NTR gets by this bug because it sends every frame anyway so initialstate
// snapshot constructed would have been the same as the last anyway.
if (last.remoteTime > 0)
snapshot = last;
if (syncPosition)
writer.WriteVector3(snapshot.position);
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
if (compressRotation)
writer.WriteUInt(Compression.CompressQuaternion(snapshot.rotation));
else
writer.WriteQuaternion(snapshot.rotation);
}
if (syncScale)
writer.WriteVector3(snapshot.scale);
}
// delta
else
{
// int before = writer.Position;
if (syncPosition)
{
// quantize -> delta -> varint
Compression.ScaleToLong(snapshot.position, positionPrecision, out Vector3Long quantized);
DeltaCompression.Compress(writer, lastSerializedPosition, quantized);
}
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
if (compressRotation)
writer.WriteUInt(Compression.CompressQuaternion(snapshot.rotation));
else
writer.WriteQuaternion(snapshot.rotation);
}
if (syncScale)
{
// quantize -> delta -> varint
Compression.ScaleToLong(snapshot.scale, scalePrecision, out Vector3Long quantized);
DeltaCompression.Compress(writer, lastSerializedScale, quantized);
}
}
// save serialized as 'last' for next delta compression
if (syncPosition)
Compression.ScaleToLong(snapshot.position, positionPrecision, out lastSerializedPosition);
if (syncScale)
Compression.ScaleToLong(snapshot.scale, scalePrecision, out lastSerializedScale);
// set 'last'
last = snapshot;
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
Vector3? position = null;
Quaternion? rotation = null;
Vector3? scale = null;
// initial
if (initialState)
{
if (syncPosition)
position = reader.ReadVector3();
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
if (compressRotation)
rotation = Compression.DecompressQuaternion(reader.ReadUInt());
else
rotation = reader.ReadQuaternion();
}
if (syncScale)
scale = reader.ReadVector3();
}
// delta
else
{
// varint -> delta -> quantize
if (syncPosition)
{
Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedPosition);
position = Compression.ScaleToFloat(quantized, positionPrecision);
}
if (syncRotation)
{
// (optional) smallest three compression for now. no delta.
if (compressRotation)
rotation = Compression.DecompressQuaternion(reader.ReadUInt());
else
rotation = reader.ReadQuaternion();
}
if (syncScale)
{
Vector3Long quantized = DeltaCompression.Decompress(reader, lastDeserializedScale);
scale = Compression.ScaleToFloat(quantized, scalePrecision);
}
}
// handle depending on server / client / host.
// server has priority for host mode.
if (isServer)
OnClientToServerSync(position, rotation, scale);
else if (isClient)
OnServerToClientSync(position, rotation, scale);
// save deserialized as 'last' for next delta compression
if (syncPosition)
Compression.ScaleToLong(position.Value, positionPrecision, out lastDeserializedPosition);
if (syncScale)
Compression.ScaleToLong(scale.Value, scalePrecision, out lastDeserializedScale);
}
protected override void Apply(TransformSnapshot interpolated, TransformSnapshot endGoal)
{
if (!isOwned)
{
velocity = (transform.position - interpolated.position) / Time.deltaTime;
angVelocity = (transform.rotation.eulerAngles - interpolated.rotation.eulerAngles) / Time.deltaTime;
VelRotChangedAction?.Invoke(velocity, angVelocity);
}
// must call base after, or we'll get zeros
base.Apply(interpolated, endGoal);
}
// sync ////////////////////////////////////////////////////////////////
// local authority client sends sync message to server for broadcasting
protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
{
// only apply if in client authority mode
if (syncDirection != SyncDirection.ClientToServer) return;
// protect against ever growing buffer size attacks
if (serverSnapshots.Count >= connectionToClient.snapshotBufferSizeLimit) return;
// 'only sync on change' needs a correction on every new move sequence.
if (onlySyncOnChange && NeedsCorrection(serverSnapshots, connectionToClient.remoteTimeStamp, NetworkServer.sendInterval, onlySyncOnChangeInterval))
{
RewriteHistory(
serverSnapshots,
connectionToClient.remoteTimeStamp,
NetworkTime.localTime, // arrival remote timestamp. NOT remote timeline.
NetworkServer.sendInterval * sendIntervalMultiplier, // Unity 2019 doesn't have timeAsDouble yet
target.localPosition,
target.localRotation,
target.localScale);
}
AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp + NetworkServer.sendInterval * sendIntervalMultiplier, position, rotation, scale);
}
// server broadcasts sync message to all clients
protected virtual void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
{
// don't apply for local player with authority
if (IsClientWithAuthority) return;
// 'only sync on change' needs a correction on every new move sequence.
if (onlySyncOnChange &&
NeedsCorrection(clientSnapshots, NetworkClient.connection.remoteTimeStamp, NetworkClient.sendInterval * sendIntervalMultiplier, onlySyncOnChangeInterval))
{
RewriteHistory(
clientSnapshots,
NetworkClient.connection.remoteTimeStamp, // arrival remote timestamp. NOT remote timeline.
NetworkTime.localTime, // Unity 2019 doesn't have timeAsDouble yet
NetworkClient.sendInterval * sendIntervalMultiplier,
target.localPosition,
target.localRotation,
target.localScale);
}
AddSnapshot(clientSnapshots, NetworkClient.connection.remoteTimeStamp + NetworkClient.sendInterval * sendIntervalMultiplier, position, rotation, scale);
}
// only sync on change /////////////////////////////////////////////////
// snap interp. needs a continous flow of packets.
