using System.Collections.Generic;
using System.Linq;
using Unity.WebRTC;
using UnityEngine;
namespace Unity.RenderStreaming
{
///
/// 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
///
public class ParticipantStreams
{
public string participantId;
public VideoStreamReceiver videoReceiver;
public AudioStreamReceiver audioReceiver;
public GameObject gameObject;
}
///
/// 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)
/// 支持多个Participant连接,每个Participant拥有独立的PeerConnection和Receiver
///
/// 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
/// - 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
///
[AddComponentMenu("Render Streaming/Host Connection")]
public class HostConnection : SignalingHandlerBase,
IOfferHandler, IAddChannelHandler, IDisconnectHandler, IDeletedConnectionHandler,
IAddReceiverHandler, IParticipantJoinedHandler, IParticipantLeftHandler,
ICallRequestHandler, IMessageHandler
{
[SerializeField] private List streams = new List();
///
/// 当前连接的所有Participant的participantId列表
///
private List participantIds = new List();
///
/// 房间的connectionId(Host创建连接时使用的ID)
///
private string roomConnectionId;
///
/// 每个Participant的独立Receiver(key=participantId)
/// VideoStreamReceiver/AudioStreamReceiver内部只持有一个transceiver,
/// 必须为每个Participant创建独立的实例
///
private Dictionary m_participantStreams = new Dictionary();
///
/// 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)
///
public event System.Action OnParticipantConnected;
///
/// Participant断开连接事件
///
public event System.Action OnParticipantDisconnected;
public override IEnumerable Streams => streams;
public void AddComponent(Component component)
{
streams.Add(component);
}
public void RemoveComponent(Component component)
{
streams.Remove(component);
}
///
/// 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)
///
/// 房间ID
public override void CreateConnection(string connectionId)
{
roomConnectionId = connectionId;
base.CreateConnection(connectionId);
}
///
/// 删除Host连接(关闭房间)
/// Host离开时,服务器会自动断开所有Participant
///
public override void DeleteConnection(string connectionId)
{
// 清理所有Participant连接
// 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。
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;
if (participantIds.Contains(connectionId))
{
DisconnectParticipant(connectionId);
participantIds.Remove(connectionId);
}
else
{
foreach (var sender in streams.OfType())
{
RemoveSender(connectionId, sender);
}
}
}
///
/// 断开指定Participant的连接资源,销毁其独立的Receiver
///
private void DisconnectParticipant(string participantId)
{
// 清理独立Receiver
if (m_participantStreams.TryGetValue(participantId, out var ps))
{
// 移除Sender关联
// foreach (var sender in streams.OfType())
// {
// RemoveSender(participantId, sender);
// }
// 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().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);
}
else
{
// 回退:无独立Receiver时走共享streams清理
foreach (var sender in streams.OfType())
{
RemoveSender(participantId, sender);
}
foreach (var receiver in streams.OfType())
{
RemoveReceiver(participantId, receiver);
}
foreach (var channel in streams.OfType().Where(c => c.ConnectionId == participantId))
{
RemoveChannel(participantId, channel);
}
}
OnParticipantDisconnected?.Invoke(participantId);
}
///
/// 收到Participant的offer时触发
/// 为每个Participant创建独立的VideoStreamReceiver和AudioStreamReceiver,
/// 然后添加共享的Sender并回复answer
///
public void OnOffer(SignalingEventData data)
{
bool isNewParticipant = !participantIds.Contains(data.connectionId);
if (isNewParticipant)
{
participantIds.Add(data.connectionId);
Debug.Log($"[HostConnection] Participant offer received: {data.connectionId}");
var ps = new ParticipantStreams { participantId = data.connectionId };
var go = new GameObject($"Participant_{data.connectionId}");
go.transform.SetParent(transform);
ps.gameObject = go;
ps.videoReceiver = go.AddComponent();
ps.videoReceiver.renderMode = VideoRenderMode.APIOnly;
this.streams.Add(ps.videoReceiver);
ps.audioReceiver = go.AddComponent();
this.streams.Add(ps.audioReceiver);
var audioSource = go.AddComponent();
audioSource.loop = true;
ps.audioReceiver.targetAudioSource = audioSource;
m_participantStreams[data.connectionId] = ps;
OnParticipantConnected?.Invoke(ps);
}
// 在 SetRemoteDescription 之前添加 Sender 和 Channel
// 这样 transceiver 会正确匹配 offer 中的媒体行
foreach (var source in streams.OfType())
{
AddSender(data.connectionId, source);
}
foreach (var channel in streams.OfType().Where(c => c.IsLocal))
{
AddChannel(data.connectionId, channel);
}
// 不再手动调用 SendAnswer
// SignalingManagerInternal.OnOffer 会在 OnGotDescription 完成后自动调用 SendAnswer
}
///
/// 收到远程Track时触发
/// 使用该Participant的独立Receiver来接收
///
public void OnAddReceiver(SignalingEventData data)
{
var track = data.transceiver.Receiver.Track;
// 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);
}
///
/// 收到远程DataChannel时触发
///
public void OnAddChannel(SignalingEventData data)
{
var channel = streams.OfType().
FirstOrDefault(r => !r.IsConnected && !r.IsLocal);
channel?.SetChannel(data.connectionId, data.channel);
}
///
/// 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
///
public void OnParticipantJoined(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Participant joined: connectionId={eventData.connectionId}, participantId={eventData.participantId}");
}
///
/// Participant离开房间通知
/// 清理该Participant的连接资源
///
public void OnParticipantLeft(SignalingEventData eventData)
{
string participantId = eventData.participantId;
if (!string.IsNullOrEmpty(participantId))
{
Debug.Log($"[HostConnection] Participant left: connectionId={eventData.connectionId}, participantId={participantId}");
DisconnectParticipant(participantId);
participantIds.Remove(participantId);
}
}
///
/// 收到呼叫请求
///
public void OnCallRequest(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Call request from: {eventData.connectionId}, data: {eventData.message}");
}
///
/// 收到自定义消息
///
public void OnMessage(SignalingEventData eventData)
{
Debug.Log($"[HostConnection] Message from: {eventData.connectionId}, participantId: {eventData.participantId}, message: {eventData.message}");
}
///
/// 获取当前连接的Participant数量
///
public int ParticipantCount => participantIds.Count;
///
/// 获取所有Participant的ID列表
///
public IReadOnlyList ParticipantIds => participantIds.AsReadOnly();
///
/// 获取指定Participant的Receiver信息
///
public bool TryGetParticipantStreams(string participantId, out ParticipantStreams ps)
{
return m_participantStreams.TryGetValue(participantId, out ps);
}
IStreamReceiver GetReceiver(TrackKind kind)
{
if (kind == TrackKind.Audio)
return streams.OfType().FirstOrDefault();
if (kind == TrackKind.Video)
return streams.OfType().FirstOrDefault();
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();
}
}
}