├── .gitignore ├── LICENSE ├── README.md ├── client └── unity │ ├── Assets │ ├── Libraries.meta │ ├── Libraries │ │ ├── websocket-sharp.dll │ │ └── websocket-sharp.dll.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── NetworkModel.meta │ │ └── NetworkModel │ │ │ ├── ExampleScene.unity │ │ │ └── ExampleScene.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── NetworkModel.meta │ │ └── NetworkModel │ │ ├── Dependency.meta │ │ ├── Dependency │ │ ├── AbstractInjector.cs │ │ ├── AbstractInjector.cs.meta │ │ ├── Injector.cs │ │ └── Injector.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── ConfigurationEditor.cs │ │ ├── ConfigurationEditor.cs.meta │ │ ├── RuleEditor.cs │ │ └── RuleEditor.cs.meta │ │ ├── Enum.meta │ │ ├── Enum │ │ ├── Extension.meta │ │ ├── Extension │ │ │ ├── RuleTypeExtension.cs │ │ │ └── RuleTypeExtension.cs.meta │ │ ├── LogType.cs │ │ ├── LogType.cs.meta │ │ ├── RuleType.cs │ │ ├── RuleType.cs.meta │ │ ├── UpdateType.cs │ │ └── UpdateType.cs.meta │ │ ├── Model.meta │ │ ├── Model │ │ ├── Component.meta │ │ ├── Component │ │ │ ├── AbstractComponent.cs │ │ │ ├── AbstractComponent.cs.meta │ │ │ ├── BoxColliderSerializable.cs │ │ │ ├── BoxColliderSerializable.cs.meta │ │ │ ├── CameraSerializable.cs │ │ │ ├── CameraSerializable.cs.meta │ │ │ ├── LightSerializable.cs │ │ │ ├── LightSerializable.cs.meta │ │ │ ├── LineRendererSerializable.cs │ │ │ ├── LineRendererSerializable.cs.meta │ │ │ ├── MeshColliderSerializable.cs │ │ │ ├── MeshColliderSerializable.cs.meta │ │ │ ├── MeshFilterSerializable.cs │ │ │ ├── MeshFilterSerializable.cs.meta │ │ │ ├── MeshRendererSerializable.cs │ │ │ ├── MeshRendererSerializable.cs.meta │ │ │ ├── ScriptSerializable.cs │ │ │ ├── ScriptSerializable.cs.meta │ │ │ ├── SphereColliderSerializable.cs │ │ │ ├── SphereColliderSerializable.cs.meta │ │ │ ├── TransformSerializable.cs │ │ │ └── TransformSerializable.cs.meta │ │ ├── Model.cs │ │ ├── Model.cs.meta │ │ ├── Resource.meta │ │ ├── Resource │ │ │ ├── AbstractResource.cs │ │ │ ├── AbstractResource.cs.meta │ │ │ ├── MaterialSerializable.cs │ │ │ ├── MaterialSerializable.cs.meta │ │ │ ├── MeshSerializable.cs │ │ │ ├── MeshSerializable.cs.meta │ │ │ ├── Texture2DSerializable.cs │ │ │ └── Texture2DSerializable.cs.meta │ │ ├── Serializer.cs │ │ ├── Serializer.cs.meta │ │ ├── Store.meta │ │ ├── Store │ │ │ ├── ObjectNode.cs │ │ │ ├── ObjectNode.cs.meta │ │ │ ├── ObjectStore.cs │ │ │ ├── ObjectStore.cs.meta │ │ │ ├── ResourceNode.cs │ │ │ ├── ResourceNode.cs.meta │ │ │ ├── ResourceStore.cs │ │ │ └── ResourceStore.cs.meta │ │ ├── Struct.meta │ │ ├── Struct │ │ │ ├── HierarchyUpdate.cs │ │ │ ├── HierarchyUpdate.cs.meta │ │ │ ├── NameTypePair.cs │ │ │ └── NameTypePair.cs.meta │ │ ├── Subscriptions.cs │ │ └── Subscriptions.cs.meta │ │ ├── Network.meta │ │ ├── Network │ │ ├── Connection.cs │ │ ├── Connection.cs.meta │ │ ├── Request.cs │ │ └── Request.cs.meta │ │ ├── NetworkModelConfiguration.cs │ │ ├── NetworkModelConfiguration.cs.meta │ │ ├── NetworkModelRule.cs │ │ ├── NetworkModelRule.cs.meta │ │ ├── Utilities.meta │ │ └── Utilities │ │ ├── CompressionUtility.cs │ │ ├── CompressionUtility.cs.meta │ │ ├── HashUtility.cs │ │ ├── HashUtility.cs.meta │ │ ├── LogUtility.cs │ │ ├── LogUtility.cs.meta │ │ ├── RuleUtility.cs │ │ └── RuleUtility.cs.meta │ └── ProjectSettings │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset ├── server └── nodejs │ ├── config.json │ ├── package.json │ └── server.js └── showcase ├── nodejs-console.jpg ├── unity-config.jpg └── unity-rules.jpg /.gitignore: -------------------------------------------------------------------------------- 1 | # Package files 2 | *.7z 3 | *.dmg 4 | *.gz 5 | *.iso 6 | *.jar 7 | *.rar 8 | *.tar 9 | *.zip 10 | 11 | # Log files 12 | logs 13 | *.log 14 | 15 | # Build files 16 | *.apk 17 | *.unitypackage 18 | 19 | # OS files 20 | .DS_Store 21 | .DS_Store? 22 | ._* 23 | .Spotlight-V100 24 | .Trashes 25 | ehthumbs.db 26 | Thumbs.db 27 | 28 | # NodeJS files 29 | server/nodejs/node_modules/ 30 | server/nodejs/package-lock.json 31 | .npm 32 | npm-debug.log* 33 | 34 | # Visual Studio files 35 | client/unity/.vs/ 36 | client/unity/.vscode/ 37 | *.csproj 38 | *.unityproj 39 | *.sln 40 | *.suo 41 | *.tmp 42 | *.user 43 | *.userprefs 44 | *.pidb 45 | *.booproj 46 | *.svd 47 | *.pdb 48 | *.opendb 49 | *.VC.db 50 | 51 | # Unity files 52 | client/unity/[Bb]uild/ 53 | client/unity/[Bb]uilds/ 54 | client/unity/[Ll]ibrary/ 55 | client/unity/[Ll]ogs/ 56 | client/unity/[Oo]bj/ 57 | client/unity/[Pp]ackages/ 58 | client/unity/[Tt]emp/ 59 | client/unity/Assets/AssetStoreTools* 60 | client/unity/sysinfo.txt 61 | *.pidb.meta 62 | *.pdb.meta 63 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Uwe Gruenefeld, Tobias Lunte 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Network Model 2 | Package for Unity3D, which allows synchronizing GameObjects, Resources, and Components with multiple Unity clients over WebSockets. On the server-side, a NodeJS script opens a WebSocket connection, stores the incoming GameObjects, Resources, and Components as JSON objects and sends updates to the Unity clients to keep them sync. 3 | 4 | > Ideal for beginners, to synchronize multiple Unity clients without any knowledge 5 | > about network programming. Perfect as well, to rapidly prototype 6 | > multi-user experiences with a large number of supported devices. 7 | 8 | [![Demonstration of Unity Network Model](http://img.youtube.com/vi/fQcbDtgZxLE/0.jpg)](http://www.youtube.com/watch?v=fQcbDtgZxLE) 9 | 10 | *Demonstration of Unity Network Model* 11 | 12 | ## Features 13 | * Bidirectional updates between Unity client and NodeJS server 14 | - Every Unity client shares the same synchronized hierarchy of GameObjects and their Components and Resources 15 | * Unidirectional updates (only receive updates or only send updates) 16 | - One Unity client, for example, can be used to show the copy of GameObjects without sending changes to the NodeJS server 17 | * Selected updates (specify which Components and Resources can send or receive updates) 18 | - Supported components are BoxCollider, Camera, Light, LineRenderer, MeshCollider, MeshFilter, MeshRenderer, Script, SphereCollider, and Transform 19 | - Supported resources are Material, Mesh, and Texture2D 20 | - Extendable to support more components and resources 21 | * Supports multiple channel to synchronize different hierarchies on client and server at the same time 22 | * Synchronizes any hierarchy depth of GameObjects 23 | * Update frequency and decimal places adjustable 24 | * Updates only changed GameObjects, Components and Resources 25 | 26 | ## Install 27 | To install the UnityNetworkModel follow these five simple steps: 28 | 1. Clone this repository to your computer 29 | 2. Install the NodeJS package inside the nodejs folder 30 | ```sh 31 | npm install 32 | ``` 33 | 3. Start node.js server 34 | ```sh 35 | node server.js 36 | ``` 37 | 4. Import UnityNetworkModel.unitypackage in Unity3D 38 | 5. Add the script NetworkModelConfiguration.cs to a GameObject 39 | 40 | ## Requirements 41 | * NodeJS version 4.5 or higher *required* 42 | * Unity version 2017.4 or higher *required* 43 | * Tested on Unity version 2019.3 and 2018.4 44 | * If Clients (Unity) are deployed on different machines and compare timestamps is activated, a clock synchronization on all Clients is required 45 | 46 | ## Platforms 47 | * Windows (including Hololens und VR headsets) 48 | * Linux 49 | * MacOS 50 | * Android (Oculus Go, Quest) 51 | * iOS 52 | 53 | ## External Libraries 54 | * WebSocket-Sharp (see https://github.com/sta/websocket-sharp) 55 | 56 | 57 | ----- 58 | ## Screenshots 59 | 60 | ![UnityNetworkModel Configuration Component](https://github.com/UweGruenefeld/UnityNetworkModel/blob/master/showcase/unity-config.jpg?raw=true) 61 | *UnityNetworkModel Configuration Component* 62 | 63 | ![UnityNetworkModel Rule Component](https://github.com/UweGruenefeld/UnityNetworkModel/blob/master/showcase/unity-rules.jpg?raw=true) 64 | *UnityNetworkModel Rule Component* 65 | 66 | ![NodeJS server console output](https://github.com/UweGruenefeld/UnityNetworkModel/blob/master/showcase/nodejs-console.jpg?raw=true) 67 | *NodeJS server console output* -------------------------------------------------------------------------------- /client/unity/Assets/Libraries.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce33360cbbe5a4f3590b63db34c66adb 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Libraries/websocket-sharp.dll: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8b83fbc2459b4174b40aa8f356206d4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Dependency.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91a536c0c41a30b4c9047940f773e8a4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Dependency/AbstractInjector.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Abstract Injector for Dependencies of Unity Network Model 4 | * 5 | * @file AbstractInjector.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-03 8 | **/ 9 | namespace UnityNetworkModel 10 | { 11 | /// 12 | /// Abstract Injector to handle Dependencies for Network Model Configuration 13 | /// 14 | internal abstract class AbstractInjector 15 | { 16 | // Reference to Injector 17 | protected Injector injector; 18 | 19 | /// 20 | /// Creates Injektor-based class with injector reference 21 | /// 22 | /// 23 | internal AbstractInjector(Injector injector) 24 | { 25 | // Asign the Injector Reference 26 | this.injector = injector; 27 | } 28 | } 29 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Dependency/AbstractInjector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f600e2a97acfa0c44bd422e8053678de 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Dependency/Injector.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Injector Script of Unity Network Model 4 | * 5 | * @file Injector.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-03 8 | **/ 9 | namespace UnityNetworkModel 10 | { 11 | /// 12 | /// Injector that handles Dependencies for Network Model Configuration 13 | /// 14 | internal class Injector 15 | { 16 | // Configuration script visible in Inspector 17 | public NetworkModelConfiguration configuration; 18 | 19 | // Store for Objects representations 20 | public ObjectStore objectStore; 21 | // Store for Resource representations 22 | public ResourceStore resourceStore; 23 | 24 | // Model of the current Instance 25 | public Model model; 26 | 27 | // Serializer allows to serialize and deserialize Unity components and resources 28 | public Serializer serializer; 29 | 30 | // Handles subscriptions on send and receive channels 31 | public Subscriptions subscriptions; 32 | 33 | // Handles connection to server 34 | public Connection connection; 35 | 36 | /// 37 | /// Constructs an Injektor containing references to interfaces 38 | /// 39 | /// 40 | internal Injector(NetworkModelConfiguration configuration) 41 | { 42 | this.configuration = configuration; 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Dependency/Injector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7f850016c169aaf418b2b54ac530eecd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2bc2a185f8b71314a827c3dd8c1d8419 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Editor/ConfigurationEditor.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * ConfigEditor Script of Unity Network Model 4 | * 5 | * @file ConfigEditor.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-03 8 | **/ 9 | using UnityEngine; 10 | using UnityEditor; 11 | 12 | namespace UnityNetworkModel 13 | { 14 | /// 15 | /// Editor interface for Network Model Configuration 16 | /// 17 | #if UNITY_EDITOR 18 | [CustomEditor(typeof(NetworkModelConfiguration))] 19 | [CanEditMultipleObjects] 20 | public class ConfigurationEditor : Editor 21 | { 22 | // Save toggle state of groups 23 | bool toggleGroupConnection = true; 24 | bool toggleGroupSettings = true; 25 | bool toggleGroupChannel = true; 26 | bool toggleGroupRules = true; 27 | bool toggleGroupDebugging = true; 28 | 29 | float currentWidth = 70; 30 | 31 | /// 32 | /// Override method to show custom editor 33 | /// 34 | public override void OnInspectorGUI() 35 | { 36 | // Data object of Unity component 37 | serializedObject.Update(); 38 | var networkModelConfiguration = target as NetworkModelConfiguration; 39 | 40 | // Ensure no NetworkModelConfiguration in parent 41 | Transform pointer = networkModelConfiguration.transform; 42 | while (pointer.parent != null) 43 | { 44 | pointer = pointer.parent; 45 | if (pointer.GetComponent() != null) 46 | { 47 | EditorGUILayout.HelpBox("Another NetworkModelConfiguration found in parent GameObject. Therefore, this component is disabled.", MessageType.Error); 48 | networkModelConfiguration.enabled = false; 49 | } 50 | } 51 | 52 | // Ensure a NetworkModel Rule is attached to GameObject as well 53 | if (networkModelConfiguration.GetComponent() == null) 54 | networkModelConfiguration.gameObject.AddComponent(); 55 | 56 | // Hover text for Help 57 | string serverIP = "Specify the IP address of the server."; 58 | string serverPort = "Specify the port of the server."; 59 | string reconnectTime = "Minimum time in seconds before next reconnect attempt. Will never be faster than the time between updates."; 60 | string updateDelay = "Minimum time in seconds between two updates."; 61 | 62 | string compareTime = "If checked, every update must contain a more recent timestamp than the last update."; 63 | string allowSend = "If checked, the network model will send updates to the server."; 64 | string allowReceive = "If checked, the network model will receive updates from the server."; 65 | string existingObjects = "Attempt to find existing GameObjects of the correct name before creating new ones. Names of GameObject descendants of NetworkModel must be unique when using this option."; 66 | string existingResources = "Attempt to find existing Resources of the correct name and type in \"/Resources/NetworkModel\" before creating new ones. Names of Resources in the folder must be unique when using this option."; 67 | 68 | string sendChannel = "List of channels on which to broadcast changes, seperated by \",\"."; 69 | string receiveChannel = "List of channels from which to receive changes, separated by \",\"."; 70 | 71 | string enableText = "Enable/Disable Resource"; 72 | string sendText = "Enable/Disable Sending Resource"; 73 | string receiveText = "Enable/Disable Receiving Resource"; 74 | 75 | string debugLevel = "Show all debug messages with regard to specified log level."; 76 | string debugSend = "Debug messages sent to the server."; 77 | string debugReceive = "Debug messages received from server."; 78 | 79 | // Set GUILayout mode 80 | GUILayout.FlexibleSpace(); 81 | 82 | // Textures 83 | Texture2D textureDark = new Texture2D(1, 1); 84 | textureDark.SetPixels(new Color[] { new Color(.6f, .6f, .6f) }); 85 | textureDark.Apply(); 86 | 87 | Texture2D textureLight = new Texture2D(1, 1); 88 | textureLight.SetPixels(new Color[] { new Color(.8f, .8f, .8f) }); 89 | textureLight.Apply(); 90 | 91 | // GUIStyles 92 | GUIStyle foldout = EditorStyles.foldoutHeader; 93 | foldout.fontStyle = FontStyle.Bold; 94 | 95 | GUIStyle header = new GUIStyle(); 96 | header.normal.background = textureDark; 97 | 98 | GUIStyle empty = new GUIStyle(); 99 | 100 | GUIStyle rowOdd = new GUIStyle(); 101 | GUIStyle rowEven = new GUIStyle(); 102 | rowEven.normal.background = textureLight; 103 | 104 | // Connection 105 | this.toggleGroupConnection = EditorGUILayout.BeginFoldoutHeaderGroup(this.toggleGroupConnection, "Connection", foldout); 106 | if (this.toggleGroupConnection) 107 | { 108 | EditorGUI.indentLevel++; 109 | 110 | if (EditorApplication.isPlaying) 111 | { 112 | EditorGUILayout.TextField(new GUIContent("Server IP", serverIP), networkModelConfiguration.IP, EditorStyles.label); 