// 'only sync on change' interrupts it while not changed.
// once it restarts, snap interp. will interp from the last old position.
// this will cause very noticeable stutter for the first move each time.
// the fix is quite simple.
// 1. detect if the remaining snapshot is too old from a past move.
static bool NeedsCorrection(
SortedList<double, TransformSnapshot> snapshots,
double remoteTimestamp,
double bufferTime,
double toleranceMultiplier)
{
bool value = snapshots.Count == 1 &&
remoteTimestamp - snapshots.Keys[0] >= bufferTime * toleranceMultiplier;
return value;
}
// 2. insert a fake snapshot at current position,
// exactly one 'sendInterval' behind the newly received one.
static void RewriteHistory(
SortedList<double, TransformSnapshot> snapshots,
// timestamp of packet arrival, not interpolated remote time!
double remoteTimeStamp,
double localTime,
double sendInterval,
Vector3 position,
Quaternion rotation,
Vector3 scale)
{
// clear the previous snapshot
snapshots.Clear();
// insert a fake one at where we used to be,
// 'sendInterval' behind the new one.
SnapshotInterpolation.InsertIfNotExists(snapshots, new TransformSnapshot(
remoteTimeStamp - sendInterval, // arrival remote timestamp. NOT remote time.
localTime - sendInterval, // Unity 2019 doesn't have timeAsDouble yet
position,
rotation,
scale
));
}
public override void Reset()
{
base.Reset();
// reset delta
lastSerializedPosition = Vector3Long.zero;
lastDeserializedPosition = Vector3Long.zero;
lastSerializedScale = Vector3Long.zero;
lastDeserializedScale = Vector3Long.zero;
last = new TransformSnapshot(0, 0, Vector3.zero, Quaternion.identity, Vector3.zero);
}
}

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using UnityEngine;
using Mirror;
using System;
namespace TestNT
{
public class NTReliableExt : NetworkTransformReliable
{
public Action<Vector3, Vector3> VelRotChangedAction;
[Header("Snapshot Interpolation")]
//public double t;
//public int fromIndex;
//public int toIndex;
public Vector3 velocity;
public Vector3 angVelocity;
#region Unity Callbacks
protected override void OnValidate()
{
base.OnValidate();
}
protected override void Awake()
{
base.Awake();
}
protected override void OnEnable()
{
base.OnEnable();
}
protected override void OnDisable()
{
base.OnDisable();
}
#endregion
#region NetworkTransformBase Methods
protected override bool Changed(TransformSnapshot current)
{
return base.Changed(current);
}
protected override void OnServerToClientSync(Vector3? position, Quaternion? rotation, Vector3? scale)
{
base.OnServerToClientSync(position, rotation, scale);
}
protected override void OnClientToServerSync(Vector3? position, Quaternion? rotation, Vector3? scale)
{
base.OnClientToServerSync(position, rotation, scale);
}
#endregion
#region NetworkTransformReliable Methods
protected override void Apply(TransformSnapshot interpolated, TransformSnapshot endGoal)
{
base.Apply(interpolated, endGoal);
if (!isOwned)
{
velocity = (transform.position - interpolated.position) / Time.deltaTime;
angVelocity = (transform.rotation.eulerAngles - interpolated.rotation.eulerAngles) / Time.deltaTime;
VelRotChangedAction?.Invoke(velocity, angVelocity);
}
}
protected override TransformSnapshot Construct()
{
return base.Construct();
}
public override void Reset()
{
base.Reset();
}
#endregion
}
}

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using UnityEngine;
using Mirror;
using TMPro;
namespace TestNT
{
public class PlayerBuffers : NetworkBehaviour
{
Transform mainCamTransform;
[Header("Components")]
public NTRCustomSendInterval networkTransformReliable;
public TextMeshPro serverBufferText;
public TextMeshPro clientBufferText;
public TextMeshPro snapIntText;
[Header("Diagnostics - Do Not Modify")]
public int serverSnapCount;
public int clientSnapCount;
private void OnValidate()
{
networkTransformReliable = GetComponent<NTRCustomSendInterval>();
// Force overrideColorTags true so we can change the color without tags
serverBufferText.overrideColorTags = true;
clientBufferText.overrideColorTags = true;
this.enabled = false;
}
public override void OnStartClient()
{
mainCamTransform = Camera.main.transform;
this.enabled = true;
}
public override void OnStopClient()
{
this.enabled = false;
}
void Update()
{
/////// Server
//serverSnapCount = networkTransformReliable.serverSnapshots.Count;
//if (serverSnapCount < 2)
// serverBufferText.color = Color.gray;
//else if (serverSnapCount < 3)
// serverBufferText.color = Color.green;
//else if (serverSnapCount < 4)
// serverBufferText.color = Color.yellow;
//else
// serverBufferText.color = Color.red;
//serverBufferText.text = "S: " + new string('-', serverSnapCount);
/////// Client
clientSnapCount = networkTransformReliable.clientSnapshots.Count;
if (clientSnapCount < 2)
clientBufferText.color = Color.gray;
else if (clientSnapCount < 3)
clientBufferText.color = Color.green;
else if (clientSnapCount < 4)
clientBufferText.color = Color.yellow;
else
clientBufferText.color = Color.red;
