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webRtc/Packages/com.unity.renderstreaming@3.1.0-exp.9/Runtime/Scripts/HostConnection.cs

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using System.Collections.Generic;
using System.Linq;
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using Unity.WebRTC;
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using UnityEngine;
namespace Unity.RenderStreaming
{
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/// <summary>
/// 每个Participant的接收器信息
/// VideoStreamReceiver/AudioStreamReceiver 只持有一个transceiver
/// 因此每个Participant需要独立的Receiver实例
/// </summary>
public class ParticipantStreams
{
public string participantId;
public VideoStreamReceiver videoReceiver;
public AudioStreamReceiver audioReceiver;
public GameObject gameObject;
}
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/// <summary>
/// Host模式的连接处理器
/// 适用于私有模式下Unity作为Host第一个加入房间的客户端
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/// 支持多个Participant连接每个Participant拥有独立的PeerConnection和Receiver
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///
/// 工作原理:
/// - Host通过CreateConnection(connectionId)创建房间连接
/// - 当Participant加入时服务器发送participant-joined通知
/// - WebSocketSignaling将participantId作为内部connectionId使用
/// 因此每个Participant会自动创建独立的PeerConnection
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/// - 当收到Participant的offer时为该Participant创建独立的Receiver并添加Sender
/// - 当Participant离开时自动清理对应的连接资源和Receiver
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/// </summary>
[AddComponentMenu("Render Streaming/Host Connection")]
public class HostConnection : SignalingHandlerBase,
IOfferHandler, IAddChannelHandler, IDisconnectHandler, IDeletedConnectionHandler,
IAddReceiverHandler, IParticipantJoinedHandler, IParticipantLeftHandler,
ICallRequestHandler, IMessageHandler
{
[SerializeField] private List<Component> streams = new List<Component>();
/// <summary>
/// 当前连接的所有Participant的participantId列表
/// </summary>
private List<string> participantIds = new List<string>();
/// <summary>
/// 房间的connectionIdHost创建连接时使用的ID
/// </summary>
private string roomConnectionId;
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/// <summary>
/// 每个Participant的独立Receiverkey=participantId
/// VideoStreamReceiver/AudioStreamReceiver内部只持有一个transceiver
/// 必须为每个Participant创建独立的实例
/// </summary>
private Dictionary<string, ParticipantStreams> m_participantStreams = new Dictionary<string, ParticipantStreams>();
/// <summary>
/// Participant连接成功事件提供该Participant的Receiver引用
/// 外部脚本可订阅此事件来创建对应的UI显示如RawImage
/// </summary>
public event System.Action<ParticipantStreams> OnParticipantConnected;
/// <summary>
/// Participant断开连接事件
/// </summary>
public event System.Action<string> OnParticipantDisconnected;
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public override IEnumerable<Component> Streams => streams;
public void AddComponent(Component component)
{
streams.Add(component);
}
public void RemoveComponent(Component component)
{
streams.Remove(component);
}
/// <summary>
/// 创建Host连接即创建房间
/// Unity作为第一个连接的客户端服务器会分配host角色(polite=false)
/// </summary>
/// <param name="connectionId">房间ID</param>
public override void CreateConnection(string connectionId)
{
roomConnectionId = connectionId;
base.CreateConnection(connectionId);
}
/// <summary>
/// 删除Host连接关闭房间
/// Host离开时服务器会自动断开所有Participant
/// </summary>
public override void DeleteConnection(string connectionId)
{
// 清理所有Participant连接
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// 注意:不能在这里调用 base.DeleteConnection(participantId)否则会给每个Participant发送disconnect
// 导致服务器返回多次通知。应该只发一次disconnect关闭房间Participant的清理由服务器通知触发。
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foreach (var participantId in participantIds.ToList())
{
DisconnectParticipant(participantId);
}
participantIds.Clear();
if (connectionId == roomConnectionId)
{
base.DeleteConnection(connectionId);
roomConnectionId = null;
}
else
{
base.DeleteConnection(connectionId);
}
}
public void OnDeletedConnection(SignalingEventData eventData)
{
Disconnect(eventData.connectionId);
}
public void OnDisconnect(SignalingEventData eventData)
{
Disconnect(eventData.connectionId);
}
private void Disconnect(string connectionId)
{
