refactored UDP audio sender and receiver scripts to maintain last known peer IP during connection loss, improved logging for audio clip monitoring and peer discovery status

This commit is contained in:
tom.hempel
2025-10-25 13:59:17 +02:00
parent 4d77a4753a
commit 1274d6277d
4 changed files with 162 additions and 42 deletions

View File

@ -39,6 +39,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
private byte _peerPlayerID = 0;
private DateTime _lastPeerPacketTime;
private ConnectionState _connectionState = ConnectionState.Disconnected;
private bool _hasEverConnected = false; // Track if we've connected this session
// Discovery protocol constants
private const uint DISCOVERY_MAGIC = 0x44495343; // "DISC" in hex
@ -98,6 +99,8 @@ namespace Convai.Scripts.Runtime.Multiplayer
}
_cancellationTokenSource = new CancellationTokenSource();
// Always start with discovery on game launch (IP addresses may have changed)
LogEvent($"🔍 Discovery started (Player {localPlayerID})");
StartDiscovery();
}
@ -200,8 +203,9 @@ namespace Convai.Scripts.Runtime.Multiplayer
{
try
{
// Only broadcast if we're still discovering
if (_connectionState == ConnectionState.Discovering || _connectionState == ConnectionState.Lost)
// Only broadcast if we're discovering AND haven't connected yet this session
// Once connected, we remember the peer IP for this session
if (_connectionState == ConnectionState.Discovering && !_hasEverConnected)
{
await SendDiscoveryRequest();
}
@ -227,8 +231,10 @@ namespace Convai.Scripts.Runtime.Multiplayer
{
await Task.Delay((int)(heartbeatInterval * 1000), cancellationToken);
// Only send heartbeat if connected
if (_connectionState == ConnectionState.Connected && !string.IsNullOrEmpty(_peerIP))
// Send heartbeat if we have a peer IP (Connected or Lost state)
// This allows automatic reconnection when peer comes back online
if (!string.IsNullOrEmpty(_peerIP) &&
(_connectionState == ConnectionState.Connected || _connectionState == ConnectionState.Lost || _connectionState == ConnectionState.Discovering))
{
await SendHeartbeat();
}
@ -382,13 +388,20 @@ namespace Convai.Scripts.Runtime.Multiplayer
case PACKET_TYPE_HEARTBEAT:
// Heartbeat keeps connection alive
if (_connectionState == ConnectionState.Connected && _peerIP == senderIP)
if (_peerIP == senderIP)
{
// Connection still alive
// Same peer - update timestamp and reconnect if we were in Lost state
if (_connectionState == ConnectionState.Lost || _connectionState == ConnectionState.Discovering)
{
// Reconnected to known peer
SetConnectionState(ConnectionState.Connected);
ConvaiLogger.Info($"🔄 Reconnected to peer Player {senderPlayerID} at {senderIP}", ConvaiLogger.LogCategory.Character);
LogEvent($"🔄 Reconnected to peer Player {senderPlayerID}");
}
}
else if (_connectionState != ConnectionState.Connected)
{
// Reconnected
// Different peer IP than expected - this is a new peer
HandlePeerDiscovered(senderIP, senderPlayerID);
}
break;
@ -405,10 +418,11 @@ namespace Convai.Scripts.Runtime.Multiplayer
_peerIP = peerIP;
_peerPlayerID = peerPlayerID;
_lastPeerPacketTime = DateTime.UtcNow;
_hasEverConnected = true; // Mark that we've connected this session
SetConnectionState(ConnectionState.Connected);
ConvaiLogger.Info($"✅ Peer discovered! Player {peerPlayerID} at {peerIP}", ConvaiLogger.LogCategory.Character);
ConvaiLogger.Info($"✅ Peer discovered! Player {peerPlayerID} at {peerIP} (will remember for this session)", ConvaiLogger.LogCategory.Character);
LogEvent($"✅ Peer discovered! Player {peerPlayerID} at {peerIP}");
// Notify listeners
@ -417,20 +431,18 @@ namespace Convai.Scripts.Runtime.Multiplayer
private void HandlePeerLost()
{
ConvaiLogger.Warn($"⚠️ Peer connection lost (Player {_peerPlayerID} at {_peerIP})", ConvaiLogger.LogCategory.Character);
LogEvent($"⚠️ Peer connection lost (Player {_peerPlayerID})");
string lostPeerIP = _peerIP;
_peerIP = "";
_peerPlayerID = 0;
ConvaiLogger.Warn($"⚠️ Peer connection lost (Player {_peerPlayerID} at {_peerIP}) - will keep trying to reconnect", ConvaiLogger.LogCategory.Character);
LogEvent($"⚠️ Peer connection lost (Player {_peerPlayerID}) - reconnecting...");
SetConnectionState(ConnectionState.Lost);
// Notify listeners
OnPeerLost?.Invoke();
// Restart discovery
SetConnectionState(ConnectionState.Discovering);
// Don't clear peer IP - keep it and keep trying to reconnect
// The heartbeat system will continue sending packets to the known peer
// and will automatically reconnect when the peer comes back online
ConvaiLogger.Info($"🔄 Will continue sending heartbeats to {_peerIP}", ConvaiLogger.LogCategory.Character);
}
private void SetConnectionState(ConnectionState newState)
@ -452,8 +464,11 @@ namespace Convai.Scripts.Runtime.Multiplayer
{
ConvaiLogger.Info("Manually restarting peer discovery", ConvaiLogger.LogCategory.Character);
LogEvent("🔄 Manually restarting discovery");
// Reset state
_peerIP = "";
_peerPlayerID = 0;
_hasEverConnected = false;
SetConnectionState(ConnectionState.Discovering);
}
@ -465,6 +480,7 @@ namespace Convai.Scripts.Runtime.Multiplayer
ConvaiLogger.Info($"Peer IP: {(_peerIP ?? "None")}", ConvaiLogger.LogCategory.Character);
ConvaiLogger.Info($"Peer Player ID: {_peerPlayerID}", ConvaiLogger.LogCategory.Character);
ConvaiLogger.Info($"Listen Port: {_listenPort}", ConvaiLogger.LogCategory.Character);
ConvaiLogger.Info($"Has Ever Connected This Session: {_hasEverConnected}", ConvaiLogger.LogCategory.Character);
}
private void LogEvent(string message)