clientBufferText.text = "C: " + new string('-', clientSnapCount);
/////// Snap Interpolation
//snapIntText.text = $"{networkTransformReliable.velocity.magnitude:N2}" +
// $"\n{transform.position}";
}
void LateUpdate()
{
serverBufferText.transform.forward = mainCamTransform.forward;
clientBufferText.transform.forward = mainCamTransform.forward;
snapIntText.transform.forward = mainCamTransform.forward;
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
using Mirror;
namespace TestNT
{
public class PlayerCamera : NetworkBehaviour
{
Camera mainCam;
void Awake()
{
mainCam = Camera.main;
}
public override void OnStartLocalPlayer()
{
if (mainCam != null)
{
// configure and make camera a child of player with 3rd person offset
mainCam.orthographic = false;
mainCam.transform.SetParent(transform);
mainCam.transform.localPosition = new Vector3(0f, 3f, -8f);
mainCam.transform.localEulerAngles = new Vector3(10f, 0f, 0f);
}
else
Debug.LogWarning("PlayerCamera: Could not find a camera in scene with 'MainCamera' tag.");
}
public override void OnStopLocalPlayer()
{
if (mainCam != null)
{
mainCam.transform.SetParent(null);
SceneManager.MoveGameObjectToScene(mainCam.gameObject, SceneManager.GetActiveScene());
mainCam.orthographic = true;
mainCam.transform.localPosition = new Vector3(0f, 70f, 0f);
mainCam.transform.localEulerAngles = new Vector3(90f, 0f, 0f);
}
}
}
}

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using UnityEngine;
using Mirror;
namespace TestNT
{
public class PlayerColor : NetworkBehaviour
{
// Unity clones the material when GetComponent<Renderer>().material is called
// Cache it here and destroy it in OnDestroy to prevent a memory leak
Material cachedMaterial;
public Renderer rend;
// Color32 packs to 4 bytes
[SyncVar(hook = nameof(SetColor))]
public Color32 color = Color.black;
void SetColor(Color32 _, Color32 newColor)
{
if (cachedMaterial == null) cachedMaterial = rend.material;
cachedMaterial.color = newColor;
}
public override void OnStartServer()
{
color = Random.ColorHSV(0f, 1f, 1f, 1f, 0.5f, 1f);
}
void OnDestroy()
{
Destroy(cachedMaterial);
}
}
}

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using Mirror;
using System;
using TMPro;
using UnityEngine;
namespace TestNT
{
public class PlayerHeight : MonoBehaviour
{
Transform mainCamTransform;
float maxHeight;
[Header("Components")]
public TextMeshPro playerHeightText;
void Awake()
{
mainCamTransform = Camera.main.transform;
}
void Update()
{
// subtract half height and skin width
maxHeight = Mathf.Max(maxHeight, transform.position.y - 1.02f);
playerHeightText.text = $"{MathF.Round(maxHeight, 2)}";
}
void LateUpdate()
{
playerHeightText.transform.forward = mainCamTransform.forward;
}
}
}

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using UnityEngine;
using Mirror;
namespace TestNT
{
public class PlayerMinions : NetworkBehaviour
{
void OnValidate()
{
this.enabled = false;
}
public override void OnStartLocalPlayer()
{
this.enabled = true;
}
public override void OnStopLocalPlayer()
{
this.enabled = false;
}
void Update()
{
// Only spawn the minions once
if (Input.GetKeyDown(KeyCode.M))
{
CmdSpawnMinions();
this.enabled = false;
}
}
[Command]
void CmdSpawnMinions()
{
for (int z = 2; z < 10; z += 2)
for (int x = -9; x < 10; x += 2)
{
Vector3 spawnPos = new Vector3(transform.position.x + x, transform.position.y, transform.position.z + z);
GameObject minion = Instantiate(NetworkManager.singleton.playerPrefab, spawnPos, Quaternion.identity);
NetworkServer.Spawn(minion, connectionToClient);
}
}
}
}

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using UnityEngine;
using Mirror;
using System;
namespace TestNT
{
[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(Rigidbody))]
public class PlayerMove : NetworkBehaviour
{
public enum GroundState : byte { Jumping, Falling, Grounded }
public enum MoveMode : byte { Walking, Sneaking, Running };
[Header("Avatar Components")]
public NTRCustomSendInterval NTR;
public Animator animator;
public CharacterController characterController;
[Header("Materials")]
public PhysicMaterial physicsMaterial;
[Header("Movement")]
[Range(1, 20)]
public float moveSpeedMultiplier = 8f;
[Header("Turning")]
[Range(1f, 200f)]
public float maxTurnSpeed = 100f;
[Range(.5f, 5f)]
public float turnDelta = 3f;
[Header("Jumping")]
[Range(0.1f, 1f)]
public float initialJumpSpeed = 0.2f;
[Range(1f, 10f)]
public float maxJumpSpeed = 5f;
[Range(0.1f, 1f)]
public float jumpDelta = 0.2f;
[Header("Diagnostics - Do Not Modify")]
public GroundState groundState = GroundState.Grounded;
public MoveMode moveState = MoveMode.Running;
[Range(-1f, 1f)]
public float horizontal;
[Range(-1f, 1f)]
public float vertical;
[Range(-200f, 200f)]
public float turnSpeed;
[Range(-10f, 10f)]
public float jumpSpeed;
[Range(-1.5f, 1.5f)]
public float animVelocity;
[Range(-1.5f, 1.5f)]
public float animRotation;
public Vector3Int velocity;
public Vector3 direction;
void OnValidate()
{
if (NTR == null)
