using System; using System.Net; using System.Net.Http; using System.Net.Sockets; using System.Threading; using System.Threading.Tasks; using StereoKit; class MonoNet { public Monolith mono; public MonoNet(Monolith mono) { this.mono = mono; Random rnd = new Random(); me = new Peer(rnd.Next(1, 1024 * 8), SolidType.Normal, Color.White); // let the server determine the id // me.block = new Block(new Vec3((float)rnd.NextDouble() * 0.5f, 10, -4), Quat.Identity, SolidType.Normal, Color.White); } public Socket socket; int bufferSize = 1024; byte[] rData; int rHead; byte[] wData; int wHead; public Peer me; public Peer[] peers; public void Start() { socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); string ip = "192.168.1.70"; ip = "139.177.201.219"; EndPoint serverEndPoint = new IPEndPoint(IPAddress.Parse(ip), 1234); socket.Connect(serverEndPoint); rData = new byte[bufferSize]; wData = new byte[bufferSize]; peers = new Peer[64]; Thread.Sleep(1000); // useful? Thread readThread = new Thread(Read); readThread.Start(); Thread writeThread = new Thread(Write); writeThread.Start(); // socket.Close(); } void Read() { bool running = true; while (running) { while (socket.Available > 0) { try { socket.Receive(rData, 0, bufferSize, SocketFlags.None); } catch (Exception e) { Console.WriteLine($"can't connect to the server: {e}"); return; } rHead = 0; int id = ReadInt(); if (id != 0 && id != me.id) { int index = -1; for (int i = 0; i < peers.Length; i++) { if (peers[i] != null) { if (peers[i].id == id) { index = i; break; } } else { peers[i] = new Peer(id, SolidType.Immovable, Color.White * 0.5f); index = i; break; } } if (index == -1) { Console.WriteLine("too many peers"); return; } peers[index].color = ReadColor(); peers[index].cursor0 = ReadVec3(); peers[index].cursor1 = ReadVec3(); peers[index].cursor2 = ReadVec3(); peers[index].cursor3 = ReadVec3(); peers[index].headset = ReadPose(); peers[index].offHand = ReadPose(); peers[index].mainHand = ReadPose(); ReadBlock(ref peers[index].blocks); ReadCubic(ref peers[index].cubics); peers[index].lastPing = Time.Totalf; } } for (int i = 0; i < peers.Length; i++) { if (peers[i] != null) { if (Time.Totalf - peers[i].lastPing > 6) { peers[i] = null; } } } } } void Write() { bool running = true; while (running) { Thread.Sleep(60); if (Input.Controller(Handed.Right).IsTracked) continue; wHead = 0; WriteInt(me.id); WriteColor(me.color); WriteVec3(me.cursor0); WriteVec3(me.cursor1); WriteVec3(me.cursor2); WriteVec3(me.cursor3); WritePose(me.headset); WritePose(me.offHand); WritePose(me.mainHand); WriteBlock(me.blocks); WriteCubic(me.cubics); socket.Send(wData); } } bool ReadBool() { bool result = rData[rHead] == 1; rHead++; return result; } void WriteBool(bool value) { wData[wHead] = (byte)(value ? 1 : 0); wHead++; } int ReadInt() { int value = BitConverter.ToInt32(rData, rHead); rHead += 4; return value; } void WriteInt(int value) { BitConverter.GetBytes(value).CopyTo(wData, wHead); wHead += 4; } float ReadFloat() { float value = BitConverter.ToSingle(rData, rHead); rHead += 4; return value; } void WriteFloat(float value) { BitConverter.GetBytes(value).CopyTo(wData, wHead); wHead += 4; } Vec3 ReadVec3() { Vec3 value = new Vec3( BitConverter.ToSingle(rData, rHead), BitConverter.ToSingle(rData, rHead + 4), BitConverter.ToSingle(rData, rHead + 8) ); rHead += 12; return value; } void WriteVec3(Vec3 vec) { BitConverter.GetBytes(vec.x).CopyTo(wData, wHead); BitConverter.GetBytes(vec.y).CopyTo(wData, wHead + 4); BitConverter.GetBytes(vec.z).CopyTo(wData, wHead + 8); wHead += 12; } Quat ReadQuat() { Quat value = new Quat( BitConverter.ToSingle(rData, rHead), BitConverter.ToSingle(rData, rHead + 4), BitConverter.ToSingle(rData, rHead + 8), BitConverter.ToSingle(rData, rHead + 12) ); rHead += 16; return value; } void WriteQuat(Quat quat) { BitConverter.GetBytes(quat.x).CopyTo(wData, wHead); BitConverter.GetBytes(quat.y).CopyTo(wData, wHead + 4); BitConverter.GetBytes(quat.z).CopyTo(wData, wHead + 8); BitConverter.GetBytes(quat.w).CopyTo(wData, wHead + 12); wHead += 16; } Pose ReadPose() { return new Pose( ReadVec3(), ReadQuat() ); } void WritePose(Pose pose) { WriteVec3(pose.position); WriteQuat(pose.orientation); } Color ReadColor() { Color color = new Color( BitConverter.ToSingle(rData, rHead), BitConverter.ToSingle(rData, rHead + 4), BitConverter.ToSingle(rData, rHead + 8), BitConverter.ToSingle(rData, rHead + 12) ); rHead += 16; return color; } void WriteColor(Color