#nullable enable using System; using System.Collections.Generic; using System.Collections.Concurrent; using System.Net; using System.Net.Sockets; namespace Passer.Control.Core { public class Participant { //public ConnectionMethod connection; public IPEndPoint? endPoint = null; public UdpClient? udpClient = null; public string ipAddress = "0.0.0.0"; public string broadcastIpAddress = "255.255.255.255"; public int port; public byte[] buffer = new byte[256]; public byte networkId = 0; public string name = "Participant"; public readonly ConcurrentQueue messageQueue = new(); public List others = new List(); public Participant? GetParticipant(string ipAddress, int port) { foreach (Participant c in others) { if (c.ipAddress == ipAddress && c.port == port) return c; } return null; } public Participant AddParticipant(string ipAddress, int port) { Participant participant = new Participant(ipAddress, port); participant.networkId = (byte)this.others.Count; //others.Add(); return participant; } #region Init public Participant() { others.Add(this); } /// /// Create a new participant /// /// The ip address of the site server /// The port number of the site server public Participant(string ipAddress = "0.0.0.0", int port = 7681) : this() { this.ipAddress = ipAddress; this.port = port; this.endPoint = new IPEndPoint(IPAddress.Parse(ipAddress), port); // for sending this.udpClient = new UdpClient(); // for receiving this.udpClient.Client.Bind(new IPEndPoint(IPAddress.Any, 0)); this.udpClient.BeginReceive(new AsyncCallback(result => ReceiveUDP(result)), null); } public Participant(UdpClient udpClient, int port) : this() { this.udpClient = udpClient; this.port = port; //clients.Add(this); } #endregion Init #region Update protected void ReceiveUDP(IAsyncResult result) { if (udpClient == null || this.endPoint == null) return; byte[] data = udpClient.EndReceive(result, ref this.endPoint); // This does not yet take multi-packet messages into account! Participant? remoteParticipant = this.GetParticipant(endPoint.Address.ToString(), endPoint.Port); if (remoteParticipant == null) { remoteParticipant = this.AddParticipant(endPoint.Address.ToString(), endPoint.Port); } ReceiveData(data, remoteParticipant); udpClient.BeginReceive(new AsyncCallback(result => ReceiveUDP(result)), null); } private static readonly long publishInterval = 3000; private long nextPublishMe = 0; public virtual void Update(long currentTimeMs) { if (currentTimeMs > this.nextPublishMe) { this.Publish(new ClientMsg(this.networkId)); // Console.WriteLine($"{this.name} Sent ClientMsg {this.networkId}"); this.nextPublishMe = currentTimeMs + Participant.publishInterval; } // for (int ix = 0; ix < this.others.Count; ix++) { // Participant client = this.others[ix]; // if (client == null) // continue; // this.ProcessMessages(client); // } Thing.UpdateAll(currentTimeMs); } #endregion Update #region Send public void SendThingInfo(Thing thing) { Console.WriteLine("Send thing info"); this.Send(new ThingMsg(this.networkId, thing)); this.Send(new NameMsg(this.networkId, thing)); this.Send(new ModelUrlMsg(this.networkId, thing)); } public bool Send(IMessage msg) { int bufferSize = msg.Serialize(ref this.buffer); if (bufferSize <= 0) return true; // Console.WriteLine($"msg to {endPoint.Address.ToString()} {endPoint.Port}"); this.udpClient?.Send(this.buffer, bufferSize, this.endPoint); return true; } public bool Publish(IMessage msg) { int bufferSize = msg.Serialize(ref this.buffer); if (bufferSize <= 0) return true; // Console.WriteLine($"publish to {broadcastIpAddress.ToString()} {this.port}"); this.udpClient?.Send(this.buffer, bufferSize, this.broadcastIpAddress, this.port); return true; } public bool SendBuffer(int bufferSize) { //if (this.ipAddress == null) // return false; // UnityEngine.Debug.Log($"Send msg {buffer[0]} to {ipAddress}"); //this.udpClient.Send(this.buffer, bufferSize, this.ipAddress, this.port); this.udpClient?.Send(this.buffer, bufferSize, this.endPoint); return true; } public bool PublishBuffer(int bufferSize) { if (this.broadcastIpAddress == null) return false; this.udpClient?.Send(this.buffer, bufferSize, this.broadcastIpAddress, this.port); return true; } #endregion #region Receive public void ReceiveData(byte[] data, Participant remoteParticipant) { byte msgId = data[0]; if (msgId == 0xFF) { // Timeout return; } switch (msgId) { case ClientMsg.Id: // 0xA0 / 160 this.Process(remoteParticipant, new ClientMsg(data)); break; case NetworkIdMsg.Id: // 0xA1 / 161 this.Process(remoteParticipant, new NetworkIdMsg(data)); break; case InvestigateMsg.Id: // 0x81 // result = await InvestigateMsg.Receive(dataStream, client, packetSize); break; case ThingMsg.id: // 0x80 / 128 this.Process(new ThingMsg(data)); break; case NameMsg.Id: // 0x91 / 145 this.Process(new NameMsg(data)); break; case ModelUrlMsg.Id: // 0x90 / 144 this.Process(new ModelUrlMsg(data)); break; case PoseMsg.Id: // 0x10 / 16 // result = await PoseMsg.Receive(dataStream, client, packetSize); break; case CustomMsg.Id: // 0xB1 / 177 // result = await CustomMsg.Receive(dataStream, client, packetSize); break; case TextMsg.Id: // 0xB0 / 176 // result = await TextMsg.Receive(dataStream, client, packetSize); break; case DestroyMsg.Id: // 0x20 / 32 // result = await DestroyMsg.Receive(dataStream, client, packetSize); break; default: break; } } #endregion #region Process protected virtual void Process(Participant sender, ClientMsg msg) { } protected virtual void Process(Participant sender, NetworkIdMsg msg) { Console.WriteLine($"{this.name} receive network id {this.networkId} {msg.networkId}"); if (this.networkId != msg.networkId) { this.networkId = msg.networkId; foreach (Thing thing in Thing.GetAllThings()) sender.SendThingInfo(thing); } } protected virtual void Process(InvestigateMsg msg) { } protected virtual void Process(ThingMsg msg) { Console.WriteLine($"received thing {msg.thingId}"); } protected virtual void Process(NameMsg msg) { Console.WriteLine($"received name {msg.name}"); } protected virtual void Process(ModelUrlMsg msg) { Console.WriteLine($"received name {msg.url}"); } protected virtual void ProcessPoseMsg(PoseMsg msg) { } protected virtual void ProcessCustomMsg(CustomMsg msg) { } protected virtual void ProcessTextMsg(TextMsg temsgxt) { } protected virtual void ProcessDestroyMsg(DestroyMsg msg) { } private void ForwardMessage(IMessage msg) { foreach (Participant client in others) { if (client == this) continue; //UnityEngine.Debug.Log($"---> {client.ipAddress}"); IMessage.SendMsg(client, msg); } } #endregion } }