NTR = GetComponentInChildren<NTRCustomSendInterval>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
if (characterController == null)
characterController = GetComponent<CharacterController>();
// Override CharacterController default values
characterController.enabled = false;
characterController.skinWidth = 0.02f;
characterController.minMoveDistance = 0f;
characterController.sharedMaterial = physicsMaterial;
GetComponent<Rigidbody>().isKinematic = true;
this.enabled = false;
}
public override void OnStartClient()
{
if (!isLocalPlayer)
NTR.VelRotChangedAction = OnVelRotChanged;
}
public override void OnStopClient()
{
NTR.VelRotChangedAction = null;
}
public override void OnStartAuthority()
{
characterController.enabled = true;
this.enabled = true;
TestNTNetworkAuthenticator.AuthRequestMessage authRequestMessage
= (TestNTNetworkAuthenticator.AuthRequestMessage)NetworkClient.connection.authenticationData;
if (authRequestMessage.useNinja)
if (TryGetComponent(out NTRCustomSendInterval nt))
nt.sendIntervalMultiplier = authRequestMessage.multiplier;
}
public override void OnStopAuthority()
{
this.enabled = false;
characterController.enabled = false;
}
void Update()
{
if (!characterController.enabled)
return;
HandleTeleport();
#if !UNITY_SERVER
// Not needed on headless clients
HandleMoveState();
#endif
HandleTurning();
HandleJumping();
HandleMove();
#if !UNITY_SERVER
// Not needed on headless clients
HandleAnimation();
#endif
// Reset ground state
if (characterController.isGrounded)
groundState = GroundState.Grounded;
else if (groundState != GroundState.Jumping)
groundState = GroundState.Falling;
// Diagnostic velocity...FloorToInt for display purposes
velocity = Vector3Int.FloorToInt(characterController.velocity);
}
void HandleTeleport()
{
if (Input.GetKey(KeyCode.X))
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
NTR.CmdTeleport(Vector3.up);
}
else
{
characterController.enabled = false;
transform.position = Vector3.up;
characterController.enabled = true;
}
}
// Headless clients don't need to do either of these
#if !UNITY_SERVER
void HandleMoveState()
{
if (Input.GetKeyUp(KeyCode.R) && moveState == MoveMode.Walking)
moveState = MoveMode.Running;
else if (Input.GetKeyUp(KeyCode.R) && moveState == MoveMode.Running)
moveState = MoveMode.Walking;
else if (Input.GetKeyUp(KeyCode.C) && moveState != MoveMode.Sneaking)
moveState = MoveMode.Sneaking;
else if (Input.GetKeyUp(KeyCode.C) && moveState == MoveMode.Sneaking)
moveState = MoveMode.Walking;
}
#endif
// Alternative methods provided for headless clients to act autonomously
#if !UNITY_SERVER
// TODO: Turning works while airborne...feature?
void HandleTurning()
{
// Q and E cancel each other out, reducing the turn to zero.
if (Input.GetKey(KeyCode.Q))
turnSpeed = Mathf.MoveTowards(turnSpeed, -maxTurnSpeed, turnDelta);
if (Input.GetKey(KeyCode.E))
turnSpeed = Mathf.MoveTowards(turnSpeed, maxTurnSpeed, turnDelta);
// If both pressed, reduce turning speed toward zero.
if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.E))
turnSpeed = Mathf.MoveTowards(turnSpeed, 0, turnDelta);
// If neither pressed, reduce turning speed toward zero.
if (!Input.GetKey(KeyCode.Q) && !Input.GetKey(KeyCode.E))
turnSpeed = Mathf.MoveTowards(turnSpeed, 0, turnDelta);
if (moveState == MoveMode.Sneaking)
turnSpeed /= 3;
transform.Rotate(0f, turnSpeed * Time.deltaTime, 0f);
}
void HandleJumping()
{
// Handle variable force jumping.
// Jump starts with initial power on takeoff, and jumps higher / longer
// as player holds spacebar. Jump power is increased by a diminishing amout
// every frame until it reaches maxJumpSpeed, or player releases the spacebar,
// and then changes to the falling state until it gets grounded.
if (groundState != GroundState.Falling && moveState != MoveMode.Sneaking && Input.GetKey(KeyCode.Space))
{
if (groundState != GroundState.Jumping)
{
// Start jump at initial power.
groundState = GroundState.Jumping;
jumpSpeed = initialJumpSpeed;
}
else
// Jumping has already started...increase power toward maxJumpSpeed over time.
jumpSpeed = Mathf.MoveTowards(jumpSpeed, maxJumpSpeed, jumpDelta);
// If power has reached maxJumpSpeed, change to falling until grounded.
// This prevents over-applying jump power while already in the air.
if (jumpSpeed == maxJumpSpeed)
groundState = GroundState.Falling;
}
else if (groundState != GroundState.Grounded)
{
// handles running off a cliff and/or player released Spacebar.
groundState = GroundState.Falling;
jumpSpeed = Mathf.Min(jumpSpeed, maxJumpSpeed);
jumpSpeed += Physics.gravity.y * Time.deltaTime;
}
else
jumpSpeed = Physics.gravity.y * Time.deltaTime;
}
#else
// Headless client forced to a slow constant turn
void HandleTurning()
{
turnSpeed = maxTurnSpeed * 0.5f;
transform.Rotate(0f, turnSpeed * Time.deltaTime, 0f);
}
// Headless client forced to ground
void HandleJumping()
{
jumpSpeed = Physics.gravity.y * Time.deltaTime;
}
#endif
// TODO: Directional input works while airborne...feature?