if (!participantIds.Contains(connectionId) && connectionId != roomConnectionId)
return;
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if (participantIds.Contains(connectionId))
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{
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DisconnectParticipant(connectionId);
participantIds.Remove(connectionId);
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}
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else
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{
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foreach (var sender in streams.OfType<IStreamSender>())
{
RemoveSender(connectionId, sender);
}
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}
}
/// <summary>
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/// 断开指定Participant的连接资源销毁其独立的Receiver
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/// </summary>
private void DisconnectParticipant(string participantId)
{
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// 清理独立Receiver
if (m_participantStreams.TryGetValue(participantId, out var ps))
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{
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// 移除Sender关联
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// foreach (var sender in streams.OfType<IStreamSender>())
// {
// RemoveSender(participantId, sender);
// }
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// 移除Receiver关联
if (ps.videoReceiver != null)
RemoveReceiver(participantId, ps.videoReceiver);
if (ps.audioReceiver != null)
RemoveReceiver(participantId, ps.audioReceiver);
// 移除DataChannel
foreach (var channel in streams.OfType<IDataChannel>().Where(c => c.ConnectionId == participantId))
{
RemoveChannel(participantId, channel);
}
// 销毁Receiver GameObject
if (ps.gameObject != null)
{
this.streams.Remove(ps.audioReceiver);
this.streams.Remove(ps.videoReceiver);
Destroy(ps.gameObject);
}
m_participantStreams.Remove(participantId);
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}
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else
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{
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// 回退无独立Receiver时走共享streams清理
foreach (var sender in streams.OfType<IStreamSender>())
{
RemoveSender(participantId, sender);
}
foreach (var receiver in streams.OfType<IStreamReceiver>())
{
RemoveReceiver(participantId, receiver);
}
foreach (var channel in streams.OfType<IDataChannel>().Where(c => c.ConnectionId == participantId))
{
RemoveChannel(participantId, channel);
}
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}
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OnParticipantDisconnected?.Invoke(participantId);
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}
/// <summary>
/// 收到Participant的offer时触发
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/// 为每个Participant创建独立的VideoStreamReceiver和AudioStreamReceiver
/// 然后添加共享的Sender并回复answer
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/// </summary>
public void OnOffer(SignalingEventData data)
{
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bool isNewParticipant = !participantIds.Contains(data.connectionId);
if (isNewParticipant)
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{
participantIds.Add(data.connectionId);
Debug.Log($"[HostConnection] Participant offer received: {data.connectionId}");
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var ps = new ParticipantStreams { participantId = data.connectionId };
var go = new GameObject($"Participant_{data.connectionId}");
go.transform.SetParent(transform);
ps.gameObject = go;
ps.videoReceiver = go.AddComponent<VideoStreamReceiver>();
ps.videoReceiver.renderMode = VideoRenderMode.APIOnly;
this.streams.Add(ps.videoReceiver);
ps.audioReceiver = go.AddComponent<AudioStreamReceiver>();
this.streams.Add(ps.audioReceiver);
var audioSource = go.AddComponent<AudioSource>();
audioSource.loop = true;
ps.audioReceiver.targetAudioSource = audioSource;
m_participantStreams[data.connectionId] = ps;
OnParticipantConnected?.Invoke(ps);
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}
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// 在 SetRemoteDescription 之前添加 Sender 和 Channel