color) { BitConverter.GetBytes(color.r).CopyTo(wData, wHead); BitConverter.GetBytes(color.g).CopyTo(wData, wHead + 4); BitConverter.GetBytes(color.b).CopyTo(wData, wHead + 8); BitConverter.GetBytes(color.a).CopyTo(wData, wHead + 12); wHead += 16; } void ReadBlock(ref Block[] blocks) { for (int i = 0; i < blocks.Length; i++) { bool bActive = ReadBool(); Pose pose = ReadPose(); if (bActive) { blocks[i].Enable(pose.position, pose.orientation); } else { blocks[i].Disable(); } } } void WriteBlock(Block[] blocks) { for (int i = 0; i < blocks.Length; i++) { WriteBool(blocks[i].active); WritePose(blocks[i].solid.GetPose()); } } void ReadCubic(ref Cubic[] cubics) { for (int i = 0; i < cubics.Length; i++) { bool bActive = ReadBool(); Color color = ReadColor(); Vec3 p0 = ReadVec3(); Vec3 p1 = ReadVec3(); Vec3 p2 = ReadVec3(); Vec3 p3 = ReadVec3(); if (bActive) { cubics[i].Enable(p0, p1, p2, p3, color); } else { cubics[i].Disable(); } } } void WriteCubic(Cubic[] cubics) { for (int i = 0; i < cubics.Length; i++) { WriteBool(cubics[i].active); WriteColor(cubics[i].color); WriteVec3(cubics[i].p0); WriteVec3(cubics[i].p1); WriteVec3(cubics[i].p2); WriteVec3(cubics[i].p3); } } string localIP, publicIP; void GetIPs() { using (Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, 0)) { socket.Connect("8.8.8.8", 65530); IPEndPoint endPoint = socket.LocalEndPoint as IPEndPoint; localIP = endPoint.Address.ToString(); } publicIP = new HttpClient().GetStringAsync("https://ipv4.icanhazip.com/").Result.TrimEnd(); } } class Peer { public float lastPing; public int id; // on connect: wait on server sending your peer id public Color color; public Vec3 cursor0, cursor1, cursor2, cursor3; public Pose headset; public Pose offHand; public Pose mainHand; public Block[] blocks; public Cubic[] cubics; // public Sound voice; // public SoundInst voiceInst; // update position public Peer(int id, SolidType type, Color color) { this.id = id; blocks = new Block[] { new Block(type, color), new Block(type, color), new Block(type, color), new Block(type, color), new Block(type, color), new Block(type, color) }; cubics = new Cubic[] { new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic(), new Cubic() }; // voice = Sound.CreateStream(0.5f); // voiceInst = voice.Play(Vec3.Zero, 0.5f); } BlockCon rBlock = new BlockCon(); BlockCon lBlock = new BlockCon(); CubicCon cubicCon = new CubicCon(); public Vec3 vGlovePos; public void Step(Monolith mono, Con rCon, Con lCon) { // CLIENT SIDE rBlock.Step(rCon, lCon, mono.rGlove.virtualGlove.position, ref lBlock, ref blocks); lBlock.Step(lCon, rCon, mono.lGlove.virtualGlove.position, ref rBlock, ref blocks); // too much in this networking class // should contain only network related data // and not be a weird pitstop for the game logic // does it store a copy of the data? // or just a reference to the data? // vGlovePos = mono.rGlove.virtualGlove.position; // for (int i = 0; i < blocks.Length; i++) { // Pose blockPose = blocks[i].solid.GetPose(); // Bounds bounds = new Bounds(Vec3.Zero, Vec3.One * blocks[i].size); // if (blocks[i].active && ( // bounds.Contains(blockPose.orientation.Inverse * (cursor - blockPose.position)) || // bounds.Contains(blockPose.orientation.Inverse * (cursor3 - blockPose.position)) // )) { // blocks[i].color = new Color(0.8f, 1, 1); // } else { // blocks[i].color = new Color(1, 1, 1); // } // } cubicCon.Step(rCon, lCon, this, ref cubics); Draw(false); } public void Draw(bool body) { if (body){ // Cube(Matrix.TRS(cursor0, Quat.Identity, Vec3.One * 0.05f), color); Cube(Matrix.TRS(headset.position + Input.Head.Forward * -0.15f, headset.orientation, Vec3.One * 0.3f), color); // Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color); // Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color); Bezier.Draw(cursor0, cursor1, cursor2, cursor3, Color.White); } // Cube(offHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color); // Cube(mainHand.ToMatrix(new Vec3(0.1f, 0.025f, 0.1f)), color); Cube(Matrix.TRS(cursor0, mainHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color); Cube(Matrix.TRS(cursor3, offHand.orientation, new Vec3(0.025f, 0.1f, 0.1f)), color); for (int i = 0; i < blocks.Length; i++) { if (blocks[i].solid.GetPose().position.y < -10) { blocks[i].Disable(); } else { blocks[i].Draw(); } } for (int i = 0; i < cubics.Length; i++) { cubics[i].Draw(); } } static Mesh meshCube = Default.MeshCube; static Material matCube = Default.Material; public void Cube(Matrix m, Color color) { matCube.FaceCull = Cull.None; meshCube.Draw(matCube, m, color); } }