113 | EditorGUILayout.IntField(new GUIContent("Server Port", serverPort), networkModelConfiguration.PORT, EditorStyles.label); 114 | } 115 | else 116 | { 117 | networkModelConfiguration.IP = EditorGUILayout.TextField(new GUIContent("Server IP", serverIP), networkModelConfiguration.IP); 118 | networkModelConfiguration.PORT = EditorGUILayout.IntField(new GUIContent("Server Port", serverPort), networkModelConfiguration.PORT); 119 | } 120 | networkModelConfiguration.RECONNECT = EditorGUILayout.Slider(new GUIContent("Seconds to reconnect", reconnectTime), networkModelConfiguration.RECONNECT, 0.0f, 10.0f); 121 | networkModelConfiguration.DELAY = EditorGUILayout.Slider(new GUIContent("Seconds bet. updates", updateDelay), networkModelConfiguration.DELAY, 0.0f, 1.0f); 122 | EditorGUI.indentLevel--; 123 | } 124 | EditorGUILayout.EndFoldoutHeaderGroup(); 125 | EditorGUILayout.Space(); 126 | 127 | // Caluclate Editor width 128 | var windowVisibleRect = GUILayoutUtility.GetLastRect(); 129 | if (windowVisibleRect.width > 1) 130 | this.currentWidth = windowVisibleRect.width; 131 | 132 | // GUILayoutOptions 133 | GUILayoutOption[] optionsLeftField = { GUILayout.MinWidth(70), GUILayout.Width((this.currentWidth * 0.45f) - 45) }; 134 | GUILayoutOption[] optionsRightFields = { GUILayout.MaxWidth(65.0f), GUILayout.MinWidth(65.0f), GUILayout.Width(65.0f) }; 135 | 136 | // Settings 137 | this.toggleGroupSettings = EditorGUILayout.BeginFoldoutHeaderGroup(this.toggleGroupSettings, "Settings", foldout); 138 | if (this.toggleGroupSettings) 139 | { 140 | EditorGUI.indentLevel++; 141 | networkModelConfiguration.TIME = EditorGUILayout.Toggle(new GUIContent("Compare timestamps", compareTime), networkModelConfiguration.TIME); 142 | networkModelConfiguration.SEND = EditorGUILayout.Toggle(new GUIContent("Allow to send updates", allowSend), networkModelConfiguration.SEND); 143 | networkModelConfiguration.RECEIVE = EditorGUILayout.Toggle(new GUIContent("Allow to receive updates", allowReceive), networkModelConfiguration.RECEIVE); 144 | networkModelConfiguration.EXISTINGOBJECTS = EditorGUILayout.Toggle(new GUIContent("Use existing objects", existingObjects), networkModelConfiguration.EXISTINGOBJECTS); 145 | networkModelConfiguration.EXISTINGRESOURCES = EditorGUILayout.Toggle(new GUIContent("Use existing resources", existingResources), networkModelConfiguration.EXISTINGRESOURCES); 146 | EditorGUI.indentLevel--; 147 | } 148 | EditorGUILayout.EndFoldoutHeaderGroup(); 149 | EditorGUILayout.Space(); 150 | 151 | // Channel 152 | this.toggleGroupChannel = EditorGUILayout.BeginFoldoutHeaderGroup(this.toggleGroupChannel, "Channel", foldout); 153 | if (this.toggleGroupChannel) 154 | { 155 | EditorGUI.indentLevel++; 156 | if (EditorApplication.isPlaying) 157 | { 158 | EditorGUILayout.TextField(new GUIContent("Send on channels", sendChannel), networkModelConfiguration.SENDCHANNELS, EditorStyles.label); 159 | EditorGUILayout.TextField(new GUIContent("Receive on channels", receiveChannel), networkModelConfiguration.RECEIVECHANNELS, EditorStyles.label); 160 | } 161 | else 162 | { 163 | networkModelConfiguration.SENDCHANNELS = EditorGUILayout.TextField(new GUIContent("Send on channels", sendChannel), networkModelConfiguration.SENDCHANNELS); 164 | networkModelConfiguration.RECEIVECHANNELS = EditorGUILayout.TextField(new GUIContent("Receive on channels", receiveChannel), networkModelConfiguration.RECEIVECHANNELS); 165 | } 166 | EditorGUI.indentLevel--; 167 | } 168 | EditorGUILayout.EndFoldoutHeaderGroup(); 169 | EditorGUILayout.Space(); 170 | 171 | // Rules 172 | this.toggleGroupRules = EditorGUILayout.BeginFoldoutHeaderGroup(this.toggleGroupRules, "Rules", foldout); 173 | if (this.toggleGroupRules) 174 | { 175 | EditorGUI.indentLevel++; 176 | 177 | // Rules Resources 178 | EditorGUILayout.BeginHorizontal(header); 179 | EditorGUILayout.LabelField(new GUIContent("Resources", "For which resources should updates be sent"), optionsLeftField); 180 | EditorGUILayout.LabelField("Send", optionsRightFields); 181 | EditorGUILayout.LabelField("Receive", optionsRightFields); 182 | EditorGUILayout.EndHorizontal(); 183 | 184 | // Resource Material 185 | EditorGUILayout.BeginHorizontal(rowOdd); 186 | networkModelConfiguration.enableMaterial = EditorGUILayout.ToggleLeft(new GUIContent("Material", enableText), 187 | networkModelConfiguration.enableMaterial, EditorStyles.label, optionsLeftField); 188 | EditorGUI.BeginDisabledGroup(networkModelConfiguration.enableMaterial == false); 189 | networkModelConfiguration.sendMaterial = EditorGUILayout.ToggleLeft(new GUIContent("", sendText), networkModelConfiguration.sendMaterial, optionsRightFields); 190 | networkModelConfiguration.receiveMaterial = EditorGUILayout.ToggleLeft(new GUIContent("", receiveText), networkModelConfiguration.receiveMaterial, optionsRightFields); 191 | EditorGUI.EndDisabledGroup(); 192 | EditorGUILayout.EndHorizontal(); 193 | 194 | // Resource Mesh 195 | EditorGUILayout.BeginHorizontal(rowEven); 196 | networkModelConfiguration.enableMesh = EditorGUILayout.ToggleLeft(new GUIContent("Mesh", enableText), 197 | networkModelConfiguration.enableMesh, EditorStyles.label, optionsLeftField); 198 | EditorGUI.BeginDisabledGroup(networkModelConfiguration.enableMesh == false); 199 | networkModelConfiguration.sendMesh = EditorGUILayout.ToggleLeft(new GUIContent("", sendText), networkModelConfiguration.sendMesh, optionsRightFields); 200 | networkModelConfiguration.receiveMesh = EditorGUILayout.ToggleLeft(new GUIContent("", receiveText), networkModelConfiguration.receiveMesh, optionsRightFields); 201 | EditorGUI.EndDisabledGroup(); 202 | EditorGUILayout.EndHorizontal(); 203 | 204 | // Resource Texture2D 205 | EditorGUILayout.BeginHorizontal(rowOdd); 206 | networkModelConfiguration.enableTexture2D = EditorGUILayout.ToggleLeft(new GUIContent("Texture2D", enableText), 207 | networkModelConfiguration.enableTexture2D, EditorStyles.label, optionsLeftField); 208 | EditorGUI.BeginDisabledGroup(networkModelConfiguration.enableTexture2D == false); 209 | networkModelConfiguration.sendTexture2D = EditorGUILayout.ToggleLeft(new GUIContent("", sendText), networkModelConfiguration.sendTexture2D, optionsRightFields); 210 | networkModelConfiguration.receiveTexture2D = EditorGUILayout.ToggleLeft(new GUIContent("", receiveText), networkModelConfiguration.receiveTexture2D, optionsRightFields); 211 | EditorGUI.EndDisabledGroup(); 212 | EditorGUILayout.EndHorizontal(); 213 | 214 | EditorGUI.indentLevel--; 215 | } 216 | EditorGUILayout.EndFoldoutHeaderGroup(); 217 | EditorGUILayout.Space(); 218 | 219 | // Debugging 220 | this.toggleGroupDebugging = EditorGUILayout.BeginFoldoutHeaderGroup(this.toggleGroupDebugging, "Debugging", foldout); 221 | if (this.toggleGroupDebugging) 222 | { 223 | EditorGUI.indentLevel++; 224 | networkModelConfiguration.DEBUGLEVEL = (LogType)EditorGUILayout.EnumPopup(new GUIContent("Debug Level", debugLevel), networkModelConfiguration.DEBUGLEVEL); 225 | 226 | if (networkModelConfiguration.SEND) 227 | networkModelConfiguration.DEBUGSEND = EditorGUILayout.Toggle(new GUIContent("Log outgoing messages", debugSend), networkModelConfiguration.DEBUGSEND); 228 | else 229 | { 230 | EditorGUI.BeginDisabledGroup(true); 231 | EditorGUILayout.Toggle(new GUIContent("Log outgoing messages", debugSend), networkModelConfiguration.DEBUGSEND); 232 | EditorGUI.EndDisabledGroup(); 233 | } 234 | 235 | if (networkModelConfiguration.RECEIVE) 236 | networkModelConfiguration.DEBUGRECEIVE = EditorGUILayout.Toggle(new GUIContent("Log incoming messages", debugReceive), networkModelConfiguration.DEBUGRECEIVE); 237 | else 238 | { 239 | EditorGUI.BeginDisabledGroup(true); 240 | EditorGUILayout.Toggle(new GUIContent("Log incoming messages", debugReceive), networkModelConfiguration.DEBUGRECEIVE); 241 | EditorGUI.EndDisabledGroup(); 242 | } 243 | 244 | EditorGUI.indentLevel--; 245 | } 246 | EditorGUILayout.EndFoldoutHeaderGroup(); 247 | 248 | // Apply changes 249 | serializedObject.ApplyModifiedProperties(); 250 | } 251 | } 252 | #endif 253 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Editor/ConfigurationEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5538ca461eb1e04f9a405334f0619a4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Editor/RuleEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7305baec7f4467a43bc49d03f867cfdd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 59fdfa283be801946ab4aa9920a5ab3a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/Extension.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36c7a8ffeaf5ea944a81329cfb36ec76 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/Extension/RuleTypeExtension.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Extension of Rule Type Enum of Unity Network Model 4 | * 5 | * @file RuleTypeExtension.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | /// 13 | /// Extension of Enum RuleType 14 | /// 15 | internal static class RuleTypeExtension 16 | { 17 | /// 18 | /// Transform Enum RuleType into a boolean 19 | /// 20 | /// 21 | /// 22 | internal static bool ToBool(this RuleType ruleType) 23 | { 24 | switch (ruleType) 25 | { 26 | case RuleType.TRUE: 27 | return true; 28 | default: 29 | return false; 30 | } 31 | } 32 | 33 | /// 34 | /// Transform boolean into Enum RuleType 35 | /// 36 | /// 37 | /// 38 | internal static RuleType FromBool(bool boolValue) 39 | { 40 | if(boolValue) 41 | return RuleType.TRUE; 42 | 43 | return RuleType.FALSE; 44 | } 45 | } 46 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/Extension/RuleTypeExtension.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5590d053d3435644c838939ef7bd216d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/LogType.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Log Type Enum of Unity Network Model 4 | * 5 | * @file LogType.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | /// 13 | /// Enum of RuleType 14 | /// 15 | public enum LogType : ushort 16 | { 17 | DISABLED = 0, ERROR = 1, WARNING = 2, INFORMATION = 3 18 | } 19 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/LogType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af48eb32ba845a64694c66f0b62093a2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/RuleType.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Rule Type Enum of Unity Network Model 4 | * 5 | * @file RuleType.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | /// 13 | /// Enum of RuleType 14 | /// 15 | internal enum RuleType 16 | { 17 | DISABLED, TRUE, FALSE 18 | } 19 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/RuleType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f6494c7e088812448f185d28f600b4f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/UpdateType.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Update Type of Unity Network Model 4 | * 5 | * @file UpdateType.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | /// 13 | /// Enum of UpdateType 14 | /// 15 | internal enum UpdateType 16 | { 17 | SEND, RECEIVE 18 | } 19 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Enum/UpdateType.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 461aa57630b81a04cb590c8b6eb4b012 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 233b2d4894e6d4f3187e7ebae69f3232 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bced543e2540b834eae7a16b9cc4babf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/AbstractComponent.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Abstract Component Script of Unity Network Model 4 | * 5 | * @file AbstractComponent.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-04-30 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Abstract class for all serializable Components 17 | /// 18 | [Serializable] 19 | internal abstract class AbstractComponent 20 | { 21 | protected Injector injector; 22 | 23 | /// 24 | /// Creates serializable Component from Unity component 25 | /// 26 | /// 27 | /// 28 | public AbstractComponent(Injector injector, Component component) 29 | { 30 | this.injector = injector; 31 | } 32 | 33 | /// 34 | /// Return common type of component 35 | /// 36 | /// 37 | abstract public Type commonType { get; } 38 | 39 | /// 40 | /// Applies parameters saved in the serialized component to a unity component 41 | /// 42 | /// 43 | /// 44 | /// 45 | abstract public bool Apply(Injector injector, Component component); 46 | 47 | /// 48 | /// Returns value-based, order-dependent hash. Needs to be overwritten for components 49 | /// 50 | /// 51 | abstract public long GetHash(); 52 | } 53 | } 54 | 55 | /* 56 | * TEMPLATE FOR NEW COMPONENT 57 | * 58 | * [Serializable] 59 | * internal class NAMEOFCOMPONENTSerializable : AbstractComponent 60 | * { 61 | * CLASS VARIABLES TO SYNCHRONIZE 62 | * 63 | * // Prepare component for sending to server 64 | * public NAMEOFCOMPONENTSerializable(Injector injector, Component component) : base(injector, component) 65 | * { 66 | * SAVE VARIABLES FROM COMPONENT IN CLASS VARIABLES 67 | * } 68 | * 69 | * // Apply received values to component 70 | * public override void Apply (Injector injector, Component component) : base(injector, component) 71 | * { 72 | * RESTORE CLASS VARIABLES INTO VARIABLES FROM COMPONENT 73 | * } 74 | * 75 | * // Returns value-based, order-dependent hash. Needs to be overwritten for components 76 | * // public override long GetHash() 77 | * // { 78 | * // COMBINE ALL VARIABLE HASHES 79 | * // } 80 | * } 81 | * 82 | */ -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/AbstractComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b41dad4818173473793c206be5b43246 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/BoxColliderSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Serializable BoxCollider of Unity Network Model 4 | * 5 | * @file BoxColliderSerializable.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-02 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable BoxCollider 17 | /// 18 | [Serializable] 19 | internal class BoxColliderSerializable : AbstractComponent 20 | { 21 | public Vector3 c, s; // Center, Size 22 | 23 | /// 24 | /// Creates serializable BoxCollider from Unity component 25 | /// 26 | /// 27 | /// 28 | public BoxColliderSerializable(Injector injector, Component component) : base(injector, component) 29 | { 30 | BoxCollider boxcollider = (BoxCollider)component; 31 | 32 | this.c = CompressionUtility.Compress(component.gameObject, boxcollider.center); 33 | this.s = CompressionUtility.Compress(component.gameObject, boxcollider.size); 34 | } 35 | 36 | /// 37 | /// Return common type of component 38 | /// 39 | /// 40 | public override Type commonType { get { return typeof(BoxCollider); } } 41 | 42 | /// 43 | /// Applies parameters saved in the serialized BoxCollider to a Unity BoxCollider 44 | /// 45 | /// 46 | /// 47 | /// 48 | public override bool Apply(Injector injector, Component component) 49 | { 50 | BoxCollider boxcollider = (BoxCollider)component; 51 | 52 | boxcollider.center = this.c; 53 | boxcollider.size = this.s; 54 | 55 | return true; 56 | } 57 | 58 | /// 59 | /// Returns Hash value of this serializable class 60 | /// 61 | /// 62 | public override long GetHash() 63 | { 64 | // Combine the Hashes of all variables 65 | return HashUtility.CombineHashes( 66 | this.c.GetHashCode(), 67 | this.s.GetHashCode() 68 | ); 69 | } 70 | } 71 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/BoxColliderSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4270dcf682845d4c8a23914d03a8eb1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/CameraSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Serializable Camera of Unity Network Model 4 | * 5 | * @file CameraSerializable.