void HandleMove()
{
// Capture inputs
#if !UNITY_SERVER
horizontal = Input.GetAxis("Horizontal");
vertical = Input.GetAxis("Vertical");
#else
// Headless client running forward
horizontal = 0f;
vertical = 1f;
#endif
// Create initial direction vector without jumpSpeed (y-axis).
direction = new Vector3(horizontal, 0f, vertical);
// Run unless Sneaking or Walking
if (moveState == MoveMode.Sneaking)
direction *= 0.15f;
else if (moveState == MoveMode.Walking)
direction *= 0.5f;
// Clamp so diagonal strafing isn't a speed advantage.
direction = Vector3.ClampMagnitude(direction, 1f);
// Transforms direction from local space to world space.
direction = transform.TransformDirection(direction);
// Multiply for desired ground speed.
direction *= moveSpeedMultiplier;
// Add jumpSpeed to direction as last step.
direction.y = jumpSpeed;
// Finally move the character.
characterController.Move(direction * Time.deltaTime);
}
void HandleAnimation()
{
if (!animator) return;
//if (moveState != MoveState.Sneaking)
//{
// if (Input.GetKeyUp(KeyCode.I))
// animator.SetTrigger("Saluting");
// else if (Input.GetKeyUp(KeyCode.O))
// animator.SetTrigger("Waving");
// else if (Input.GetKeyUp(KeyCode.P))
// animator.SetBool("Dancing", !animator.GetBool("Dancing"));
//}
animVelocity = transform.InverseTransformDirection(direction).z / moveSpeedMultiplier;
animRotation = turnSpeed / maxTurnSpeed;
animator.SetFloat("Forward", Mathf.MoveTowards(animator.GetFloat("Forward"), animVelocity, moveSpeedMultiplier * Time.deltaTime));
animator.SetFloat("Turn", Mathf.MoveTowards(animator.GetFloat("Turn"), animRotation, maxTurnSpeed * Time.deltaTime));
animator.SetBool("Crouch", moveState == MoveMode.Sneaking);
animator.SetBool("OnGround", groundState == GroundState.Grounded);
}
void OnVelRotChanged(Vector3 newVelocity, Vector3 newRotation)
{
// Only apply to other player objects
if (isLocalPlayer) return;
animVelocity = -MathF.Round(transform.InverseTransformDirection(newVelocity).z / moveSpeedMultiplier, 1);
animRotation = -MathF.Round(newRotation.y / maxTurnSpeed, 1);
if (animator)
{
animator.SetFloat("Forward", MathF.Round(Mathf.MoveTowards(animator.GetFloat("Forward"), animVelocity, moveSpeedMultiplier * Time.deltaTime), 1));
animator.SetFloat("Turn", MathF.Round(Mathf.MoveTowards(animator.GetFloat("Turn"), animRotation, maxTurnSpeed * Time.deltaTime), 1));
}
}
}
}

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using UnityEngine;
using Mirror;
using TMPro;
using System.Collections.Generic;
namespace TestNT
{
public class PlayerName : NetworkBehaviour
{
internal static readonly Dictionary<NetworkConnectionToClient, string> connNames = new Dictionary<NetworkConnectionToClient, string>();
internal static readonly HashSet<string> playerNames = new HashSet<string>();
Transform mainCamTransform;
[Header("Components")]
public TextMeshPro nameText;
[Header("SyncVars")]
[SyncVar(hook = nameof(OnNameChanged))]
public string playerName;
void OnNameChanged(string _, string newValue)
{
nameText.text = newValue;
gameObject.name = newValue;
}
void OnValidate()
{
this.enabled = false;
}
public override void OnStartClient()
{
mainCamTransform = Camera.main.transform;
this.enabled = true;
}
public override void OnStopClient()
{
this.enabled = false;
}
void LateUpdate()
{
nameText.transform.forward = mainCamTransform.forward;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Mirror;
using UnityEngine;
namespace TestNT
{
[AddComponentMenu("")]
public class TestNTNetworkAuthenticator : NetworkAuthenticator
{
readonly HashSet<NetworkConnection> connectionsPendingDisconnect = new HashSet<NetworkConnection>();
[Header("Client Username")]
public string playerName;
public bool useNinja = true;
public bool isBot;
public uint multiplier = 3;
#region Messages
public struct AuthRequestMessage : NetworkMessage
{
public string authUsername;
public bool useNinja;
public bool isBot;
public uint multiplier;
}
public struct AuthResponseMessage : NetworkMessage
{
public byte code;
public string message;
}
#endregion
#region Server
/// <summary>
/// Called on server from StartServer to initialize the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartServer()
{
// register a handler for the authentication request we expect from client
NetworkServer.RegisterHandler<AuthRequestMessage>(OnAuthRequestMessage, false);
}
/// <summary>
/// Called on server from StopServer to reset the Authenticator
/// <para>Server message handlers should be registered in this method.</para>
/// </summary>
public override void OnStopServer()
{
// unregister the handler for the authentication request
NetworkServer.UnregisterHandler<AuthRequestMessage>();
}
/// <summary>
/// Called on server from OnServerConnectInternal when a client needs to authenticate
/// </summary>
/// <param name="conn">Connection to client.</param>
public override void OnServerAuthenticate(NetworkConnectionToClient conn)
{
// do nothing...wait for AuthRequestMessage from client
}
/// <summary>
/// Called on server when the client's AuthRequestMessage arrives
/// </summary>
/// <param name="conn">Connection to client.</param>
/// <param name="msg">The message payload</param>
public void OnAuthRequestMessage(NetworkConnectionToClient conn, AuthRequestMessage msg)
{
Debug.Log($"Authentication Request: {msg.authUsername}");
if (connectionsPendingDisconnect.Contains(conn)) return;
// check the credentials by calling your web server, database table, playfab api, or any method appropriate.