// 这样 transceiver 会正确匹配 offer 中的媒体行
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foreach (var source in streams.OfType<IStreamSender>())
{
AddSender(data.connectionId, source);
}
foreach (var channel in streams.OfType<IDataChannel>().Where(c => c.IsLocal))
{
AddChannel(data.connectionId, channel);
}
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// 不再手动调用 SendAnswer
// SignalingManagerInternal.OnOffer 会在 OnGotDescription 完成后自动调用 SendAnswer
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}
/// <summary>
/// 收到远程Track时触发
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/// 使用该Participant的独立Receiver来接收
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/// </summary>
public void OnAddReceiver(SignalingEventData data)
{
var track = data.transceiver.Receiver.Track;
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// 优先使用该Participant的独立Receiver
if (m_participantStreams.TryGetValue(data.connectionId, out var ps))
{
IStreamReceiver receiver = null;
if (track.Kind == TrackKind.Video && ps.videoReceiver != null)
receiver = ps.videoReceiver;
else if (track.Kind == TrackKind.Audio && ps.audioReceiver != null)
receiver = ps.audioReceiver;
if (receiver != null)
{
SetReceiver(data.connectionId, receiver, data.transceiver);
return;
}
}
// 回退使用共享streams中的Receiver
var fallbackReceiver = GetReceiver(track.Kind);
if (fallbackReceiver != null)
SetReceiver(data.connectionId, fallbackReceiver, data.transceiver);
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}
/// <summary>
/// 收到远程DataChannel时触发
/// </summary>
public void OnAddChannel(SignalingEventData data)
{
var channel = streams.OfType<IDataChannel>().
FirstOrDefault(r => !r.IsConnected && !r.IsLocal);
channel?.SetChannel(data.connectionId, data.channel);
}
/// <summary>
/// 新Participant加入房间通知
/// 在私有模式下服务器会通知Host有新的Participant加入
/// 此时不做额外处理等收到Participant的offer时再建立连接
/// </summary>
public void OnParticipantJoined(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Participant joined: connectionId={eventData.connectionId}, participantId={eventData.participantId}");
}
/// <summary>
/// Participant离开房间通知
/// 清理该Participant的连接资源
/// </summary>
public void OnParticipantLeft(SignalingEventData eventData)
{
string participantId = eventData.participantId;
if (!string.IsNullOrEmpty(participantId))
{
Debug.Log($"[HostConnection] Participant left: connectionId={eventData.connectionId}, participantId={participantId}");
DisconnectParticipant(participantId);
participantIds.Remove(participantId);
}
}
/// <summary>
/// 收到呼叫请求
/// </summary>
public void OnCallRequest(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Call request from: {eventData.connectionId}, data: {eventData.message}");
}
/// <summary>
/// 收到自定义消息
/// </summary>
public void OnMessage(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Message from: {eventData.connectionId}, participantId: {eventData.participantId}, message: {eventData.message}");
}
/// <summary>
/// 获取当前连接的Participant数量
/// </summary>
public int ParticipantCount => participantIds.Count;
/// <summary>
/// 获取所有Participant的ID列表
/// </summary>
public IReadOnlyList<string> ParticipantIds => participantIds.AsReadOnly();
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/// <summary>
/// 获取指定Participant的Receiver信息
/// </summary>
public bool TryGetParticipantStreams(string participantId, out ParticipantStreams ps)
{
return m_participantStreams.TryGetValue(participantId, out ps);
}
IStreamReceiver GetReceiver(TrackKind kind)
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{
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if (kind == TrackKind.Audio)
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return streams.OfType<AudioStreamReceiver>().FirstOrDefault();
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if (kind == TrackKind.Video)
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return streams.OfType<VideoStreamReceiver>().FirstOrDefault();
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return null;
}
protected virtual void OnDestroy()
{
// 清理所有Participant的Receiver GameObject
foreach (var ps in m_participantStreams.Values)
{
if (ps.gameObject != null)
Destroy(ps.gameObject);
}
m_participantStreams.Clear();
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}
}
}