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-02 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable Camera 17 | /// 18 | [Serializable] 19 | internal class CameraSerializable : AbstractComponent 20 | { 21 | public float d, n, f, v; // Depth, NearClipPlane, FarClipPlane, FieldOfView 22 | public Color b; // BackgroundColor 23 | public CameraClearFlags c; // ClearFlags 24 | 25 | /// 26 | /// Creates serializable Camera from Unity component 27 | /// 28 | /// 29 | /// 30 | public CameraSerializable(Injector injector, Component component) : base(injector, component) 31 | { 32 | Camera camera = (Camera)component; 33 | 34 | this.d = CompressionUtility.Compress(component.gameObject, camera.depth); 35 | this.n = CompressionUtility.Compress(component.gameObject, camera.nearClipPlane); 36 | this.f = CompressionUtility.Compress(component.gameObject, camera.farClipPlane); 37 | this.v = CompressionUtility.Compress(component.gameObject, camera.fieldOfView); 38 | this.b = CompressionUtility.Compress(component.gameObject, camera.backgroundColor); 39 | this.c = camera.clearFlags; 40 | } 41 | 42 | /// 43 | /// Return common type of component 44 | /// 45 | /// 46 | public override Type commonType { get { return typeof(Camera); } } 47 | 48 | /// 49 | /// Applies parameters saved in the serialized Camera to a Unity Camera 50 | /// 51 | /// 52 | /// 53 | /// 54 | public override bool Apply(Injector injector, Component component) 55 | { 56 | Camera camera = (Camera)component; 57 | 58 | camera.depth = this.d; 59 | camera.nearClipPlane = this.n; 60 | camera.farClipPlane = this.f; 61 | camera.fieldOfView = this.v; 62 | camera.backgroundColor = this.b; 63 | camera.clearFlags = this.c; 64 | 65 | return true; 66 | } 67 | 68 | /// 69 | /// Returns Hash value of this serializable class 70 | /// 71 | /// 72 | public override long GetHash() 73 | { 74 | // Combine the Hashes of all variables 75 | return HashUtility.CombineHashes( 76 | this.d.GetHashCode(), 77 | this.n.GetHashCode(), 78 | this.f.GetHashCode(), 79 | this.v.GetHashCode(), 80 | this.b.GetHashCode(), 81 | this.c.GetHashCode() 82 | ); 83 | } 84 | } 85 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/CameraSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5bd43f60259efc1438e9a46417fac543 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/LightSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Serializable Light of Unity Network Model 4 | * 5 | * @file LightSerializable.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-02 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable Light 17 | /// 18 | [Serializable] 19 | internal class LightSerializable : AbstractComponent 20 | { 21 | public LightType t; // Type 22 | public Color c; // Color 23 | public float i, b; // Intensity, BounceIntensity 24 | 25 | /// 26 | /// Creates serializable Light from Unity component 27 | /// 28 | /// 29 | /// 30 | public LightSerializable(Injector injector, Component component) : base(injector, component) 31 | { 32 | Light light = (Light)component; 33 | 34 | this.t = light.type; 35 | this.c = CompressionUtility.Compress(component.gameObject, light.color); 36 | this.i = CompressionUtility.Compress(component.gameObject, light.intensity); 37 | this.b = CompressionUtility.Compress(component.gameObject, light.bounceIntensity); 38 | } 39 | 40 | /// 41 | /// Return common type of component 42 | /// 43 | /// 44 | public override Type commonType { get { return typeof(Light); } } 45 | 46 | /// 47 | /// Applies parameters saved in the serialized Light to a Unity Light 48 | /// 49 | /// 50 | /// 51 | /// 52 | public override bool Apply(Injector injector, Component component) 53 | { 54 | Light light = (Light)component; 55 | 56 | light.type = this.t; 57 | light.color = this.c; 58 | light.intensity = this.i; 59 | light.bounceIntensity = this.b; 60 | 61 | return true; 62 | } 63 | 64 | /// 65 | /// Returns Hash value of this serializable class 66 | /// 67 | /// 68 | public override long GetHash() 69 | { 70 | // Combine the Hashes of all variables 71 | return HashUtility.CombineHashes( 72 | this.t.GetHashCode(), 73 | this.c.GetHashCode(), 74 | this.i.GetHashCode(), 75 | this.b.GetHashCode() 76 | ); 77 | } 78 | } 79 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/LightSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6fe9b0d33c131a41a0cf4291cf69a67 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/LineRendererSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Serializable LineRenderer of Unity Network Model 4 | * 5 | * @file LineRendererSerializable.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-02 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable LineRenderer 17 | /// 18 | [Serializable] 19 | internal class LineRendererSerializable : AbstractComponent 20 | { 21 | public string m; // SharedMaterial 22 | public Vector3[] p; // ArrayOfPositions 23 | public float w; // WidthMultiplier 24 | public bool l; // Loop 25 | public int ca, co; // NumberOfCapVertices, NumberOfCornerVertices 26 | public LineTextureMode t; // TextureMode 27 | public Color cs, ce; // StartColor, EndColor 28 | 29 | /// 30 | /// Creates serializable LineRenderer from Unity component 31 | /// 32 | /// 33 | /// 34 | public LineRendererSerializable(Injector injector, Component component) : base(injector, component) 35 | { 36 | LineRenderer lineRenderer = (LineRenderer)component; 37 | 38 | // Save the used Shared Material 39 | if (lineRenderer.sharedMaterial == null) 40 | this.m = "null"; // No Material set 41 | else 42 | { 43 | // Get reference or unique name for the material resource 44 | lineRenderer.sharedMaterial.name = injector.resourceStore.GetReferenceName(lineRenderer.sharedMaterial); 45 | 46 | // Check if resource is already in ResourceStore 47 | if (!injector.resourceStore.Contains(lineRenderer.sharedMaterial.name)) 48 | injector.resourceStore.Add(lineRenderer.sharedMaterial); 49 | 50 | // Store the new Material name 51 | this.m = lineRenderer.sharedMaterial.name; 52 | } 53 | 54 | this.p = new Vector3[lineRenderer.positionCount]; 55 | lineRenderer.GetPositions(this.p); 56 | 57 | this.p = CompressionUtility.Compress(component.gameObject, this.p); 58 | this.w = CompressionUtility.Compress(component.gameObject, lineRenderer.widthMultiplier); 59 | this.l = lineRenderer.loop; 60 | this.ca = lineRenderer.numCapVertices; 61 | this.co = lineRenderer.numCornerVertices; 62 | this.t = lineRenderer.textureMode; 63 | this.cs = CompressionUtility.Compress(component.gameObject, lineRenderer.startColor); 64 | this.ce = CompressionUtility.Compress(component.gameObject, lineRenderer.endColor); 65 | } 66 | 67 | /// 68 | /// Return common type of component 69 | /// 70 | /// 71 | public override Type commonType { get { return typeof(LineRenderer); } } 72 | 73 | /// 74 | /// Applies parameters saved in the serialized LineRenderer to a Unity LineRenderer 75 | /// 76 | /// 77 | /// 78 | /// 79 | public override bool Apply(Injector injector, Component component) 80 | { 81 | // Get reference to component 82 | LineRenderer lineRenderer = (LineRenderer)component; 83 | 84 | lineRenderer.positionCount = this.p.Length; 85 | lineRenderer.SetPositions(this.p); 86 | lineRenderer.widthMultiplier = this.w; 87 | lineRenderer.loop = this.l; 88 | lineRenderer.numCapVertices = this.ca; 89 | lineRenderer.numCornerVertices = this.co; 90 | lineRenderer.textureMode = this.t; 91 | lineRenderer.startColor = this.cs; 92 | lineRenderer.endColor = this.ce; 93 | 94 | // Check if Material is null 95 | if(this.m == null || this.m == "null") 96 | { 97 | lineRenderer.material = null; 98 | lineRenderer.sharedMaterial = null; 99 | return true; 100 | } 101 | 102 | // Find resource in Store 103 | ResourceNode resourceNode; 104 | if (!injector.resourceStore.TryGet(this.m, typeof(Material), out resourceNode)) 105 | { 106 | // If resource not found, then Unity component cannot be created 107 | return false; 108 | } 109 | 110 | // Apply the Material to the Component 111 | lineRenderer.material = (Material)resourceNode.resource; 112 | 113 | return true; 114 | } 115 | 116 | /// 117 | /// Returns Hash value of this serializable class 118 | /// 119 | /// 120 | public override long GetHash() 121 | { 122 | // Combine the Hashes of all variables 123 | long hash = HashUtility.CombineHashes( 124 | this.m.GetHashCode(), 125 | this.w.GetHashCode(), 126 | this.l.GetHashCode(), 127 | this.ca.GetHashCode(), 128 | this.co.GetHashCode(), 129 | this.t.GetHashCode(), 130 | this.cs.GetHashCode(), 131 | this.ce.GetHashCode() 132 | ); 133 | 134 | foreach (Vector3 position in this.p) 135 | hash = HashUtility.Combine2Hashes(hash, position.GetHashCode()); 136 | 137 | return hash; 138 | } 139 | } 140 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/LineRendererSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb6486c8ddc7c31478209d8c381e8553 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshColliderSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Mesh Collider Clone Script of Unity Network Model 4 | * 5 | * @file MeshColliderClone.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-04-30 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable MeshCollider 17 | /// 18 | [Serializable] 19 | internal class MeshColliderSerializable : AbstractComponent 20 | { 21 | public string m; // SharedMesh 22 | 23 | /// 24 | /// Creates serializable MeshCollider from Unity component 25 | /// 26 | /// 27 | /// 28 | public MeshColliderSerializable(Injector injector, Component component) : base(injector, component) 29 | { 30 | MeshCollider meshCollider = (MeshCollider)component; 31 | 32 | // Check if Mesh is attached to MeshCollider 33 | if (meshCollider.sharedMesh == null) 34 | this.m = "null"; 35 | else 36 | { 37 | // If mesh is attached, then get reference or unique name from ResourceStore 38 | meshCollider.sharedMesh.name = injector.resourceStore.GetReferenceName(meshCollider.sharedMesh); 39 | if (!injector.resourceStore.Contains(meshCollider.sharedMesh.name)) 40 | { 41 | // If Mesh resource does not exist add it to the ResourceStore 42 | injector.resourceStore.Add(meshCollider.sharedMesh); 43 | } 44 | // Store the new Material name 45 | this.m = meshCollider.sharedMesh.name; 46 | } 47 | } 48 | 49 | /// 50 | /// Return common type of component 51 | /// 52 | /// 53 | public override Type commonType { get { return typeof(MeshCollider); } } 54 | 55 | /// 56 | /// Applies parameters saved in the serialized MeshCollider to a Unity MeshCollider 57 | /// 58 | /// 59 | /// 60 | /// 61 | public override bool Apply(Injector injector, Component component) 62 | { 63 | // Get reference to component 64 | MeshCollider meshCollider = (MeshCollider)component; 65 | 66 | // Check if Mesh is null 67 | if(this.m == null || this.m == "null") 68 | { 69 | meshCollider.material = null; 70 | meshCollider.sharedMaterial = null; 71 | return true; 72 | } 73 | 74 | // Find resource in Store 75 | ResourceNode resourceNode; 76 | if (!injector.resourceStore.TryGet(this.m, typeof(Mesh), out resourceNode)) 77 | { 78 | // If resource not found, then Unity component cannot be created 79 | return false; 80 | } 81 | 82 | // Apply the Material to the Component 83 | meshCollider.sharedMesh = (Mesh)resourceNode.resource; 84 | 85 | return true; 86 | } 87 | 88 | /// 89 | /// Returns Hash value of this serializable class 90 | /// 91 | /// 92 | public override long GetHash() 93 | { 94 | // Combine the Hashes of all variables 95 | return HashUtility.CombineHashes( 96 | this.m.GetHashCode() 97 | ); 98 | } 99 | } 100 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshColliderSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02ff4f67c0936e64eb252a07881d2cf6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshFilterSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Mesh Filter Clone Script of Unity Network Model 4 | * 5 | * @file MeshFilterClone.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable MeshFilter 17 | /// 18 | [Serializable] 19 | internal class MeshFilterSerializable : AbstractComponent 20 | { 21 | public string m; // SharedMesh 22 | 23 | /// 24 | /// Creates serializable MeshFilter from Unity component 25 | /// 26 | /// 27 | /// 28 | public MeshFilterSerializable(Injector injector, Component component) : base(injector, component) 29 | { 30 | // Check if Mesh is attached to MeshFilter 31 | MeshFilter meshFilter = (MeshFilter)component; 32 | if (meshFilter.sharedMesh == null) 33 | this.m = "null"; 34 | else 35 | { 36 | // If mesh is attached, then get reference or unique name from ResourceStore 37 | meshFilter.sharedMesh.name = injector.resourceStore.GetReferenceName(meshFilter.sharedMesh); 38 | if (!injector.resourceStore.Contains(meshFilter.sharedMesh.name)) 39 | { 40 | // If Mesh resource does not exist add it to the ResourceStore 41 | injector.resourceStore.Add(meshFilter.sharedMesh); 42 | } 43 | // Store the new Material name 44 | this.m = meshFilter.sharedMesh.name; 45 | } 46 | } 47 | 48 | /// 49 | /// Return common type of component 50 | /// 51 | /// 52 | public override Type commonType { get { return typeof(MeshFilter); } } 53 | 54 | /// 55 | /// Applies parameters saved in the serialized MeshFilter to a Unity MeshFilter 56 | /// 57 | /// 58 | /// 59 | /// 60 | public override bool Apply(Injector injector, Component component) 61 | { 62 | // Get reference to component 63 | MeshFilter meshFilter = (MeshFilter)component; 64 | 65 | // Check if Mesh is null 66 | if(this.m == null || this.m == "null") 67 | { 68 | meshFilter.mesh = null; 69 | meshFilter.sharedMesh = null; 70 | return true; 71 | } 72 | 73 | // Find resource in Store 74 | ResourceNode resourceNode; 75 | if (!injector.resourceStore.TryGet(this.m, typeof(Mesh), out resourceNode)) 76 | { 77 | // If Mesh resource not found, then Unity component cannot be created 78 | return false; 79 | } 80 | 81 | // Apply the Mesh to the Component 82 | meshFilter.sharedMesh = (Mesh)resourceNode.resource; 83 | 84 | return true; 85 | } 86 | 87 | /// 88 | /// Returns Hash value of this serializable class 89 | /// 90 | /// 91 | public override long GetHash() 92 | { 93 | // Combine the Hashes of all variables 94 | return HashUtility.CombineHashes( 95 | this.m.GetHashCode() 96 | ); 97 | } 98 | } 99 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshFilterSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45dd0749dfeb275489a52f74cb690fff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshRendererSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Mesh Renderer Clone Script of Unity Network Model 4 | * 5 | * @file MeshRendererClone.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable MeshRenderer 17 | /// 18 | [Serializable] 19 | internal class MeshRendererSerializable : AbstractComponent 20 | { 21 | public string m; // SharedMesh 22 | 23 | /// 24 | /// Creates serializable MeshRenderer from Unity component 25 | /// 26 | /// 27 | /// 28 | public MeshRendererSerializable(Injector injector, Component component) : base(injector, component) 29 | { 30 | // Check if Mesh is attached to MeshFilter 31 | MeshRenderer meshRenderer = (MeshRenderer)component; 32 | if (meshRenderer.sharedMaterial == null) 33 | this.m = "null"; 34 | else 35 | { 36 | // If mesh is attached, then get reference or unique name from ResourceStore 37 | meshRenderer.sharedMaterial.name = injector.resourceStore.GetReferenceName(meshRenderer.sharedMaterial); 38 | if (!injector.resourceStore.Contains(meshRenderer.sharedMaterial.name)) 39 | { 40 | // If Mesh resource does not exist add it to the ResourceStore 41 | injector.resourceStore.Add(meshRenderer.sharedMaterial); 42 | } 43 | // Store the new Material name 44 | this.m = meshRenderer.sharedMaterial.name; 45 | } 46 | } 47 | 48 | /// 49 | /// Return common type of component 50 | /// 51 | /// 52 | public override Type commonType { get { return typeof(MeshRenderer); } } 53 | 54 | /// 55 | /// Applies parameters saved in the serialized MeshRenderer to a Unity MeshRenderer 56 | /// 57 | /// 58 | /// 59 | /// 60 | public override bool Apply(Injector injector, Component component) 61 | { 62 | // Get reference to component 63 | MeshRenderer meshRenderer = (MeshRenderer)component; 64 | 65 | // Check if Material is null 66 | if(this.m == null || this.m == "null") 67 | { 68 | meshRenderer.material = null; 69 | meshRenderer.sharedMaterial = null; 70 | return true; 71 | } 72 | 73 | // Find resource in Store 74 | ResourceNode resourceNode; 75 | if (!injector.resourceStore.TryGet(this.m, typeof(Material), out resourceNode)) 76 | { 77 | // If resource not found, then Unity component cannot be created 78 | return false; 79 | } 80 | 81 | // Apply the Material to the Component 82 | meshRenderer.material = (Material)resourceNode.resource; 83 | 84 | return true; 85 | } 86 | 87 | /// 88 | /// Returns Hash value of this serializable class 89 | /// 90 | /// 91 | public override long GetHash() 92 | { 93 | // Combine the Hashes of all variables 94 | return HashUtility.CombineHashes( 95 | this.m.GetHashCode() 96 | ); 97 | } 98 | } 99 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/MeshRendererSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b334b126990dbe848a98b806a4a574e1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/ScriptSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Script Clone Script of Unity Network Model 4 | * 5 | * @file ScriptClone.