if (!PlayerName.playerNames.Contains(msg.authUsername))
{
// Add the name to the HashSet (except bots)
if (!msg.isBot)
PlayerName.playerNames.Add(msg.authUsername);
// Store username in authenticationData
// This will be read in Player.OnStartServer
// to set the playerName SyncVar.
conn.authenticationData = msg;
// create and send msg to client so it knows to proceed
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 100,
message = "Success"
};
conn.Send(authResponseMessage);
// Accept the successful authentication
connectionsPendingDisconnect.Remove(conn);
ServerAccept(conn);
}
else
{
connectionsPendingDisconnect.Add(conn);
// create and send msg to client so it knows to disconnect
AuthResponseMessage authResponseMessage = new AuthResponseMessage
{
code = 200,
message = "Username already in use...try again"
};
conn.Send(authResponseMessage);
// must set NetworkConnection isAuthenticated = false
conn.isAuthenticated = false;
// disconnect the client after 1 second so that response message gets delivered
StartCoroutine(DelayedDisconnect(conn, 1f));
}
}
IEnumerator DelayedDisconnect(NetworkConnectionToClient conn, float waitTime)
{
yield return new WaitForSeconds(waitTime);
// Reject the unsuccessful authentication
ServerReject(conn);
yield return null;
// remove conn from pending connections
connectionsPendingDisconnect.Remove(conn);
}
#endregion
#region Client
// Called by UI element UsernameInput.OnValueChanged
public void SetPlayername(string username)
{
playerName = username;
LoginUI.instance.errorText.text = string.Empty;
LoginUI.instance.errorText.gameObject.SetActive(false);
}
public void SetPlayername(string username, bool isBot)
{
playerName = username;
this.isBot = isBot;
LoginUI.instance.errorText.text = string.Empty;
LoginUI.instance.errorText.gameObject.SetActive(false);
}
public void SetNinja(bool useNinja)
{
this.useNinja = useNinja;
}
public void SetMultiplier(string multiplier)
{
this.multiplier = uint.Parse(multiplier);
}
/// <summary>
/// Called on client from StartClient to initialize the Authenticator
/// <para>Client message handlers should be registered in this method.</para>
/// </summary>
public override void OnStartClient()
{
// register a handler for the authentication response we expect from server
NetworkClient.RegisterHandler<AuthResponseMessage>(OnAuthResponseMessage, false);
}
/// <summary>
/// Called on client from StopClient to reset the Authenticator
/// <para>Client message handlers should be unregistered in this method.</para>
/// </summary>
public override void OnStopClient()
{
// unregister the handler for the authentication response
NetworkClient.UnregisterHandler<AuthResponseMessage>();
}
/// <summary>
/// Called on client from OnClientConnectInternal when a client needs to authenticate
/// </summary>
public override void OnClientAuthenticate()
{
AuthRequestMessage authRequestMessage = new AuthRequestMessage
{
authUsername = playerName,
useNinja = useNinja,
multiplier = multiplier,
isBot = isBot
};
Debug.Log($"Sending: U:{playerName} N:{useNinja} M:{multiplier} B:{isBot}");
NetworkClient.connection.authenticationData = authRequestMessage;
NetworkClient.Send(authRequestMessage);
}
/// <summary>
/// Called on client when the server's AuthResponseMessage arrives
/// </summary>
/// <param name="msg">The message payload</param>
public void OnAuthResponseMessage(AuthResponseMessage msg)
{
if (msg.code == 100)
{
Debug.Log($"Authentication Response: {msg.message}");
// Authentication has been accepted
ClientAccept();
}
else
{
Debug.LogError($"Authentication Response: {msg.message}");
// Authentication has been rejected
// StopHost works for both host client and remote clients
NetworkManager.singleton.StopHost();
// Do this AFTER StopHost so it doesn't get cleared / hidden by OnClientDisconnect
LoginUI.instance.networkAddressDropdown.interactable = true;
LoginUI.instance.usernameInput.interactable = true;
LoginUI.instance.ninjaToggle.interactable = true;
LoginUI.instance.multiplierInput.interactable = true;
LoginUI.instance.ToggleButtons(playerName);
LoginUI.instance.errorText.text = msg.message;
LoginUI.instance.errorText.gameObject.SetActive(true);
}
}
#endregion
}
}

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#if UNITY_SERVER
using System;
#endif
using UnityEngine;
using UnityEngine.SceneManagement;
using Mirror;
using Mirror.SimpleWeb;
using kcp2k;
namespace TestNT
{
[AddComponentMenu("")]
public class TestNTNetworkManager : NetworkManager
{
// Overrides the base singleton so we don't
// have to cast to this type everywhere.
