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feat: networked message channel #605

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Apr 26, 2022
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Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,10 @@ public static void BindMessageChannelInstance<TMessage>(this DIScope scope)
{
scope.BindInstanceAsSingle<MessageChannel<TMessage>, IPublisher<TMessage>, ISubscriber<TMessage>, IMessageChannel<TMessage>>(new MessageChannel<TMessage>());
}
public static void BindNetworkedMessageChannelInstance<TMessage>(this DIScope scope, int bufferSize) where TMessage : unmanaged
{
scope.BindInstanceAsSingle<NetworkedMessageChannel<TMessage>, IPublisher<TMessage>, ISubscriber<TMessage>, IMessageChannel<TMessage>>(new NetworkedMessageChannel<TMessage>(bufferSize));
}

public static void BindBufferedMessageChannelInstance<TMessage>(this DIScope scope)
{
Expand Down
Original file line number Diff line number Diff line change
@@ -0,0 +1,90 @@
using System;
using Unity.Collections;
using Unity.Netcode;
using UnityEngine;

namespace Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure
{
/// <summary>
/// This type of message channel allows the server to publish a message that will be sent to clients as well as
/// being published locally. Clients and the server both can subscribe to it. However, that subscription needs to be
/// done after the NetworkManager has initialized. On objects whose lifetime is bigger than a networked session,
/// subscribing will be required each time a new session starts.
/// </summary>
/// <typeparam name="T"></typeparam>
public class NetworkedMessageChannel<T> : MessageChannel<T> where T : unmanaged
{
string m_Name;

int m_BufferSize;

bool m_HasRegisteredHandler;

public NetworkedMessageChannel(int bufferSize)
{
m_Name = $"{nameof(T)}NetworkMessageChannel";
m_BufferSize = bufferSize;
}

~NetworkedMessageChannel()
{
if (NetworkManager.Singleton != null && NetworkManager.Singleton.CustomMessagingManager != null)
{
NetworkManager.Singleton.CustomMessagingManager.UnregisterNamedMessageHandler(m_Name);
}
}

public override IDisposable Subscribe(Action<T> handler)
{
if (NetworkManager.Singleton != null && NetworkManager.Singleton.IsListening)
{
// Only register message handler on clients
if (!m_HasRegisteredHandler && !NetworkManager.Singleton.IsServer)
{
NetworkManager.Singleton.CustomMessagingManager.RegisterNamedMessageHandler(m_Name, ReceiveMessageThroughNetwork);
m_HasRegisteredHandler = true;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect;
}

return base.Subscribe(handler);
}

Debug.LogError("Cannot subscribe to NetworkedMessageChannel. NetworkManager is not initialized.");
return null;
}

void OnClientDisconnect(ulong clientId)
{
m_HasRegisteredHandler = false;
NetworkManager.Singleton.OnClientConnectedCallback -= OnClientDisconnect;
NetworkManager.Singleton.CustomMessagingManager.UnregisterNamedMessageHandler(m_Name);
}

public override void Publish(T message)
{
if (NetworkManager.Singleton.IsServer)
{
// send message to clients, then publish locally
SendMessageThroughNetwork(message);
base.Publish(message);
}
else
{
Debug.LogError("Only a server can publish in a NetworkedMessageChannel");
}
}

void SendMessageThroughNetwork(T message)
{
var writer = new FastBufferWriter(m_BufferSize, Allocator.Temp);
writer.WriteValueSafe(message);
NetworkManager.Singleton.CustomMessagingManager.SendNamedMessageToAll(m_Name, writer);
}

void ReceiveMessageThroughNetwork(ulong clientID, FastBufferReader reader)
{
reader.ReadValueSafe(out T message);
base.Publish(message);
}
}
}

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