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable Script 17 | /// 18 | [Serializable] 19 | internal class ScriptSerializable : AbstractComponent 20 | { 21 | public string t; // Type 22 | public string v; // Values 23 | 24 | /// 25 | /// Creates serializable Script from Unity component 26 | /// 27 | /// 28 | /// 29 | public ScriptSerializable(Injector injector, Component component) : base(injector, component) 30 | { 31 | this.t = component.GetType().AssemblyQualifiedName; 32 | this.v = JsonUtility.ToJson(component); 33 | } 34 | 35 | /// 36 | /// Return common type of component 37 | /// 38 | /// 39 | public override Type commonType { get { return typeof(MonoBehaviour); } } 40 | 41 | /// 42 | /// Applies parameters saved in the serialized MonoBehaviour to a Unity MonoBehaviour 43 | /// 44 | /// 45 | /// 46 | /// 47 | public override bool Apply(Injector injector, Component component) 48 | { 49 | JsonUtility.FromJsonOverwrite(this.v, component); 50 | return true; 51 | } 52 | 53 | /// 54 | /// Return Script type 55 | /// 56 | /// 57 | public string ScriptType() 58 | { 59 | return this.t; 60 | } 61 | 62 | /// 63 | /// Returns Hash value of this serializable class 64 | /// 65 | /// 66 | public override long GetHash() 67 | { 68 | // Combine the Hashes of all variables 69 | return HashUtility.CombineHashes( 70 | this.t.GetHashCode(), 71 | this.v.GetHashCode() 72 | ); 73 | } 74 | } 75 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/ScriptSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15c127918ec8dd1498996b1a2f40614d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/SphereColliderSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Sphere Collider Clone Script of Unity Network Model 4 | * 5 | * @file SphereColliderClone.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable SphereCollider 17 | /// 18 | internal class SphereColliderSerializable : AbstractComponent 19 | { 20 | public Vector3 c; // Center 21 | public float r; // Radius 22 | 23 | /// 24 | /// Creates serializable SphereCollider from Unity component 25 | /// 26 | /// 27 | /// 28 | public SphereColliderSerializable(Injector injector, Component component) : base(injector, component) 29 | { 30 | SphereCollider spherecollider = (SphereCollider)component; 31 | 32 | this.c = CompressionUtility.Compress(component.gameObject, spherecollider.center); 33 | this.r = CompressionUtility.Compress(component.gameObject, spherecollider.radius); 34 | } 35 | 36 | /// 37 | /// Return common type of component 38 | /// 39 | /// 40 | public override Type commonType { get { return typeof(SphereCollider); } } 41 | 42 | /// 43 | /// Applies parameters saved in the serialized SphereCollider to a Unity SphereCollider 44 | /// 45 | /// 46 | /// 47 | /// 48 | public override bool Apply(Injector injector, Component component) 49 | { 50 | SphereCollider spherecollider = (SphereCollider)component; 51 | 52 | spherecollider.center = this.c; 53 | spherecollider.radius = this.r; 54 | 55 | return true; 56 | } 57 | 58 | /// 59 | /// Returns Hash value of this serializable class 60 | /// 61 | /// 62 | public override long GetHash() 63 | { 64 | // Combine the Hashes of all variables 65 | return HashUtility.CombineHashes( 66 | this.c.GetHashCode(), 67 | this.r.GetHashCode() 68 | ); 69 | } 70 | } 71 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/SphereColliderSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae893a9111a999b459e8cf58ea402454 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/TransformSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Transform Clone Script of Unity Network Model 4 | * 5 | * @file TransformClone.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable Transform 17 | /// 18 | [Serializable] 19 | internal class TransformSerializable : AbstractComponent 20 | { 21 | public Vector3 p, s; // LocalPosition, LocalScale 22 | public Quaternion r; // LocalRotation 23 | public string t; // Tags 24 | 25 | /// 26 | /// Creates serializable Transform from Unity component 27 | /// 28 | /// 29 | /// 30 | public TransformSerializable(Injector injector, Component component) : base(injector, component) 31 | { 32 | Transform transform = (Transform)component; 33 | 34 | this.p = CompressionUtility.Compress(component.gameObject, transform.localPosition); 35 | this.s = CompressionUtility.Compress(component.gameObject, transform.localScale); 36 | this.r = transform.localRotation; 37 | this.t = transform.tag; 38 | } 39 | 40 | /// 41 | /// Return common type of component 42 | /// 43 | /// 44 | public override Type commonType { get { return typeof(Transform); } } 45 | 46 | /// 47 | /// Applies parameters saved in the serialized Transform to a Unity Transform 48 | /// 49 | /// 50 | /// 51 | /// 52 | public override bool Apply(Injector injector, Component component) 53 | { 54 | Transform transform = (Transform)component; 55 | 56 | // If there was no change on client side then use server values 57 | if (!transform.hasChanged) 58 | { 59 | transform.localPosition = this.p; 60 | transform.localRotation = this.r; 61 | transform.localScale = this.s; 62 | transform.tag = this.t; 63 | 64 | // Avoid triggering update of changes 65 | transform.hasChanged = false; 66 | } 67 | return true; 68 | } 69 | 70 | /// 71 | /// Returns Hash value of this serializable class 72 | /// 73 | /// 74 | public override long GetHash() 75 | { 76 | // Combine the Hashes of all variables 77 | return HashUtility.CombineHashes( 78 | this.p.GetHashCode(), 79 | this.s.GetHashCode(), 80 | this.r.GetHashCode(), 81 | this.t.GetHashCode() 82 | ); 83 | } 84 | } 85 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Component/TransformSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3fba1f1f47700c47928501ea94203f7 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Model.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4f921afd0a2f4922ba79a83fb7b68ba 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c1d04abf194ad7149a877b3be92e2fa1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/AbstractResource.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Abstract Resource Script of Unity Network Model 4 | * 5 | * @file AbstractResourceClone.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Abstract class for all serializable Resources 17 | /// 18 | [Serializable] 19 | internal abstract class AbstractResource 20 | { 21 | protected Injector injector; 22 | 23 | /// 24 | /// Creates serializable Resource from Unity Resource 25 | /// 26 | /// 27 | /// 28 | public AbstractResource(Injector injector, UnityEngine.Object resource) 29 | { 30 | this.injector = injector; 31 | } 32 | 33 | /// 34 | /// Return common type of resource 35 | /// 36 | /// 37 | abstract public Type commonType { get; } 38 | 39 | /// 40 | /// Applies parameters stored in serialized Resource to Unity Resource 41 | /// 42 | /// 43 | /// 44 | /// 45 | abstract public bool Apply(Injector injector, UnityEngine.Object resource); 46 | 47 | /// 48 | /// Create Unity resource of matching type, setting final parameters where necessary. Needs to be overwritten for resources using final parameters 49 | /// 50 | /// 51 | public virtual UnityEngine.Object Construct() 52 | { 53 | return (UnityEngine.Object)Activator.CreateInstance(commonType); 54 | } 55 | 56 | /// 57 | /// Returns value-based, order-dependent hash. Needs to be overwritten for resources 58 | /// 59 | /// 60 | abstract public long GetHash(); 61 | } 62 | } 63 | 64 | /* 65 | * TEMPLATE FOR NEW RESOURCE 66 | * 67 | * [Serializable] 68 | * internal class NAMEOFRESOURCEClone : AbstractResource 69 | * { 70 | * protected override Type commonType { get { return typeof(UnityEngine.NAMEOFRESOURCE); } } 71 | * 72 | * CLASS VARIABLES TO SYNCHRONIZE 73 | * 74 | * // Prepare resource for sending to server 75 | * public NAMEOFRESOURCEClone(Injector injector, System.Object resource) : base(injector, resource) 76 | * { 77 | * SAVE VARIABLES FROM RESOURCE IN CLASS VARIABLES 78 | * } 79 | * 80 | * // Apply received values to resource 81 | * public override void Apply (Injector injector, System.Object resource) 82 | * { 83 | * RESTORE CLASS VARIABLES INTO VARIABLES FROM RESOURCE 84 | * } 85 | * 86 | * // Override if parameters need to be set during initialization 87 | * // public override Object Construct() 88 | * // { 89 | * // 90 | * // } 91 | * 92 | * // Returns value-based, order-dependent hash. Needs to be overwritten for resources 93 | * public override long GetHash() 94 | * { 95 | * COMBINE ALL VARIABLE HASHES 96 | * } 97 | * } 98 | * 99 | */ 100 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/AbstractResource.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f59e5ccff02e6b44e8b3224a0d0e1c0e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/MaterialSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Material Clone Script of Unity Network Model 4 | * 5 | * @file MaterialClone.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-04 8 | **/ 9 | using System; 10 | using UnityEngine; 11 | 12 | namespace UnityNetworkModel 13 | { 14 | [Serializable] 15 | internal class MaterialSerializable : AbstractResource 16 | { 17 | public Color c; // Color of Material 18 | public string t; // Reference name for texture resource 19 | public Vector2 o, s; // Texture offset and scale 20 | public string n; // Shader name 21 | public string[] k; // Shader keywords 22 | 23 | /// 24 | /// Creates serializable Material from Unity resource 25 | /// 26 | /// 27 | /// 28 | public MaterialSerializable(Injector injector, UnityEngine.Object resource) : base(injector, resource) 29 | { 30 | Material material = (Material)resource; 31 | 32 | // Check if Color attribute exists 33 | if (material.HasProperty("_Color")) 34 | this.c = material.color; 35 | 36 | // Save the used Main Texture 37 | if (!material.HasProperty("_MainTex") || material.mainTexture == null) 38 | this.t = "null"; 39 | else 40 | { 41 | // Get reference or unique name for the material resource 42 | material.mainTexture.name = injector.resourceStore.GetReferenceName(material.mainTexture); 43 | 44 | // Check if resource is already in ResourceStore 45 | if (!injector.resourceStore.Contains(material.mainTexture.name)) 46 | injector.resourceStore.Add(material.mainTexture); 47 | 48 | // Store the Texture name 49 | this.t = material.mainTexture.name; 50 | } 51 | 52 | // Check if TextureOffset attribute exists 53 | if(material.HasProperty("_TextureOffset")) 54 | this.o = CompressionUtility.Compress(this.injector.configuration.gameObject, material.mainTextureOffset); 55 | 56 | // Check if TextureScale exists 57 | if(material.HasProperty("_TextureScale")) 58 | this.s = CompressionUtility.Compress(this.injector.configuration.gameObject, material.mainTextureScale); 59 | 60 | this.n = material.shader.name; 61 | this.k = material.shaderKeywords; 62 | } 63 | 64 | /// 65 | /// Return common type of resource 66 | /// 67 | /// 68 | public override Type commonType { get { return typeof(Material); } } 69 | 70 | /// 71 | /// Applies parameters saved in the serialized Material to a Unity Material 72 | /// 73 | /// 74 | /// 75 | /// 76 | public override bool Apply(Injector injector, UnityEngine.Object resource) 77 | { 78 | Material material = (Material)resource; 79 | 80 | // Find Texture2D resource in Store 81 | ResourceNode node = null; 82 | if (this.t != "null" && !injector.resourceStore.TryGet(this.t, typeof(Texture2D), out node)) 83 | { 84 | // If Texture2D resource that belongs to this Material is not found, then Unity component cannot be created 85 | return false; 86 | } 87 | 88 | // Apply Material color 89 | if (material.HasProperty("_Color")) 90 | { 91 | material.color = this.c; 92 | } 93 | 94 | // Apply texture 95 | if (this.t != "null") 96 | { 97 | material.mainTextureOffset = this.o; 98 | material.mainTextureScale = this.s; 99 | material.mainTexture = (Texture2D)node.resource; 100 | } 101 | 102 | // Apply shader values 103 | Shader shader = Shader.Find(this.n); 104 | if (shader != null) 105 | { 106 | material.shader = shader; 107 | material.shaderKeywords = this.k; 108 | } 109 | 110 | return true; 111 | } 112 | 113 | /// 114 | /// Construct a Unity Material 115 | /// 116 | /// 117 | public override UnityEngine.Object Construct() 118 | { 119 | Shader shader = Shader.Find(this.n); 120 | if (shader == null) 121 | { 122 | shader = Shader.Find("Standard"); 123 | } 124 | System.Object[] args = new System.Object[] { shader }; 125 | return (UnityEngine.Object)Activator.CreateInstance(commonType, args); 126 | } 127 | 128 | 129 | /// 130 | /// Returns Hash value of this serializable class 131 | /// 132 | /// 133 | public override long GetHash() 134 | { 135 | // Combine the Hashes of all variables 136 | long hash = HashUtility.CombineHashes( 137 | this.c.GetHashCode(), 138 | this.t.GetHashCode(), 139 | this.o.GetHashCode(), 140 | this.s.GetHashCode(), 141 | this.n.GetHashCode() 142 | ); 143 | 144 | foreach (string keyword in this.k) 145 | hash = HashUtility.Combine2Hashes(hash, keyword.GetHashCode()); 146 | 147 | return hash; 148 | } 149 | } 150 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/MaterialSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09a1121791648d3418dd2a1a393e4bca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/MeshSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Mesh Clone Script of Unity Network Model 4 | * 5 | * @file MeshClone.