public static new TestNTNetworkManager singleton { get; private set; }
public GameObject playerNinjaPrefab;
public GameObject botPrefab;
public GameObject npcPrefab;
public GameObject botNinjaPrefab;
public GameObject npcNinjaPrefab;
/// <summary>
/// Runs on both Server and Client
/// Networking is NOT initialized when this fires
/// </summary>
public override void Awake()
{
base.Awake();
singleton = this;
}
// Called by OnValueChanged of Login UI element NetworkAddressInput
public void SetHostname(string hostname)
{
networkAddress = hostname;
}
// Called by OnValueChanged of Login UI element NetworkAddressDropdown
public void OnSelectServer(int server)
{
if (server == 0)
{
SetHostname("mirror.clevertech.net");
if (transport is SimpleWebTransport swt)
{
swt.port = 7777;
swt.clientUseWss = true;
}
if (transport is KcpTransport kcp)
kcp.Port = 7777;
}
if (server == 1)
{
SetHostname("stresstest.idev.dl.je");
if (transport is SimpleWebTransport swt)
{
swt.port = 443;
swt.clientUseWss = true;
}
if (transport is KcpTransport kcp)
kcp.Port = 443;
}
if (server == 2)
{
SetHostname("localhost");
if (transport is SimpleWebTransport swt)
{
swt.port = 27777;
swt.clientUseWss = false;
}
if (transport is KcpTransport kcp)
kcp.Port = 27777;
}
}
#region Unity Callbacks
#if UNITY_SERVER
public override void Start()
{
if (autoStartServerBuild)
{
// set default sendRate, then let CmdLineArgs override
Application.targetFrameRate = 30;
if (Transport.active is SimpleWebTransport swt)
swt.port = 27777;
if (Transport.active is kcp2k.KcpTransport kcp)
kcp.Port = 27777;
ProcessCmdLineArgs();
if (Transport.active is SimpleWebTransport swt2)
{
swt2.sslEnabled = false;
swt2.clientUseWss = false;
}
StartServer();
}
// only start server or client, never both
else if (autoConnectClientBuild)
{
// set default sendRate, then let CmdLineArgs override
Application.targetFrameRate = 60;
if (Transport.active is SimpleWebTransport swt)
{
swt.sslEnabled = true;
swt.clientUseWss = true;
}
ProcessCmdLineArgs();
((TestNTNetworkAuthenticator)authenticator).SetPlayername($"Bot[{sendRate}] ", true);
StartClient();
}
}
void ProcessCmdLineArgs()
{
foreach (string arg in Environment.GetCommandLineArgs())
{
if (arg.StartsWith("/h:", StringComparison.InvariantCultureIgnoreCase))
networkAddress = arg.Remove(0, 3);
if (arg.StartsWith("/p:", StringComparison.InvariantCultureIgnoreCase))
if (ushort.TryParse(arg.Remove(0, 3), out ushort port))
{
if (transport is SimpleWebTransport swt)
swt.port = port;
if (transport is KcpTransport kcp)
kcp.Port = port;
}
if (arg.Equals("/ssl", StringComparison.InvariantCultureIgnoreCase) && Transport.active is SimpleWebTransport swt2)
{
swt2.clientUseWss = true;
swt2.sslEnabled = true;
}
if (arg.StartsWith("/ninja:", StringComparison.InvariantCultureIgnoreCase))
if (uint.TryParse(arg.Remove(0, 7), out uint multiplier))
{
((TestNTNetworkAuthenticator)authenticator).SetNinja(true);
((TestNTNetworkAuthenticator)authenticator).SetMultiplier(multiplier.ToString());
}
if (arg.Equals("/nossl", StringComparison.InvariantCultureIgnoreCase) && Transport.active is SimpleWebTransport swt3)
{
swt3.clientUseWss = false;
swt3.sslEnabled = false;
}
if (arg.StartsWith("/r:", StringComparison.InvariantCultureIgnoreCase))
if (int.TryParse(arg.Remove(0, 3), out sendRate))
Application.targetFrameRate = sendRate;
if (arg.StartsWith("/m:", StringComparison.InvariantCultureIgnoreCase))
float.TryParse(arg.Remove(0, 3), out bufferTimeMultiplierForClamping);
}
}
#endif
/// <summary>
/// Runs on both Server and Client
/// </summary>
public override void LateUpdate()
{
base.LateUpdate();
}
/// <summary>
/// Runs on both Server and Client
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
}
#endregion
#region Scene Management
/// <summary>
/// This causes the server to switch scenes and sets the networkSceneName.
/// <para>Clients that connect to this server will automatically switch to this scene. This is called automatically if onlineScene or offlineScene are set, but it can be called from user code to switch scenes again while the game is in progress. This automatically sets clients to be not-ready. The clients must call NetworkClient.Ready() again to participate in the new scene.</para>
/// </summary>
/// <param name="newSceneName"></param>
public override void ServerChangeScene(string newSceneName)
{
base.ServerChangeScene(newSceneName);
}
/// <summary>
/// Called from ServerChangeScene immediately before SceneManager.LoadSceneAsync is executed
/// <para>This allows server to do work / cleanup / prep before the scene changes.</para>
/// </summary>
/// <param name="newSceneName">Name of the scene that's about to be loaded</param>
public override void OnServerChangeScene(string newSceneName) { }
/// <summary>
/// Called on the server when a scene is completed loaded, when the scene load was initiated by the server with ServerChangeScene().
/// </summary>
/// <param name="sceneName">The name of the new scene.</param>
public override void OnServerSceneChanged(string sceneName) { }
/// <summary>
/// Called from ClientChangeScene immediately before SceneManager.LoadSceneAsync is executed
/// <para>This allows client to do work / cleanup / prep before the scene changes.</para>
/// </summary>
/// <param name="newSceneName">Name of the scene that's about to be loaded</param>
/// <param name="sceneOperation">Scene operation that's about to happen</param>
/// <param name="customHandling">true to indicate that scene loading will be handled through overrides</param>
public override void OnClientChangeScene(string newSceneName, SceneOperation sceneOperation, bool customHandling)
{
FindObjectOfType<NetworkManagerHUD>().enabled = newSceneName == onlineScene;
}
/// <summary>
/// Called on clients when a scene has completed loaded, when the scene load was initiated by the server.
