Cyber/Assets/Scripts/Networking/Serverside/Server.cs

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using Cyber.Console;
using Cyber.Entities;
using Cyber.Entities.SyncBases;
using Cyber.Networking.Messages;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Serverside {
/// <summary>
/// Server-class used to host a server and communicate to clients.
/// </summary>
/// \todo Change connection channels to Unreliable to optimize ping.
/// \todo Remove PC/NPC and make a Human-type entity instead.
public class Server : MonoBehaviour {
private Dictionary<int, SConnectedPlayer> Players = new Dictionary<int, SConnectedPlayer>();
private static Server Singleton;
private Spawner Spawner;
/// <summary>
/// Creates the server-component, and sets the singleton as itself.
/// </summary>
public Server() {
Singleton = this;
}
// Static methods for public usage
/// <summary>
/// Launches the server if not already launched.
/// Returns false if the server was already launched, true otherwise.
///
/// Generally instead of this you should use <see cref="NetworkEstablisher.StartServer(int)"/>
/// </summary>
/// <param name="port">Port used to host the server.</param>
/// <returns>Weather the launch was successful.</returns>
public static bool Launch(int port) {
return Singleton.LaunchServer(port);
}
/// <summary>
/// Sends Message to all clients using specified channel.
/// <see cref="SendToAll(short, MessageBase)"/> defaults to <see cref="NetworkChannelID.ReliableSequenced"/>.
/// </summary>
/// <param name="msgType">Message type being sent.</param>
/// <param name="message">Message contents.</param>
/// <param name="channel">Channel being used.</param>
/// <returns></returns>
public static bool SendToAllByChannel(short msgType, MessageBase message, byte channel) {
if (NetworkServer.active) {
NetworkServer.SendByChannelToAll(msgType, message, channel);
return true;
} else {
return false;
}
}
/// <summary>
/// Attempts to send a message to all clients who are listening.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="msgType">Type of the message being sent.</param>
/// <param name="message">The message being sent.</param>
/// <returns>Weather sending was successful.</returns>
public static bool SendToAll(short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToAll(msgType, message);
return true;
}
else {
return false;
}
}
/// <summary>
/// Attempts to send a message to a specific client.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="clientID">ID of the client which to send this message.</param>
/// <param name="msgType">Type of message being sent.</param>
/// <param name="message">The message being sent.</param>
/// <returns>Weather sending was successful.</returns>
public static bool Send(int clientID, short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToClient(clientID, msgType, message);
return true;
}
else {
return false;
}
}
/// <summary>
/// Is the server currently active.
/// </summary>
/// <returns>Weather the server is running or not</returns>
public static bool IsRunning() {
return NetworkServer.active;
}
private bool LaunchServer(int port) {
if (NetworkServer.active) {
return false;
}
Spawner = GetComponent<Spawner>();
ConnectionConfig Config = new ConnectionConfig();
NetworkChannelID.ReliableSequenced = Config.AddChannel(QosType.ReliableSequenced);
NetworkChannelID.UnreliableSequenced = Config.AddChannel(QosType.UnreliableSequenced);
NetworkChannelID.Unreliable = Config.AddChannel(QosType.Unreliable);
NetworkServer.Configure(Config, 10);
NetworkServer.Listen(port);
NetworkServer.RegisterHandler(PktType.TextMessage, HandlePacket);
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NetworkServer.RegisterHandler(PktType.MoveCreature, HandlePacket);
NetworkServer.RegisterHandler(MsgType.Connect, OnConnected);
NetworkServer.RegisterHandler(MsgType.Disconnect, OnDisconnected);
NetworkServer.RegisterHandler(MsgType.Error, OnError);
Debug.Log("Server started on port " + port);
Term.Println("Server started on port " + port);
Term.AddCommand("send (message)", "Howl at the darkness of space. Does it echo though?", (args) => {
Term.Println("You: " + args[0]);
SendToAll(PktType.TextMessage, new TextMessagePkt("Server: " + args[0]));
});
gameObject.AddComponent<Syncer>();
return true;
}
private void HandlePacket(NetworkMessage msg) {
switch (msg.msgType) {
case PktType.TextMessage:
TextMessagePkt TextMsg = new TextMessagePkt();
TextMsg.Deserialize(msg.reader);
Term.Println(TextMsg.Message);
break;
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case PktType.MoveCreature:
MoveCreaturePkt MoveCreature = new MoveCreaturePkt();
MoveCreature.Deserialize(msg.reader);
// Check if the player is allowed to move this character
Character Controlled = Players[msg.conn.connectionId].Character.GetComponent<Character>();
if (Controlled.ID != MoveCreature.SyncBaseID) {
break;
}
Controlled.Move(MoveCreature.Direction);
foreach (var Player in Players) {
if (Player.Value.ConnectionID == msg.conn.connectionId) {
continue;
}
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MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime();
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NetworkServer.SendToClient(Player.Value.ConnectionID, PktType.MoveCreature, MoveCreature);
}
break;
default:
Debug.LogError("Received an unknown packet, id: " + msg.msgType);
Term.Println("Received an unknown packet, id: " + msg.msgType);
break;
}
}
// Internal built-in event handler
private void OnConnected(NetworkMessage msg) {
// Get client's ID
int Id = msg.conn.connectionId;
Debug.Log(Id + " connected!");
Term.Println(Id + " connected!");
// Send all other clients a notification and collect their id's
int[] IdList = new int[Players.Count];
int TempCounter = 0;
foreach (SConnectedPlayer P in Players.Values) {
IdList[TempCounter++] = P.ConnectionID;
NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false));
}
// Then send the client a list of all other clients
NetworkServer.SendToClient(Id, PktType.MassIdentity, new MassIdentityPkt(IdList));
// Add the player to the list
SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
Players.Add(Id, Player);
// Send the previously collected list to the player
NetworkServer.SendToClient(msg.conn.connectionId,
PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
// Spawn the player and collet it's IDs
Vector3 Position = new Vector3(0, 0, 0);
GameObject Obj = Spawner.Spawn(EntityType.NPC, Position);
int[] EntityIdList = Spawner.SyncDB.GetEntityIDs(Obj);
Player.Character = Obj.GetComponent<Character>();
NetworkServer.SendToAll(PktType.SpawnEntity, new SpawnEntityPkt(EntityType.NPC, Position, EntityIdList, Id));
// Send every entity to the player who just connected.
foreach (var Entry in Players) {
if (Entry.Key == Id) {
continue;
}
Character Char = Players[Entry.Key].Character;
GameObject CurrObj = Char.gameObject;
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int[] CurrEntityIdList = Spawner.SyncDB.GetEntityIDs(CurrObj);
NetworkServer.SendToClient(Id, PktType.SpawnEntity,
new SpawnEntityPkt(EntityType.NPC, CurrObj.transform.position, CurrEntityIdList, Entry.Key));
}
}
private void OnDisconnected(NetworkMessage msg) {
Debug.Log("Someone disconnected.");
Term.Println("Someone disconnected.");
}
private void OnError(NetworkMessage msg) {
Debug.LogError("Encountered a network error on server");
Term.Println("Encountered a network error on server");
}
}
}