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Serializable Mesh 17 | /// 18 | internal class MeshSerializable : AbstractResource 19 | { 20 | public Vector3[] v, n; // Vertices, Normals 21 | public Vector2[] u; // UV-Texture Coordinates 22 | public int[] t; // Triangles 23 | 24 | /// 25 | /// Creates serializable Mesh from Unity resource 26 | /// 27 | /// 28 | /// 29 | public MeshSerializable(Injector injector, UnityEngine.Object resource) : base(injector, resource) 30 | { 31 | Mesh mesh = (Mesh)resource; 32 | 33 | this.v = CompressionUtility.Compress(this.injector.configuration.gameObject, mesh.vertices); 34 | this.n = CompressionUtility.Compress(this.injector.configuration.gameObject, mesh.normals); 35 | this.u = CompressionUtility.Compress(this.injector.configuration.gameObject, mesh.uv); 36 | this.t = mesh.triangles; 37 | } 38 | 39 | /// 40 | /// Return common type of resource 41 | /// 42 | /// 43 | public override Type commonType { get { return typeof(Mesh); } } 44 | 45 | /// 46 | /// Applies parameters saved in the serialized Mesh to a Unity Mesh 47 | /// 48 | /// 49 | /// 50 | /// 51 | public override bool Apply(Injector injector, UnityEngine.Object resource) 52 | { 53 | Mesh mesh = (Mesh)resource; 54 | 55 | mesh.vertices = this.v; 56 | mesh.normals = this.n; 57 | mesh.uv = this.u; 58 | mesh.triangles = this.t; 59 | 60 | return true; 61 | } 62 | 63 | /// 64 | /// Returns Hash value of this serializable class 65 | /// 66 | /// 67 | public override long GetHash() 68 | { 69 | // Combine the Hashes of all variables 70 | long hash = 17; 71 | foreach (Vector3 val in this.v) 72 | { 73 | hash = HashUtility.Combine2Hashes(hash, val.GetHashCode()); 74 | } 75 | foreach (Vector3 val in this.n) 76 | { 77 | hash = HashUtility.Combine2Hashes(hash, val.GetHashCode()); 78 | } 79 | foreach (Vector2 val in this.u) 80 | { 81 | hash = HashUtility.Combine2Hashes(hash, val.GetHashCode()); 82 | } 83 | foreach (int val in this.t) 84 | { 85 | hash = HashUtility.Combine2Hashes(hash, val.GetHashCode()); 86 | } 87 | return hash; 88 | } 89 | } 90 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/MeshSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cefe2e4497f2a54f882b7d02a2f2815 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/Texture2DSerializable.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Texture2D Clone Script of Unity Network Model 4 | * 5 | * @file Texture2DClone.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | [Serializable] 16 | internal class Texture2DSerializable : AbstractResource 17 | { 18 | public int w, h; // Width, Height 19 | public Color[] p; // Pixels 20 | 21 | /// 22 | /// Creates serializable Texture2D from Unity resource 23 | /// 24 | /// 25 | /// 26 | public Texture2DSerializable(Injector injector, UnityEngine.Object resource) : base(injector, resource) 27 | { 28 | Texture2D texture = (Texture2D)resource; 29 | 30 | this.w = texture.width; 31 | this.h = texture.height; 32 | 33 | try 34 | { 35 | this.p = CompressionUtility.Compress(this.injector.configuration.gameObject, texture.GetPixels()); 36 | } 37 | catch(Exception) {} 38 | } 39 | 40 | /// 41 | /// Return common type of resource 42 | /// 43 | /// 44 | public override Type commonType { get { return typeof(Texture2D); } } 45 | 46 | /// 47 | /// Applies parameters saved in the serialized Texture2D to a Unity Texture2D 48 | /// 49 | /// 50 | /// 51 | /// 52 | public override bool Apply(Injector injector, UnityEngine.Object resource) 53 | { 54 | Texture2D texture = (Texture2D)resource; 55 | 56 | if(this.p != null && this.p.Length > 0) 57 | { 58 | texture.SetPixels(this.p); 59 | texture.Apply(); 60 | } 61 | 62 | return true; 63 | } 64 | 65 | /// 66 | /// Construct a Unity Texture2D 67 | /// 68 | /// 69 | public override UnityEngine.Object Construct() 70 | { 71 | return new Texture2D(this.w, this.h); 72 | } 73 | 74 | /// 75 | /// Returns Hash value of this serializable class 76 | /// 77 | /// 78 | public override long GetHash() 79 | { 80 | // Combine the Hashes of all variables 81 | long hash = HashUtility.CombineHashes( 82 | this.w.GetHashCode(), 83 | this.h.GetHashCode() 84 | ); 85 | 86 | if(this.p != null) 87 | foreach (Color color in this.p) 88 | hash = HashUtility.Combine2Hashes(hash, color.GetHashCode()); 89 | 90 | return hash; 91 | } 92 | } 93 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Resource/Texture2DSerializable.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7d7e126fe4c2bb449434cf109100d53 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Serializer.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Serializer Script of Unity Network Model 4 | * 5 | * @file Serializer.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Handles conversion between serializable and non-serializable types of Components and Resources 17 | /// 18 | internal class Serializer : AbstractInjector 19 | { 20 | // Injector for dependency injection 21 | internal Serializer(Injector injector) : base(injector) {} 22 | 23 | /// 24 | /// Convert a Unity Component type to a AbstractComponent type 25 | /// 26 | /// Type of Unity Component 27 | /// Type of AbstractComponent 28 | internal Type ToSerializableType(Type type) 29 | { 30 | return Type.GetType("UnityNetworkModel." + type.Name + "Serializable"); 31 | } 32 | 33 | /// 34 | /// Convert a NetworkModel AbstractComponent type to a Unity Component type 35 | /// 36 | /// Type of AbstractComponent 37 | /// Type of Unity Component 38 | internal Type ToCommonType(Type type) 39 | { 40 | return Type.GetType("UnityEngine." + type.Name.Replace("Serializable", "") + ", UnityEngine"); 41 | } 42 | 43 | /// 44 | /// Get the matching Unity Component type from a AbstractComponent; Returns Script type if Component is script 45 | /// 46 | /// 47 | /// Type of Unity Component 48 | internal Type GetCommonType(AbstractComponent component) 49 | { 50 | Type type = component.GetType(); 51 | if (type == typeof(ScriptSerializable)) 52 | { 53 | ScriptSerializable script = (ScriptSerializable)component; 54 | type = Type.GetType(script.ScriptType()); 55 | } 56 | else 57 | type = ToCommonType(type); 58 | 59 | return type; 60 | } 61 | 62 | /// 63 | /// Convert a Unity Component to a NetworkModel AbstractComponent 64 | /// 65 | /// Unity Component 66 | /// AbstractComponent 67 | internal AbstractComponent ToSerializableComponent(Component component) 68 | { 69 | Type type = component.GetType(); 70 | 71 | if (type.IsSubclassOf(typeof(MonoBehaviour))) 72 | type = typeof(ScriptSerializable); 73 | else 74 | type = ToSerializableType(type); 75 | 76 | if (type != null) 77 | return (AbstractComponent)Activator.CreateInstance(type, new System.Object[] { this.injector, component }); 78 | 79 | return null; 80 | } 81 | 82 | /// 83 | /// Convert a UnityEngine Object to a NetworkModel AbstractResource 84 | /// 85 | /// UnityEngine Object 86 | /// AbstractResource 87 | internal AbstractResource ToSerializableResource(UnityEngine.Object resource) 88 | { 89 | Type type = ToSerializableType(resource.GetType()); 90 | if (type != null) 91 | return (AbstractResource)Activator.CreateInstance(type, new System.Object[] { this.injector, resource }); 92 | 93 | return null; 94 | } 95 | } 96 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Serializer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e26de2eac3f914c8a96b56c37e9c0d08 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dbe9af36578616149909cd325b0052b7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ObjectNode.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Object Node Script of Unity Network Model 4 | * 5 | * @file ObjectNode.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-04 8 | **/ 9 | using System; 10 | using System.Collections.Generic; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Stores specific GameObject, tracking its last known parent and components 17 | /// 18 | internal class ObjectNode : AbstractInjector 19 | { 20 | public GameObject gameObject; 21 | public int parentID; 22 | public Dictionary hashes; 23 | 24 | /// 25 | /// Wraps a GameObject into a Node 26 | /// 27 | /// 28 | /// 29 | internal ObjectNode(Injector injector, GameObject gameObject) : base(injector) 30 | { 31 | this.gameObject = gameObject; 32 | this.hashes = new Dictionary(); 33 | } 34 | 35 | /// 36 | /// Update ObjectNode with current values from represented GameObject 37 | /// 38 | internal void Update() 39 | { 40 | // Update stored parent with current parent ID 41 | this.parentID = gameObject.transform.parent.GetInstanceID(); 42 | 43 | // Add all Components to Dictonary containing hashes 44 | foreach (Component component in gameObject.GetComponents(typeof(Component))) 45 | { 46 | // If Component does not exist in Dictonary, then add it 47 | if (!this.hashes.ContainsKey(component.GetType())) 48 | this.hashes.Add(component.GetType(), 0); 49 | } 50 | } 51 | 52 | /// 53 | /// Update specific component hash to current state 54 | /// 55 | /// Type of component to update 56 | internal void UpdateComponent(Type type) 57 | { 58 | // Get Component from GameObject 59 | Component component = gameObject.GetComponent(type); 60 | 61 | // If no component was found, then return 62 | if (component == null) 63 | return; 64 | 65 | // Transform UnityEngine Component to NetworkModel AbstractComponent 66 | AbstractComponent abstractComponent = this.injector.serializer.ToSerializableComponent(component); 67 | 68 | // If Component does not exist as a serializable Component 69 | if(abstractComponent != null) 70 | this.hashes[type] = abstractComponent.GetHash(); 71 | } 72 | 73 | /// 74 | /// Remove tracking for component of specific Type 75 | /// 76 | /// 77 | internal void RemoveComponent(Type type) 78 | { 79 | this.hashes.Remove(type); 80 | } 81 | 82 | 83 | 84 | /* 85 | /// 86 | /// Add missing hashes to component Dictionary as empty == unknown 87 | /// 88 | internal void PopulateHashes() 89 | { 90 | foreach (Component component in gameObject.GetComponents(typeof(Component))) 91 | { 92 | if (HierarchyUtility.FindRule(this.injector, this.gameObject, component.GetType(), UpdateType.SEND) && !hashes.ContainsKey(component.GetType())) 93 | { 94 | hashes.Add(component.GetType(), 0); 95 | } 96 | } 97 | } 98 | 99 | /// 100 | /// Update stored parent to current state 101 | /// 102 | internal void UpdateParent() 103 | { 104 | this.parent = gameObject.transform.parent.GetInstanceID(); 105 | } 106 | 107 | /// 108 | /// Update specific component hash to current state 109 | /// 110 | /// Type of component to update 111 | internal void UpdateHash(Type type) 112 | { 113 | if (HierarchyUtility.FindRule(this.injector, this.gameObject, type, UpdateType.SEND)) 114 | { 115 | Component component = gameObject.GetComponent(type); 116 | if (component != null) 117 | { 118 | hashes[type] = this.injector.serializer.ToSerializableComponent(component).GetHash(); 119 | } 120 | } 121 | } 122 | 123 | /// 124 | /// Update specific component hash to current state 125 | /// UpdateHash(Type type) should always be preferred, if possible. 126 | /// 127 | /// serialized component to update 128 | internal void UpdateHash(AbstractComponent component) 129 | { 130 | hashes[this.injector.serializer.GetCommonType(component)] = component.GetHash(); 131 | } 132 | 133 | 134 | */ 135 | 136 | /// 137 | /// Returns matching Component by priority 138 | /// 1) Existing matching component from the gameObject 139 | /// 2) New matching component added to the gameObject 140 | /// 141 | /// 142 | /// Component of matching Type 143 | internal Component GetOrCreateComponent(Type type) 144 | { 145 | // Get component of specified type 146 | Component component = gameObject.GetComponent(type); 147 | 148 | // If no component was found, then add component 149 | if (component == null) 150 | component = gameObject.AddComponent(type); 151 | 152 | // Return the component 153 | return component; 154 | } 155 | } 156 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ObjectNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 44f1e8bfb9beb429badc75f9c6abcfa9 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ObjectStore.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Object Store Script of Unity Network Model 4 | * 5 | * @file ObjectStore.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-04-30 8 | * 9 | **/ 10 | using System.Collections.Generic; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Collects all known GameObjects and tracks the last known state of their parent and components. 17 | /// 18 | internal class ObjectStore : Dictionary 19 | { 20 | private Injector injector; 21 | 22 | /// 23 | /// Create a new ObjectStore 24 | /// 25 | /// 26 | internal ObjectStore(Injector injector) 27 | { 28 | this.injector = injector; 29 | } 30 | 31 | /// 32 | /// Adds GameObject to store 33 | /// 34 | /// 35 | internal void Add(GameObject gameObject) 36 | { 37 | this.Add(gameObject.name, gameObject); 38 | } 39 | 40 | /// 41 | /// Adds GameObject to store with specific name 42 | /// 43 | /// 44 | /// 45 | internal void Add(string name, GameObject gameObject) 46 | { 47 | this.Add(name, new ObjectNode(this.injector, gameObject)); 48 | } 49 | 50 | /// 51 | /// Return a GameObject of the correct name by priority 52 | /// 1) A matching tracked GameObject from the store. 53 | /// 2) A matching GameObject from tracked part of the scene (if using existing components is enabled). 54 | /// 3) A new empty GameObject of the correct name. 55 | /// 56 | /// Name of the gameObject 57 | /// GameObject of matching name 58 | internal ObjectNode GetOrCreate(string name) 59 | { 60 | ObjectNode node; 61 | 62 | // Check if name of Gameobject is not existing 63 | if (!this.TryGetValue(name, out node)) 64 | { 65 | // Create a new GameObject 66 | GameObject gameObject = null; 67 | 68 | // Should exisitng objects be preferred 69 | if (this.injector.configuration.EXISTINGOBJECTS) 70 | { 71 | // Try to find transform of specified GameObject 72 | Transform transform = FindTransform(this.injector.configuration.transform, name); 73 | if (transform != null) 74 | gameObject = transform.gameObject; 75 | } 76 | 77 | // If no GameObject was found 78 | if (gameObject == null) 79 | { 80 | // Create new GameOBject 81 | gameObject = new GameObject(); 82 | gameObject.SetActive(false); 83 | gameObject.name = name; 84 | 85 | // Attach new GameObject to root GameObject that contains the NetworkModel Configuration 86 | gameObject.transform.parent = this[Model.ROOT_NAME].gameObject.transform; 87 | } 88 | 89 | // Create new ObjectNode for GameObject 90 | node = new ObjectNode(this.injector, gameObject); 91 | 92 | // Add it to the ObjectStore 93 | this.Add(name, node); 94 | } 95 | 96 | return node; 97 | } 98 | 99 | /// 100 | /// Performs a depth-first search for a Transform of the correct Name among all descendants of parent transform. 101 | /// 102 | /// 103 | /// 104 | /// Transform of matching name 105 | private Transform FindTransform(Transform parent, string name) 106 | { 107 | // Is the name of the parent equal to the name of the searched GameObject 108 | if (parent.name.Equals(name)) 109 | return parent; 110 | 111 | // Search through all children 112 | foreach (Transform child in parent) 113 | { 114 | // Recrusive find transform 115 | Transform result = FindTransform(child, name); 116 | if (result != null) 117 | return result; 118 | } 119 | 120 | // No Transform found 121 | return null; 122 | } 123 | 124 | /// 125 | /// Determine name that a gameObject should be stored under in the store. Will return current storage name if gameObject is already present or new free name if not. 126 | /// GameObject's name should be set to returned name if it is to be stored. 127 | /// 128 | /// 129 | /// Name the GameObject should be stored under 130 | internal string GetReferenceName(GameObject gameObject) 131 | { 132 | // Check if object is null 133 | if (gameObject == null) 134 | return "null"; 135 | 136 | // Find the name of the Object 137 | string referenceName = gameObject.name; 138 | while (this.ContainsKey(referenceName) && this[referenceName].gameObject.GetInstanceID() != gameObject.GetInstanceID()) 139 | referenceName = referenceName + "_" + gameObject.GetInstanceID().ToString(); 140 | 141 | // Return the Object name 142 | return referenceName; 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ObjectStore.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96e31bb398d7848a7b758be2fc7b5060 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ResourceNode.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Resource Node Script of Unity Network Model 4 | * 5 | * @file ResourceNode.