/// <para>Scene changes can cause player objects to be destroyed. The default implementation of OnClientSceneChanged in the NetworkManager is to add a player object for the connection if no player object exists.</para>
/// </summary>
public override void OnClientSceneChanged()
{
base.OnClientSceneChanged();
}
#endregion
#region Server System Callbacks
/// <summary>
/// Called on the server when a new client connects.
/// <para>Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerConnect(NetworkConnectionToClient conn) { }
/// <summary>
/// Called on the server when a client is ready.
/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerReady(NetworkConnectionToClient conn)
{
base.OnServerReady(conn);
}
/// <summary>
/// Called on the server when a client adds a new player with ClientScene.AddPlayer.
/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
TestNTNetworkAuthenticator.AuthRequestMessage authData = (TestNTNetworkAuthenticator.AuthRequestMessage)conn.authenticationData;
GameObject player;
if (authData.isBot)
{
if (authData.useNinja)
player = Instantiate(botNinjaPrefab);
else
player = Instantiate(botPrefab);
}
else
{
if (authData.useNinja)
player = Instantiate(playerNinjaPrefab);
else
player = Instantiate(playerPrefab);
}
if (authData.useNinja)
player.GetComponent<NTRCustomSendInterval>().sendIntervalMultiplier = authData.multiplier;
player.transform.LookAt(new Vector3(0f, 1f, 0f));
PlayerName playerName = player.GetComponent<PlayerName>();
if (authData.isBot)
playerName.playerName = $"{authData.authUsername}{conn.connectionId:0000}";
else
playerName.playerName = authData.authUsername;
NetworkServer.AddPlayerForConnection(conn, player);
}
/// <summary>
/// Called on the server when a client disconnects.
/// <para>This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerDisconnect(NetworkConnectionToClient conn)
{
// remove player name from the HashSet
if (conn.authenticationData != null)
{
TestNTNetworkAuthenticator.AuthRequestMessage authData = (TestNTNetworkAuthenticator.AuthRequestMessage)conn.authenticationData;
PlayerName.playerNames.Remove(authData.authUsername);
}
// remove connection from Dictionary of conn > names
PlayerName.connNames.Remove(conn);
base.OnServerDisconnect(conn);
}
/// <summary>
/// Called on server when transport raises an exception.
/// <para>NetworkConnection may be null.</para>
/// </summary>
/// <param name="conn">Connection of the client...may be null</param>
/// <param name="exception">Exception thrown from the Transport.</param>
public override void OnServerError(NetworkConnectionToClient conn, TransportError transportError, string message) { }
#endregion
#region Client System Callbacks
/// <summary>
/// Called on the client when connected to a server.
/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
/// </summary>
public override void OnClientConnect()
{
base.OnClientConnect();
}
/// <summary>
/// Called on clients when disconnected from a server.
/// <para>This is called on the client when it disconnects from the server. Override this function to decide what happens when the client disconnects.</para>
/// </summary>
public override void OnClientDisconnect()
{
Debug.Log("OnClientDisconnect");
if (SceneManager.GetActiveScene().path != offlineScene) return;
// If we're in offline scene, we failed to connect...
LoginUI.instance.networkAddressDropdown.interactable = true;
LoginUI.instance.usernameInput.interactable = true;
LoginUI.instance.ninjaToggle.interactable = true;
LoginUI.instance.multiplierInput.interactable = true;
LoginUI.instance.ToggleButtons(LoginUI.instance.usernameInput.text);
}
/// <summary>
/// Called on clients when a servers tells the client it is no longer ready.
/// <para>This is commonly used when switching scenes.</para>
/// </summary>
public override void OnClientNotReady() { }
/// <summary>
/// Called on client when transport raises an exception.</summary>
/// </summary>
/// <param name="exception">Exception thrown from the Transport.</param>
public override void OnClientError(TransportError transportError, string message)
{
Debug.LogError($"OnClientError {transportError} {message}");
}
#endregion
#region Start & Stop Callbacks
// Since there are multiple versions of StartServer, StartClient and StartHost, to reliably customize
// their functionality, users would need override all the versions. Instead these callbacks are invoked
// from all versions, so users only need to implement this one case.
/// <summary>
/// This is invoked when a host is started.
/// <para>StartHost has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartHost() { }
/// <summary>
/// This is invoked when a server is started - including when a host is started.
/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartServer()
{
PlayerName.connNames.Clear();
}
/// <summary>
/// This is invoked when the client is started.
/// </summary>
public override void OnStartClient()
{
NetworkClient.RegisterPrefab(botPrefab);
NetworkClient.RegisterPrefab(npcPrefab);
NetworkClient.RegisterPrefab(playerNinjaPrefab);
NetworkClient.RegisterPrefab(botNinjaPrefab);
NetworkClient.RegisterPrefab(npcNinjaPrefab);
}
/// <summary>
/// This is called when a host is stopped.
/// </summary>
public override void OnStopHost() { }
/// <summary>
/// This is called when a server is stopped - including when a host is stopped.
/// </summary>
public override void OnStopServer() { }
/// <summary>
/// This is called when a client is stopped.
/// </summary>
public override void OnStopClient() { }
#endregion
}
}

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