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-04-30 8 | * 9 | **/ 10 | using System; 11 | 12 | namespace UnityNetworkModel 13 | { 14 | /// 15 | /// Stores specific Resource, tracking its last known state through a hash 16 | /// 17 | internal class ResourceNode : AbstractInjector 18 | { 19 | public UnityEngine.Object resource; 20 | public string name; 21 | public Type type; 22 | public long hash = 0; 23 | 24 | /// 25 | /// Wraps a Resource into a Node 26 | /// 27 | /// 28 | /// 29 | /// 30 | internal ResourceNode(Injector injector, UnityEngine.Object resource, string name) : base(injector) 31 | { 32 | // Check if resource is null 33 | if (resource != null) 34 | { 35 | // Store resource information 36 | this.resource = resource; 37 | this.type = resource.GetType(); 38 | } 39 | this.name = name; 40 | } 41 | 42 | /// 43 | /// Updates stored hash of Resource to match current hash 44 | /// 45 | internal void UpdateHash() 46 | { 47 | this.hash = this.injector.serializer.ToSerializableResource(this.resource).GetHash(); 48 | } 49 | } 50 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ResourceNode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 169e51395598d564a8ffe26b8ea20bcd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ResourceStore.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Resource Store Script of Unity Network Model 4 | * 5 | * @file ResourceStore.cs 6 | * @author Tobias Lunte, Uwe Gruenefeld 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | using System; 11 | using System.Collections.Specialized; 12 | using UnityEngine; 13 | 14 | namespace UnityNetworkModel 15 | { 16 | /// 17 | /// Collects all known Resources and tracks their last known state. 18 | /// 19 | internal class ResourceStore : OrderedDictionary 20 | { 21 | private Injector injector; 22 | 23 | /// 24 | /// Create a new ResourceStore 25 | /// 26 | /// 27 | internal ResourceStore(Injector injector) 28 | { 29 | this.injector = injector; 30 | } 31 | 32 | /// 33 | /// Adds Resource to store 34 | /// 35 | /// 36 | internal ResourceNode Add(UnityEngine.Object resource) 37 | { 38 | ResourceNode node = new ResourceNode(this.injector, resource, resource.name); 39 | this.Add(resource.name, node); 40 | return node; 41 | } 42 | 43 | /// 44 | /// Adds Resource to store with specific name 45 | /// 46 | /// 47 | /// 48 | /// 49 | internal ResourceNode Add(string name, UnityEngine.Object resource) 50 | { 51 | ResourceNode node = new ResourceNode(this.injector, resource, name); 52 | this.Add(name, node); 53 | return node; 54 | } 55 | 56 | /// 57 | /// Tries to find a Resource of correct name and type by priority 58 | /// 1) A matching tracked Resource from the store. 59 | /// 2) A matching Resource of the correct type from the Resources folder (if using existing resources is enabled). 60 | /// 61 | /// 62 | /// 63 | /// 64 | /// Returns true if a matching Resource was found. 65 | internal bool TryGet(string resourceName, Type type, out ResourceNode node) 66 | { 67 | // Check if ResourceStore contains Resource with name 68 | if (this.Contains(resourceName)) 69 | { 70 | // Get ResourceNode for resource with name 71 | ResourceNode resource = (ResourceNode)this[resourceName]; 72 | 73 | // Check if ResourceNode is of the correct type 74 | if (resource.resource != null && resource.resource.GetType() == type) 75 | { 76 | node = resource; 77 | return true; 78 | } 79 | } 80 | 81 | // Should existing resources be preferred 82 | if (this.injector.configuration.EXISTINGRESOURCES) 83 | { 84 | // Try to load exsting resource 85 | UnityEngine.Object resource = Resources.Load("NetworkModel/" + resourceName, type); 86 | 87 | // Check if loading of resource failed 88 | if (resource != null) 89 | { 90 | // Create a new ResourceNode 91 | node = new ResourceNode(this.injector, resource, resourceName); 92 | Add(resourceName, node); 93 | return true; 94 | } 95 | } 96 | 97 | // No ResourceNode found 98 | node = null; 99 | return false; 100 | } 101 | 102 | /// 103 | /// Determine name that a Resource should be stored under in the store. Will return current storage name if Resource is already present or new free name if not. 104 | /// Resource's name should be set to returned name if it is to be stored. 105 | /// 106 | /// 107 | /// Name the Resource should be stored under 108 | internal string GetReferenceName(UnityEngine.Object resource) 109 | { 110 | // Check if resource is null 111 | if (resource == null) 112 | return "null"; 113 | 114 | // Find the name of the Resource 115 | string referenceName = resource.name; 116 | while (this.Contains(referenceName) && ((ResourceNode)this[referenceName]).resource.GetInstanceID() != resource.GetInstanceID()) 117 | referenceName = referenceName + "_" + resource.GetInstanceID().ToString(); 118 | 119 | // Return the Resource name 120 | return referenceName; 121 | } 122 | } 123 | 124 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Store/ResourceStore.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e30a13f8ab758d4184098c802675e81 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Struct.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96c7b1dbe7e97ff4aa3331bd2087762c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Struct/HierarchyUpdate.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Hierarchy Update Struct of Unity Network Model 4 | * 5 | * @file HierarchyUpdate.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | internal struct HierarchyUpdate 13 | { 14 | public ObjectNode node; 15 | public string parent; 16 | 17 | /// 18 | /// Describes a changed parent for a GameObject 19 | /// 20 | /// ObjectNode 21 | /// The name of the new parent GameObject 22 | internal HierarchyUpdate(ObjectNode node, string parent) 23 | { 24 | this.node = node; 25 | this.parent = parent; 26 | } 27 | } 28 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Struct/HierarchyUpdate.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72f2565fc7d50a84fb3ab799d096d2d2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Struct/NameTypePair.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Name Type Pair Struct of Unity Network Model 4 | * 5 | * @file NameTypePair.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-06 8 | * 9 | **/ 10 | using System; 11 | 12 | namespace UnityNetworkModel 13 | { 14 | /// 15 | /// Struct to contain a Resource or Component 16 | /// 17 | internal struct NameTypePair : IEquatable 18 | { 19 | public string name { get; } 20 | public Type type { get; } 21 | 22 | /// 23 | /// Creates a NameTypePair 24 | /// 25 | /// 26 | /// 27 | internal NameTypePair(string name, Type type) 28 | { 29 | this.name = name; 30 | this.type = type; 31 | } 32 | 33 | /// 34 | /// Compares NameTypePair to another instance 35 | /// 36 | /// 37 | /// 38 | public bool Equals(NameTypePair other) 39 | { 40 | return this.name.Equals(other.name) && this.type.Equals(other.type); 41 | } 42 | 43 | /// 44 | /// Creates a Hash for NameTypePair 45 | /// 46 | /// 47 | public override int GetHashCode() 48 | { 49 | return this.name.GetHashCode() ^ this.type.GetHashCode(); 50 | } 51 | 52 | /// 53 | /// Transforms NameTypePair into string 54 | /// 55 | /// 56 | public override string ToString() 57 | { 58 | return string.Concat("{", this.name, ":", this.type, "}"); 59 | } 60 | } 61 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Struct/NameTypePair.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eb64a98f1d5e7854abb55e95d9368b6d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Subscriptions.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Subscriptions Script of Unity Network Model 4 | * 5 | * @file Subscriptions.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | using System.Collections.Generic; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Class to manage subscriptions for sending and receiving updates 17 | /// 18 | internal class Subscriptions : AbstractInjector 19 | { 20 | private string sendChannels; 21 | private string receiveChannels; 22 | 23 | public ISet sendChannelList; 24 | public ISet receiveChannelList; 25 | 26 | public bool isInitialized; 27 | 28 | /// 29 | /// Constructor for new Subscriptions class 30 | /// 31 | /// 32 | // Injector for dependency injection 33 | internal Subscriptions(Injector injector) : base(injector) 34 | { 35 | this.sendChannels = ""; 36 | this.receiveChannels = ""; 37 | 38 | this.sendChannelList = null; 39 | this.receiveChannelList = null; 40 | 41 | this.isInitialized = false; 42 | } 43 | 44 | /// 45 | /// Method to initialize subscriptions (afterwards channels cannot be changed) 46 | /// 47 | internal void Initialize() 48 | { 49 | this.sendChannels = this.injector.configuration.SENDCHANNELS; 50 | this.receiveChannels = this.injector.configuration.RECEIVECHANNELS; 51 | 52 | this.EnableSend(); 53 | this.EnableReceive(); 54 | 55 | this.isInitialized = true; 56 | 57 | LogUtility.Log(this.injector, LogType.INFORMATION, "Successful subscribed to channels"); 58 | } 59 | 60 | /// 61 | /// Enable/Disable sending updates 62 | /// 63 | internal void UpdateSendingChannel() 64 | { 65 | // If sending updates is enabled and send channels contains none, then add all channel 66 | if(this.injector.configuration.SEND && this.sendChannelList.Count <= 0) 67 | this.EnableSend(); 68 | 69 | // If sending updates is disabled and send channels contains some, then remove all channel 70 | if(!this.injector.configuration.SEND && this.sendChannelList.Count > 0) 71 | this.DisableSend(); 72 | } 73 | 74 | /// 75 | /// Enable/Disable receiving updates 76 | /// 77 | internal void UpdateReceivingChannel() 78 | { 79 | // If receiving updates is enabled and receive channels is subscribed to none, then subscribe to all channel 80 | if(this.injector.configuration.RECEIVE && this.receiveChannelList.Count <= 0) 81 | this.EnableReceive(); 82 | 83 | // If receiving updates is disabled and receive channels is subscribed to some, then unsubscribe from all channel 84 | if(!this.injector.configuration.RECEIVE && this.receiveChannelList.Count > 0) 85 | this.DisableReceive(); 86 | } 87 | 88 | /// 89 | /// Enable sending updates 90 | /// 91 | private void EnableSend() 92 | { 93 | this.sendChannelList = new HashSet(this.sendChannels.Split(',')); 94 | } 95 | 96 | /// 97 | /// Disable sending updates 98 | /// 99 | private void DisableSend() 100 | { 101 | this.sendChannelList = new HashSet(); 102 | } 103 | 104 | /// 105 | /// Enable receiving updates 106 | /// 107 | private void EnableReceive() 108 | { 109 | this.receiveChannelList = new HashSet(this.receiveChannels.Split(',')); 110 | 111 | foreach (string channel in this.receiveChannelList) 112 | this.Subscribe(channel); 113 | } 114 | 115 | /// 116 | /// Disable receiving updates 117 | /// 118 | private void DisableReceive() 119 | { 120 | foreach (string channel in this.receiveChannelList) 121 | this.Unsubscribe(channel); 122 | this.receiveChannelList = new HashSet(); 123 | } 124 | 125 | /// 126 | /// Subscribe to channel on server 127 | /// 128 | /// 129 | private void Subscribe(string channel) 130 | { 131 | if (channel != "") 132 | this.injector.connection.SendAsync("{\"type\":\"cs\", \"channel\":\"" + channel + "\"}", null); 133 | } 134 | 135 | /// 136 | /// Unsubscribe from channel on server 137 | /// 138 | /// 139 | private void Unsubscribe(string channel) 140 | { 141 | if (channel != "") 142 | this.injector.connection.SendAsync("{\"type\":\"cl\", \"channel\":\"" + channel + "\"}", null); 143 | } 144 | } 145 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Model/Subscriptions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8fd57bad369ed774cb136bd5e4cb8557 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Network.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 61eae8581dd6b45c1a91071810c5e612 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Network/Connection.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Connection Script of Unity Network Model 4 | * 5 | * @file Connection.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-04-30 8 | * 9 | **/ 10 | using System; 11 | using WebSocketSharp; 12 | using UnityEngine; 13 | 14 | namespace UnityNetworkModel 15 | { 16 | /// 17 | /// Manages connection to webserver. Provides Sender and Receiver capabilities. 18 | /// 19 | internal class Connection : WebSocket 20 | { 21 | private Injector injector; 22 | 23 | // Variables for websocket connection 24 | private float lastAttempt; 25 | private bool connectingAttempt; 26 | 27 | /// 28 | /// Constructor used to create a new Connection 29 | /// 30 | /// 31 | internal Connection(Injector injector) : base("ws://" + injector.configuration.IP + ":" + injector.configuration.PORT) 32 | { 33 | this.injector = injector; 34 | 35 | this.lastAttempt = -this.injector.configuration.RECONNECT; 36 | this.connectingAttempt = false; 37 | } 38 | 39 | /// 40 | /// Checks whether connection is alive and tries to connect if it isn't. Then returns whether the connection is alive 41 | /// 42 | /// 43 | internal bool EnsureIsAlive() 44 | { 45 | // If the websocket is not alive try to connect to the server 46 | if (!this.IsAlive) 47 | { 48 | this.connectingAttempt = true; 49 | 50 | // Check if last attempt to connect is at least one Reconnect Period ago 51 | if (Time.realtimeSinceStartup > this.lastAttempt + this.injector.configuration.RECONNECT) 52 | { 53 | LogUtility.Log(this.injector, LogType.INFORMATION, "Attempt to connect to server"); 54 | 55 | try 56 | { 57 | // Connect to the server 58 | this.ConnectAsync(); 59 | this.lastAttempt = Time.realtimeSinceStartup; 60 | } 61 | catch (Exception) 62 | { 63 | LogUtility.Log(this.injector, LogType.ERROR, "Unable to connect to server"); 64 | } 65 | } 66 | } 67 | else 68 | { 69 | // If there was a recent connecting attempt, it was successful 70 | if (this.connectingAttempt) 71 | { 72 | this.connectingAttempt = false; 73 | LogUtility.Log(this.injector, LogType.INFORMATION, "Successfully connected to server"); 74 | } 75 | } 76 | 77 | // Return if websocket is alive 78 | return this.IsAlive; 79 | } 80 | 81 | /// 82 | /// Asynchronously send Request to the server 83 | /// 84 | /// 85 | internal void SendRequest(Request request) 86 | { 87 | // Send request to every channel 88 | foreach(string channel in this.injector.subscriptions.sendChannelList) 89 | { 90 | // Set channel of request 91 | request.channel = channel; 92 | 93 | // Refresh timestamp 94 | request.RefreshTimestamp(); 95 | 96 | // Send request 97 | string json = JsonUtility.ToJson(request); 98 | if(this.injector.configuration.DEBUGSEND) 99 | LogUtility.Log("Sent message " + json); 100 | this.SendAsync(json, null); 101 | } 102 | } 103 | 104 | /// 105 | /// Handler for new Requests from the server. Simply enqueues them to be applied during the next ApplyChanges(). 106 | /// 107 | /// 108 | internal void ReceiveRequest(string json) 109 | { 110 | if(this.injector.configuration.DEBUGRECEIVE) 111 | LogUtility.Log("Received message " + json); 112 | 113 | // Remove empty parameter 114 | json = json.Replace(",\"string1\":\"\"", ""); 115 | json = json.Replace(",\"string2\":\"\"", ""); 116 | 117 | this.injector.model.AddRequest(JsonUtility.FromJson(json)); 118 | } 119 | } 120 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Network/Connection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac57aed60e6b8461b8419fa02538d42e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Network/Request.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Request Script of Unity Network Model 4 | * 5 | * @file Request.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | using System; 11 | using System.Collections.Generic; 12 | using UnityEngine; 13 | 14 | namespace UnityNetworkModel 15 | { 16 | /// 17 | /// Request for changes to Objects, Components and Resources to be sent between Client and Server 18 | /// 19 | [Serializable] 20 | internal class Request : ISerializationCallbackReceiver 21 | { 22 | private Injector injector; 23 | 24 | // Types of request 25 | public const string RESOURCE = "r"; 26 | public const string OBJECT = "o"; 27 | public const string COMPONENT = "c"; 28 | 29 | public const string UPDATE = "u"; 30 | public const string DELETE = "d"; 31 | 32 | // Parameters used by all requests 33 | [NonSerialized] 34 | public string messageType; 35 | [NonSerialized] 36 | public string updateType; 37 | public string type; 38 | public string name; 39 | public string channel; 40 | public long timestamp; 41 | 42 | [NonSerialized] 43 | public int iteration; 44 | 45 | // Human-readable parameters for specific types of request 46 | [NonSerialized] 47 | public string parent; 48 | [NonSerialized] 49 | public AbstractResource resource; 50 | [NonSerialized] 51 | public Type resourceType; 52 | [NonSerialized] 53 | public List components; 54 | [NonSerialized] 55 | public List componentTypes; 56 | 57 | // Serialized parameters that human-readable parameters are mapped to while sending over the network 58 | public List string1; 59 | public List string2; 60 | 61 | /// 62 | /// Common constructor used by static Request-generating methdos 63 | /// 64 | /// 65 | /// 66 | /// 67 | /// 68 | private Request(Injector injector, string messageType, string updateType, string name) 69 | { 70 | this.injector = injector; 71 | this.messageType = messageType; 72 | this.updateType = updateType; 73 | this.name = name; 74 | 75 | this.channel = ""; 76 | this.iteration = 0; 77 | 78 | this.RefreshTimestamp(); 79 | } 80 | 81 | /// 82 | /// Refreshes current timestamp 83 | /// 84 | internal void RefreshTimestamp() 85 | { 86 | if (injector.configuration.TIME) 87 | this.timestamp = DateTime.Now.ToUniversalTime().ToBinary(); 88 | else 89 | this.timestamp = 0; 90 | } 91 | 92 | /// 93 | /// Create Request to update specific GameObject 94 | /// 95 | /// 96 | /// 97 | /// Request 98 | internal static Request UpdateObject(Injector injector, GameObject gameObject) 99 | { 100 | Request request = new Request(injector, Request.OBJECT, Request.UPDATE, gameObject.name); 101 | request.parent = gameObject.transform.parent.name; 102 | 103 | // If the Parent GameObject is the GameObject with the NetworkModel Configuration attached, then assign the Alias Name of the root GameObject 104 | if (request.parent == injector.configuration.gameObject.name) 105 | request.parent = Model.ROOT_NAME; 106 | 107 | return request; 108 | } 109 | 110 | /// 111 | /// Create Request to delete specific GameObject 112 | /// 113 | /// 114 | /// 115 | /// Request 116 | internal static Request DeleteObject(Injector injector, string name) 117 | { 118 | return new Request(injector, Request.OBJECT, Request.DELETE, name); 119 | } 120 | 121 | 122 | /// 123 | /// Create Request to update a specific Resource 124 | /// 125 | /// 126 | /// 127 | /// 128 | /// 129 | /// Request 130 | internal static Request UpdateResource(Injector injector, string name, Type resourceType, AbstractResource resource) 131 | { 132 | Request request = new Request(injector, Request.RESOURCE, Request.UPDATE, name); 133 | request.resource = resource; 134 | request.resourceType = resourceType; 135 | return request; 136 | } 137 | 138 | /// 139 | /// Create Request to delete a specific Resource 140 | /// 141 | /// 142 | /// 143 | /// Request 144 | internal static Request DeleteResource(Injector injector, string name) 145 | { 146 | return new Request(injector, Request.RESOURCE, Request.DELETE, name); 147 | } 148 | 149 | /// 150 | /// Create Request to update a List of Components belonging to a specific GameObject 151 | /// 152 | /// 153 | /// 154 | /// 155 | /// Request 156 | internal static Request UpdateComponents(Injector injector, string name, List components) 157 | { 158 | Request request = new Request(injector, Request.COMPONENT, Request.UPDATE, name); 159 | request.components = components; 160 | return request; 161 | } 162 | 163 | /// 164 | /// Create Request to delete a List of Components belonging to a specific GameObject 165 | /// 166 | /// 167 | /// 168 | /// 169 | /// Request 170 | internal static Request DeleteComponents(Injector injector, string name, List types) 171 | { 172 | Request request = new Request(injector, Request.COMPONENT, Request.DELETE, name); 173 | request.componentTypes = types; 174 | return request; 175 | } 176 | 177 | /// 178 | /// Before the request is sent to the server, packs human-readable parameters into serializable parameters 179 | /// 180 | public void OnBeforeSerialize() 181 | { 182 | this.type = this.messageType + this.updateType; 183 | switch (type) 184 | { 185 | case Request.RESOURCE + Request.UPDATE: 186 | this.string1 = new List() { this.EncodeClass(resourceType.ToString()) }; 187 | this.string2 = new List() { JsonUtility.ToJson(resource) }; 188 | break; 189 | case Request.OBJECT + Request.UPDATE: 190 | this.string1 = new List() { this.parent }; 191 | break; 192 | case Request.COMPONENT + Request.UPDATE: 193 | this.string1 = new List(); 194 | this.string2 = new List(); 195 | foreach (AbstractComponent component in this.components) 196 | { 197 | this.string1.Add(this.EncodeClass(component.GetType().ToString())); 198 | this.string2.Add(JsonUtility.ToJson(component)); 199 | } 200 | break; 201 | case Request.COMPONENT + Request.DELETE: 202 | this.string1 = new List(); 203 | foreach (Type type in this.componentTypes) 204 | { 205 | this.string1.Add(this.EncodeClass(type.ToString())); 206 | } 207 | break; 208 | } 209 | } 210 | 211 | /// 212 | /// Encodes a String representing a NetworkModel class into a string representing a UnityEngine class 213 | /// 214 | /// 215 | private String EncodeClass(String name) 216 | { 217 | return name.Replace("UnityNetworkModel.", "").Replace("Serializable", ""); 218 | } 219 | 220 | /// 221 | /// After the response is received from the server, unpacks serialized parameters into human-readable parameters 222 | /// 223 | public void OnAfterDeserialize() 224 | { 225 | this.messageType = this.type.Substring(0, 1); 226 | this.updateType = this.type.Substring(1, 1); 227 | switch (type) 228 | { 229 | case Request.RESOURCE + Request.UPDATE: 230 | this.resourceType = Type.GetType(this.DecodeClass(string1[0])); 231 | this.resource = (AbstractResource)JsonUtility.FromJson(this.string2[0], this.resourceType); 232 | break; 233 | case Request.OBJECT + Request.UPDATE: 234 | this.parent = this.string1[0]; 235 | break; 236 | case Request.COMPONENT + Request.UPDATE: 237 | this.components = new List(); 238 | for (int i = 0; i < this.string1.Count && i < this.string2.Count; i++) 239 | { 240 | Type type = Type.GetType(this.DecodeClass(this.string1[i])); 241 | this.components.Add((AbstractComponent)JsonUtility.FromJson(this.string2[i], type)); 242 | } 243 | break; 244 | case Request.COMPONENT + Request.DELETE: 245 | this.componentTypes = new List(); 246 | foreach (string typeName in string1) 247 | { 248 | this.componentTypes.Add(Type.GetType(this.DecodeClass(typeName))); 249 | } 250 | break; 251 | } 252 | } 253 | 254 | /// 255 | /// Encodes a String representing a UnityEngine class into a string representing a NetworkModel class 256 | /// 257 | /// 258 | private String DecodeClass(String name) 259 | { 260 | return "UnityNetworkModel." + name + "Serializable"; 261 | } 262 | } 263 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Network/Request.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a82619ed78bdd48cbbdc6702a9cff8c2 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/NetworkModelConfiguration.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Main Script of Unity Network Model 4 | * 5 | * Attach this script to a GameObject in Unity 6 | * All children of that GameObject can be synchronized with the server 7 | * 8 | * Currently supported components are 9 | * - BoxCollider 10 | * - Camera 11 | * - Light 12 | * - LineRenderer 13 | * - MeshCollider 14 | * - MeshFilter 15 | * - MeshRenderer 16 | * - Script 17 | * - SphereCollider 18 | * - Transform 19 | * 20 | * Currently supported ressources are 21 | * - Material 22 | * - Mesh 23 | * - Texture2D 24 | * 25 | * @file NetworkModel.cs 26 | * @author Uwe Gruenefeld, Tobias Lunte 27 | * @version 2020-05-04 28 | * 29 | **/ 30 | using System.Collections; 31 | using UnityEngine; 32 | 33 | namespace UnityNetworkModel 34 | { 35 | /// 36 | /// Configuration class of the UnityNetworkModel 37 | /// 38 | // Update the name of the component in the title and component menu 39 | [AddComponentMenu("NetworkModel/NetworkModel Configuration")] 40 | public class NetworkModelConfiguration : MonoBehaviour 41 | { 42 | // Connection 43 | public string IP = "127.0.0.1"; // Cannot be changed during runtime 44 | public int PORT = 8080; // Cannot be changed during runtime 45 | public float RECONNECT = 1; 46 | public float DELAY = 0.1f; 47 | 48 | // Settings 49 | public bool TIME = false; 50 | public bool SEND = true; 51 | public bool RECEIVE = true; 52 | public bool EXISTINGOBJECTS = false; 53 | public bool EXISTINGRESOURCES = false; 54 | 55 | // Channel 56 | public string SENDCHANNELS = "default"; // Cannot be changed during runtime 57 | public string RECEIVECHANNELS = "default"; // Cannot be changed during runtime 58 | 59 | // Rules Resources 60 | 61 | // Material 62 | public bool enableMaterial = true; 63 | public bool sendMaterial = true; 64 | public bool receiveMaterial = true; 65 | 66 | // Mesh 67 | public bool enableMesh = true; 68 | public bool sendMesh = true; 69 | public bool receiveMesh = true; 70 | 71 | // Texture2D 72 | public bool enableTexture2D = true; 73 | public bool sendTexture2D = true; 74 | public bool receiveTexture2D = true; 75 | 76 | // Debugging 77 | public LogType DEBUGLEVEL = LogType.DISABLED; 78 | public bool DEBUGSEND = false; 79 | public bool DEBUGRECEIVE = false; 80 | 81 | // Injector 82 | private Injector injector; 83 | 84 | // Variables for coroutines 85 | private int numberOfCoroutines; 86 | private bool isCoroutineRunning; 87 | 88 | /// 89 | /// Start method from MonoBehaviour 90 | /// 91 | void Start() 92 | { 93 | // Similar to dependency injection 94 | this.injector = new Injector(this); 95 | 96 | // Storage for (game)objects and resources 97 | this.injector.objectStore = new ObjectStore(this.injector); 98 | // Add the GameObject which contains this script as root GameObject to the ObjectStore 99 | this.injector.objectStore.Add(Model.ROOT_NAME, this.gameObject); 100 | this.injector.resourceStore = new ResourceStore(this.injector); 101 | this.injector.resourceStore.Add("null", null); 102 | 103 | // Handles serialization 104 | this.injector.serializer = new Serializer(this.injector); 105 | 106 | // Handles the complete data model 107 | this.injector.model = Model.CreateModel(this.injector); 108 | 109 | // Handles the connection to the server 110 | this.injector.connection = new Connection(this.injector); 111 | this.injector.connection.OnMessage += (sender, message) => this.injector.connection.ReceiveRequest(message.Data); 112 | 113 | // Handles subscriptions 114 | this.injector.subscriptions = new Subscriptions(this.injector); 115 | 116 | 117 | // Initialize variables for coroutines 118 | this.numberOfCoroutines = 0; 119 | this.isCoroutineRunning = false; 120 | } 121 | 122 | /// 123 | /// Update method from MonoBehaviour 124 | /// 125 | void Update() 126 | { 127 | // Start synchronization coroutine 128 | if (!this.isCoroutineRunning) 129 | StartCoroutine(Synchronize()); 130 | } 131 | 132 | /// 133 | /// Coroutine to synchronize NetworkModel with server 134 | /// 135 | IEnumerator Synchronize() 136 | { 137 | // Coroutine running 138 | this.isCoroutineRunning = true; 139 | this.numberOfCoroutines++; 140 | 141 | // Try to establish connection, only proceed if successful 142 | if (this.injector.connection.EnsureIsAlive()) 143 | { 144 | // If subscriptions are not initialized, then initialize them 145 | if (!this.injector.subscriptions.isInitialized) 146 | this.injector.subscriptions.Initialize(); 147 | 148 | // Subscribe and unsubscribe from receiving updates on channel 149 | this.injector.subscriptions.UpdateReceivingChannel(); 150 | 151 | // Apply change-requests that were received from the server since the last update 152 | if (this.RECEIVE) 153 | this.injector.model.ApplyChanges(); 154 | 155 | yield return null; 156 | 157 | // Subscribe and unsubscribe from sending updates on channel 158 | this.injector.subscriptions.UpdateSendingChannel(); 159 | 160 | // Send change-requests for modifications since last update to the server 161 | if (this.SEND) 162 | this.injector.model.TrackChanges(); 163 | }; 164 | 165 | // Insert time between updates 166 | yield return new WaitForSeconds(this.DELAY); 167 | 168 | // Check if this is the last coroutine 169 | this.numberOfCoroutines--; 170 | this.isCoroutineRunning = this.numberOfCoroutines != 0; 171 | 172 | // Finish coroutine 173 | yield return null; 174 | } 175 | 176 | /// 177 | /// OnDestory method from MonoBehaviour 178 | /// 179 | void OnDestroy() 180 | { 181 | // Close websocket connection 182 | if (this.injector != null) 183 | { 184 | Connection connection = this.injector.connection; 185 | if (connection != null) 186 | connection.CloseAsync(); 187 | } 188 | 189 | LogUtility.Log(this.injector, LogType.INFORMATION, "Successfully disconnected from server"); 190 | } 191 | } 192 | } 193 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/NetworkModelConfiguration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93b7197a2cb765943aa63b41f39958a3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/NetworkModelRule.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Network Model Rule of Unity Network Model 4 | * 5 | * @file NetworkModelRule.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using UnityEngine; 11 | 12 | namespace UnityNetworkModel 13 | { 14 | /// 15 | /// Rule class of the UnityNetworkModel 16 | /// 17 | // Update the name of the component in the title and component menu 18 | [AddComponentMenu("NetworkModel/NetworkModel Rule")] 19 | public class NetworkModelRule : MonoBehaviour 20 | { 21 | // Scope 22 | public bool applyToObject = false; 23 | public bool applyToChildren = true; 24 | 25 | // Settings 26 | public int decimalPlaces = 5; 27 | 28 | // Rules Components 29 | 30 | // BoxCollider 31 | public bool enableBoxCollider; 32 | public bool sendBoxCollider; 33 | public bool receiveBoxCollider; 34 | 35 | // Camera 36 | public bool enableCamera; 37 | public bool sendCamera; 38 | public bool receiveCamera; 39 | 40 | // Light 41 | public bool enableLight; 42 | public bool sendLight; 43 | public bool receiveLight; 44 | 45 | // LineRenderer 46 | public bool enableLineRenderer; 47 | public bool sendLineRenderer; 48 | public bool receiveLineRenderer; 49 | 50 | // MeshCollider 51 | public bool enableMeshCollider; 52 | public bool sendMeshCollider; 53 | public bool receiveMeshCollider; 54 | 55 | // MeshFilter 56 | public bool enableMeshFilter; 57 | public bool sendMeshFilter; 58 | public bool receiveMeshFilter; 59 | 60 | // MeshRenderer 61 | public bool enableMeshRenderer; 62 | public bool sendMeshRenderer; 63 | public bool receiveMeshRenderer; 64 | 65 | // Script 66 | public bool enableScript; 67 | public bool sendScript; 68 | public bool receiveScript; 69 | 70 | // SphereCollider 71 | public bool enableSphereCollider; 72 | public bool sendSphereCollider; 73 | public bool receiveSphereCollider; 74 | 75 | // Transform 76 | public bool enableTransform; 77 | public bool sendTransform; 78 | public bool receiveTransform; 79 | } 80 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/NetworkModelRule.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d07266e346aa1d4408de093c015f09d6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4f79d759badc3042828bb07abdd9891 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/CompressionUtility.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Compression Utility of Unity Network Model 4 | * 5 | * @file CompressionUtility.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Utility class with functions related to Compression 17 | /// 18 | internal static class CompressionUtility 19 | { 20 | /// 21 | /// Compress an array of Color 22 | /// 23 | /// 24 | /// 25 | /// 26 | internal static Color[] Compress(GameObject gameObject, Color[] value) 27 | { 28 | int places = RuleUtility.FindDecimalPlaces(gameObject); 29 | 30 | Color[] result = new Color[value.Length]; 31 | 32 | for(int i=0; i < value.Length && i < result.Length; i++) 33 | result[i] = Compress(places, value[i]); 34 | 35 | return result; 36 | } 37 | 38 | /// 39 | /// Compress a Color 40 | /// 41 | /// 42 | /// 43 | /// 44 | internal static Color Compress(GameObject gameObject, Color value) 45 | { 46 | int places = RuleUtility.FindDecimalPlaces(gameObject); 47 | return Compress(places, value); 48 | } 49 | 50 | /// 51 | /// Compress a Color based on given decimal places 52 | /// 53 | /// 54 | /// 55 | /// 56 | private static Color Compress(int places, Color value) 57 | { 58 | value.r = Compress(places, value.b); 59 | value.g = Compress(places, value.g); 60 | value.b = Compress(places, value.b); 61 | value.a = Compress(places, value.a); 62 | 63 | return value; 64 | } 65 | 66 | /// 67 | /// Compress an array of Vector3 68 | /// 69 | /// 70 | /// 71 | /// 72 | internal static Vector3[] Compress(GameObject gameObject, Vector3[] value) 73 | { 74 | int places = RuleUtility.FindDecimalPlaces(gameObject); 75 | 76 | Vector3[] result = new Vector3[value.Length]; 77 | 78 | for(int i=0; i < value.Length && i < result.Length; i++) 79 | result[i] = Compress(places, value[i]); 80 | 81 | return result; 82 | } 83 | 84 | /// 85 | /// Compress a Vector3 86 | /// 87 | /// 88 | /// 89 | /// 90 | internal static Vector3 Compress(GameObject gameObject, Vector3 value) 91 | { 92 | int places = RuleUtility.FindDecimalPlaces(gameObject); 93 | return Compress(places, value); 94 | } 95 | 96 | /// 97 | /// Compress a Vector3 based on given decimal places 98 | /// 99 | /// 100 | /// 101 | /// 102 | private static Vector3 Compress(int places, Vector3 value) 103 | { 104 | value.x = Compress(places, value.x); 105 | value.y = Compress(places, value.y); 106 | value.z = Compress(places, value.z); 107 | 108 | return value; 109 | } 110 | 111 | /// 112 | /// Compress an array of Vector2 113 | /// 114 | /// 115 | /// 116 | /// 117 | internal static Vector2[] Compress(GameObject gameObject, Vector2[] value) 118 | { 119 | int places = RuleUtility.FindDecimalPlaces(gameObject); 120 | 121 | Vector2[] result = new Vector2[value.Length]; 122 | 123 | for(int i=0; i < value.Length && i < result.Length; i++) 124 | result[i] = Compress(places, value[i]); 125 | 126 | return result; 127 | } 128 | 129 | /// 130 | /// Compress a Vector2 131 | /// 132 | /// 133 | /// 134 | /// 135 | internal static Vector2 Compress(GameObject gameObject, Vector2 value) 136 | { 137 | int places = RuleUtility.FindDecimalPlaces(gameObject); 138 | return Compress(places, value); 139 | } 140 | 141 | /// 142 | /// Compress a Vector2 based on given decimal places 143 | /// 144 | /// 145 | /// 146 | /// 147 | private static Vector2 Compress(int places, Vector2 value) 148 | { 149 | value.x = Compress(places, value.x); 150 | value.y = Compress(places, value.y); 151 | 152 | return value; 153 | } 154 | 155 | /// 156 | /// Compress a float value 157 | /// 158 | /// 159 | /// 160 | /// 161 | internal static float Compress(GameObject gameObject, float value) 162 | { 163 | int places = RuleUtility.FindDecimalPlaces(gameObject); 164 | return Compress(places, value); 165 | } 166 | 167 | /// 168 | /// Compress a float value based on given decimal places 169 | /// 170 | /// 171 | /// 172 | /// 173 | private static float Compress(int places, float value) 174 | { 175 | // Maximum compression allows one decimal place 176 | if(places <= 0) 177 | places = 1; 178 | 179 | // Compress value according to decimal places 180 | int factor = (int)Math.Pow(10, places); 181 | return (float)(Math.Truncate(value * factor) / (float)factor); 182 | } 183 | } 184 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/CompressionUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7764ec350f828c648a945d01a5d46cb1 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/HashUtility.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Hashes Utility of Unity Network Model 4 | * 5 | * @file HashUtility.cs 6 | * @author Uwe Gruenefeld, Tobias Lunte 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | namespace UnityNetworkModel 11 | { 12 | /// 13 | /// Utility class with functions related to Hashes 14 | /// 15 | internal static class HashUtility 16 | { 17 | /// 18 | /// Utility function to create order-dependent hash from two hashes. Collisions unlikely if original hashes are already well-distibuted. 19 | /// 20 | /// 21 | /// 22 | /// 23 | internal static long Combine2Hashes(long h1, long h2) 24 | { 25 | return h1 * 31 + h2; 26 | } 27 | 28 | /// 29 | /// Utility function to create order-dependent hash from multiple hashes. Collisions unlikely if original hashes are already well-distibuted. 30 | /// 31 | /// 32 | /// 33 | internal static long CombineHashes(params long[] hashes) 34 | { 35 | long hash = 17; 36 | 37 | foreach (long h in hashes) 38 | { 39 | hash = HashUtility.Combine2Hashes(hash, h); 40 | } 41 | 42 | return hash; 43 | } 44 | } 45 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/HashUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e29f9e6b8b05f894da6974aec1f3f249 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/LogUtility.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Log Utility of Unity Network Model 4 | * 5 | * @file LogUtility.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-05 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Utility class with functions related to Logging 17 | /// 18 | internal static class LogUtility 19 | { 20 | /// 21 | /// Log message if logType is allowed in debug level 22 | /// 23 | internal static void Log(Injector injector, LogType logType, String message) 24 | { 25 | // Check if message should not get logged 26 | if((ushort)injector.configuration.DEBUGLEVEL < (ushort)logType) 27 | return; 28 | 29 | switch(logType) 30 | { 31 | case LogType.ERROR: 32 | Debug.LogError("NetworkModel: " + message); 33 | break; 34 | case LogType.WARNING: 35 | Debug.LogWarning("NetworkModel: " + message); 36 | break; 37 | case LogType.INFORMATION: 38 | Debug.Log("NetworkModel: " + message); 39 | break; 40 | } 41 | } 42 | 43 | /// 44 | /// Log message 45 | /// 46 | internal static void Log(String message) 47 | { 48 | Debug.Log("NetworkModel: " + message); 49 | } 50 | } 51 | } -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/LogUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9ee1de675b697b4b856dc906cf23981 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /client/unity/Assets/Scripts/NetworkModel/Utilities/RuleUtility.cs: -------------------------------------------------------------------------------- 1 | /** 2 | * 3 | * Hierarchy Utility of Unity Network Model 4 | * 5 | * @file HierarchyUtility.cs 6 | * @author Uwe Gruenefeld 7 | * @version 2020-05-04 8 | * 9 | **/ 10 | using System; 11 | using UnityEngine; 12 | 13 | namespace UnityNetworkModel 14 | { 15 | /// 16 | /// Utility class with functions related to Hierarchy 17 | /// 18 | internal static class RuleUtility 19 | { 20 | internal static int DEFAULT_DECIMAL_PLACES = 5; 21 | internal static bool DEFAULT_RULE = false; 22 | 23 | /// 24 | /// Function to find valid decimal places for GanmeObject 25 | /// 26 | /// 27 | /// 28 | internal static int FindDecimalPlaces(GameObject gameObject) 29 | { 30 | // Find relevant deviation 31 | Transform pointer = gameObject.transform; 32 | 33 | do 34 | { 35 | // See if current GameObject has a NetworkModel Rule component 36 | NetworkModelRule networkModelRule = pointer.GetComponent(); 37 | 38 | // If true, then a rule was found 39 | if (networkModelRule != null) 40 | { 41 | // Check if the Rule was found in the passed GameObject 42 | if (gameObject.transform == pointer) 43 | { 44 | // Check if the Rule is active for the GameObject it is attached to 45 | if (networkModelRule.applyToObject) 46 | return networkModelRule.decimalPlaces; 47 | else 48 | { 49 | // Rule does not apply, continue with parent GameObject 50 | pointer = pointer.parent; 51 | continue; 52 | } 53 | } 54 | // ELse, the Rule was found in a parent GameObject 55 | else 56 | { 57 | // Check if the Rule is active for the GameObject it is attached to 58 | if (networkModelRule.applyToChildren) 59 | return networkModelRule.decimalPlaces; 60 | else 61 | { 62 | // Rule does not apply, continue with parent GameObject 63 | pointer = pointer.parent; 64 | continue; 65 | } 66 | } 67 | } 68 | 69 | // Go one GameObject up in Hierarchy 70 | pointer = pointer.parent; 71 | 72 | } while (pointer != null); 73 | 74 | // Default value 75 | return RuleUtility.DEFAULT_DECIMAL_PLACES; 76 | } 77 | 78 | /// 79 | /// Function to find valid rule for Component from GameObject 80 | /// 81 | /// 82 | /// 83 | /// 84 | /// 85 | /// 86 | internal static bool FindComponentRule(Injector injector, GameObject gameObject, Type type, UpdateType updateType) 87 | { 88 | // Find relevant rule 89 | Transform pointer = gameObject.transform; 90 | 91 | do 92 | { 93 | // See if current GameObject has a NetworkModel Rule component 94 | NetworkModelRule networkModelRule = pointer.GetComponent(); 95 | 96 | // If true, then a rule was found 97 | if (networkModelRule != null) 98 | { 99 | // Check if the Rule was found in the passed GameObject 100 | if (gameObject.transform == pointer) 101 | { 102 | // Check if the Rule is active for the GameObject it is attached to 103 | if (networkModelRule.applyToObject) 104 | { 105 | // Get the correct Rule 106 | RuleType ruleType = CheckComponentRule(networkModelRule, type, updateType); 107 | 108 | // Check, if Rule is enabled 109 | if (ruleType != RuleType.DISABLED) 110 | return ruleType.ToBool(); 111 | } 112 | else 113 | { 114 | // Rule does not apply, continue with parent GameObject 115 | pointer = pointer.parent; 116 | continue; 117 | } 118 | } 119 | // ELse, the Rule was found in a parent GameObject 120 | else 121 | { 122 | // Check if the Rule is active for the GameObject it is attached to 123 | if (networkModelRule.applyToChildren) 124 | { 125 | // Get the correct Rule 126 | RuleType ruleType = CheckComponentRule(networkModelRule, type, updateType); 127 | 128 | // Check, if Rule is enabled 129 | if (ruleType != RuleType.DISABLED) 130 | return ruleType.ToBool(); 131 | } 132 | else 133 | { 134 | // Rule does not apply, continue with parent GameObject 135 | pointer = pointer.parent; 136 | continue; 137 | } 138 | } 139 | } 140 | 141 | // Go one GameObject up in Hierarchy 142 | pointer = pointer.parent; 143 | 144 | } while (pointer != null); 145 | 146 | LogUtility.Log(injector, LogType.INFORMATION, "No active rule found for Type " + type); 147 | 148 | // Default value 149 | return RuleUtility.DEFAULT_RULE; 150 | } 151 | 152 | /// 153 | /// Function to find valid rule for Component type 154 | /// 155 | /// 156 | /// 157 | /// 158 | /// 159 | private static RuleType CheckComponentRule(NetworkModelRule networkModelRule, Type type, UpdateType updateType) 160 | { 161 | // If Type is BoxCollider 162 | if (type == typeof(BoxCollider) || type.IsSubclassOf(typeof(BoxCollider))) 163 | { 164 | return CheckEntry(networkModelRule.enableBoxCollider, networkModelRule.sendBoxCollider, networkModelRule.receiveBoxCollider, updateType); 165 | } 166 | // Else, if Type is Camera 167 | else if (type == typeof(Camera) || type.IsSubclassOf(typeof(Camera))) 168 | { 169 | return CheckEntry(networkModelRule.enableCamera, networkModelRule.sendCamera, networkModelRule.receiveCamera, updateType); 170 | } 171 | // Else, if Type is Light 172 | else if (type == typeof(Light) || type.IsSubclassOf(typeof(Light))) 173 | { 174 | return CheckEntry(networkModelRule.enableLight, networkModelRule.sendLight, networkModelRule.receiveLight, updateType); 175 | } 176 | // Else, if Type is LineRenderer 177 | else if (type == typeof(LineRenderer) || type.IsSubclassOf(typeof(LineRenderer))) 178 | { 179 | return CheckEntry(networkModelRule.enableLineRenderer, networkModelRule.sendLineRenderer, networkModelRule.receiveLineRenderer, updateType); 180 | } 181 | // Else, if Type is MeshCollider 182 | else if (type == typeof(MeshCollider) || type.IsSubclassOf(typeof(MeshCollider))) 183 | { 184 | return CheckEntry(networkModelRule.enableMeshCollider, networkModelRule.sendMeshCollider, networkModelRule.receiveMeshCollider, updateType); 185 | } 186 | // Else, if Type is MeshFilter 187 | else if (type == typeof(MeshFilter) || type.IsSubclassOf(typeof(MeshFilter))) 188 | { 189 | return CheckEntry(networkModelRule.enableMeshFilter, networkModelRule.sendMeshFilter, networkModelRule.receiveMeshFilter, updateType); 190 | } 191 | // Else, if Type is MeshRenderer 192 | else if (type == typeof(MeshRenderer) || type.IsSubclassOf(typeof(MeshRenderer))) 193 | { 194 | return CheckEntry(networkModelRule.enableMeshRenderer, networkModelRule.sendMeshRenderer, networkModelRule.receiveMeshRenderer, updateType); 195 | } 196 | // Else, if Type is MonoBehaviour(Script) 197 | else if (type.IsSubclassOf(typeof(MonoBehaviour))) 198 | { 199 | return CheckEntry(networkModelRule.enableScript, networkModelRule.sendScript, networkModelRule.receiveScript, updateType); 200 | } 201 | // Else, if Type is SphereCollider 202 | else if (type == typeof(SphereCollider) || type.IsSubclassOf(typeof(SphereCollider))) 203 | { 204 | return CheckEntry(networkModelRule.enableSphereCollider, networkModelRule.sendSphereCollider, networkModelRule.receiveSphereCollider, updateType); 205 | } 206 | // Else, if Type is Transform 207 | else if (type == typeof(Transform) || type.IsSubclassOf(typeof(Transform))) 208 | { 209 | return CheckEntry(networkModelRule.enableTransform, networkModelRule.sendTransform, networkModelRule.receiveTransform, updateType); 210 | } 211 | 212 | return RuleType.DISABLED; 213 | } 214 | 215 | /// 216 | /// Function to find valid rule for Resource 217 | /// 218 | /// 219 | /// 220 | /// 221 | /// 222 | internal static bool FindResourceRule(Injector injector, Type type, UpdateType updateType) 223 | { 224 | RuleType result = RuleType.DISABLED; 225 | 226 | // If Type is Material 227 | if (type == typeof(Material) || type.IsSubclassOf(typeof(Material))) 228 | { 229 | result = CheckEntry(injector.configuration.enableMaterial, injector.configuration.sendMaterial, injector.configuration.receiveMaterial, updateType); 230 | } 231 | 232 | // Else, if Type is Mesh 233 | else if (type == typeof(Mesh) || type.IsSubclassOf(typeof(Mesh))) 234 | { 235 | result = CheckEntry(injector.configuration.enableMesh, injector.configuration.sendMesh, injector.configuration.receiveMesh, updateType); 236 | } 237 | 238 | // Else, if Type is Texture2D 239 | else if (type == typeof(Texture2D) || type.IsSubclassOf(typeof(Texture2D))) 240 | { 241 | result = CheckEntry(injector.configuration.enableTexture2D, injector.configuration.sendTexture2D, injector.configuration.receiveTexture2D, updateType); 242 | } 243 | 244 | // Check, if Rule is enabled 245 | if (result != RuleType.DISABLED) 246 | return result.ToBool(); 247 | 248 | // Default case 249 | return false; 250 | } 251 | 252 | /// 253 | /// Function to check boolean values if the underlying rule is valid 254 | /// 255 | /// 256 | /// 257 | /// 258 | /// 259 | /// 260 | private static RuleType CheckEntry(bool enable, bool send, bool receive, UpdateType updateType) 261 | { 262 | // Check if rule for this Type is not enabled 263 | if (!enable) 264 | return RuleType.DISABLED; 265 | 266 | // Check the status of the enabled rule 267 | switch (updateType) 268 | { 269 | case UpdateType.SEND: 270 | return RuleTypeExtension.FromBool(send); 271 | case UpdateType.RECEIVE: 272 | return RuleTypeExtension.FromBool(receive); 273 | } 274 | 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