Namespace Networking and seperate Client-/Serverside
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parent
ac6e5dfe2a
commit
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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/// <summary>
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/// Client-class used to connecting to a server and communicating to it.
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/// Also handles all events incoming from the server and forwards them where they should be handled.
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/// </summary>
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public class Client : MonoBehaviour {
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private NetworkClient NetClient;
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private bool Running = false;
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private static Client Singleton;
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/// <summary>
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/// Creates the client and sets it as the signleton.
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/// </summary>
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public Client() {
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Singleton = this;
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}
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// Static interface for usage outside of Client
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/// <summary>
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/// Will launch the client and attempt to connect to the server.
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/// Returns false if client is already running, otherwise true.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartClient(string, int)"/>
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/// </summary>
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/// <param name="ip"></param>
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/// <param name="port"></param>
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/// <returns>Weather the launch was successful or not.</returns>
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public static bool Launch(string ip, int port) {
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return Singleton.LaunchClient(ip, port);
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}
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/// <summary>
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/// Send messages to the server if the connection is active.
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns>Weather the send was successful or not.</returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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Singleton.NetClient.Send(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Returns if the client is running or not.
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/// This is independant weather the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is running or not</returns>
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public static bool IsRunning() {
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return Singleton.Running;
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}
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/// <summary>
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/// Returns if the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is connected or not.</returns>
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public static bool IsConnected() {
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return Singleton.NetClient.isConnected;
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}
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private bool LaunchClient(string ip, int port) {
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if (Running) {
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return false;
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}
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ConnectionConfig Config = new ConnectionConfig();
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Config.AddChannel(QosType.ReliableSequenced);
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Config.AddChannel(QosType.UnreliableSequenced);
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NetworkServer.Configure(Config, 10);
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NetClient = new NetworkClient();
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NetClient.Configure(Config, 10);
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Running = true;
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NetClient.RegisterHandler(PktType.TextMessage, HandlePacket);
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NetClient.RegisterHandler(MsgType.Connect, OnConnected);
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NetClient.RegisterHandler(MsgType.Disconnect, OnDisconnected);
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NetClient.RegisterHandler(MsgType.Error, OnError);
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NetClient.Connect(ip, port);
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Debug.Log("Client launched!");
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Term.Println("Client launched!");
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return true;
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}
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private void HandlePacket(NetworkMessage msg) {
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switch (msg.msgType) {
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case (PktType.TextMessage):
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TextMessage TextMsg = new TextMessage();
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TextMsg.Deserialize(msg.reader);
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Term.Println(TextMsg.Message);
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break;
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default:
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Debug.LogError("Received an unknown packet, id: " + msg.msgType);
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Term.Println("Received an unknown packet, id: " + msg.msgType);
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break;
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}
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}
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// Built-in handles for some events
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private void OnConnected(NetworkMessage msg) {
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Debug.Log("Connected!");
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Term.Println("Connected!");
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Term.AddCommand("send (message)", "Send a message across the vastness of space and time!", (args) => {
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Term.Println("You: " + args[0]);
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NetClient.Send(PktType.TextMessage, new TextMessage("A Client: " + args[0]));
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});
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}
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private void OnDisconnected(NetworkMessage msg) {
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Debug.Log("Disconnected!");
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Term.Println("Disconnected!");
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Running = false;
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}
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private void OnError(NetworkMessage msg) {
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Debug.LogError("Encountered a network error. Shutting down.");
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Term.Println("Encountered a network error. Shutting down.");
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NetClient.Disconnect();
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Running = false;
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}
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}
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9
Assets/Scripts/Networking/Clientside.meta
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9
Assets/Scripts/Networking/Clientside.meta
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fileFormatVersion: 2
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guid: 2e91e843b32fb3e41bbe27bc2446e12c
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folderAsset: yes
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timeCreated: 1494276932
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licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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142
Assets/Scripts/Networking/Clientside/Client.cs
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142
Assets/Scripts/Networking/Clientside/Client.cs
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using Cyber.Networking.Messages;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Cyber.Networking.Clientside {
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/// <summary>
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/// Client-class used to connecting to a server and communicating to it.
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/// Also handles all events incoming from the server and forwards them where they should be handled.
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/// </summary>
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public class Client : MonoBehaviour {
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private NetworkClient NetClient;
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private bool Running = false;
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private static Client Singleton;
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/// <summary>
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/// Creates the client and sets it as the signleton.
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/// </summary>
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public Client() {
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Singleton = this;
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}
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// Static interface for usage outside of Client
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/// <summary>
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/// Will launch the client and attempt to connect to the server.
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/// Returns false if client is already running, otherwise true.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartClient(string, int)"/>
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/// </summary>
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/// <param name="ip"></param>
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/// <param name="port"></param>
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/// <returns>Weather the launch was successful or not.</returns>
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public static bool Launch(string ip, int port) {
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return Singleton.LaunchClient(ip, port);
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}
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/// <summary>
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/// Send messages to the server if the connection is active.
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns>Weather the send was successful or not.</returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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Singleton.NetClient.Send(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Returns if the client is running or not.
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/// This is independant weather the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is running or not</returns>
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public static bool IsRunning() {
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return Singleton.Running;
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}
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/// <summary>
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/// Returns if the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is connected or not.</returns>
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public static bool IsConnected() {
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return Singleton.NetClient.isConnected;
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}
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private bool LaunchClient(string ip, int port) {
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if (Running) {
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return false;
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}
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ConnectionConfig Config = new ConnectionConfig();
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Config.AddChannel(QosType.ReliableSequenced);
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Config.AddChannel(QosType.UnreliableSequenced);
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NetworkServer.Configure(Config, 10);
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NetClient = new NetworkClient();
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NetClient.Configure(Config, 10);
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Running = true;
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NetClient.RegisterHandler(PktType.TextMessage, HandlePacket);
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NetClient.RegisterHandler(MsgType.Connect, OnConnected);
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NetClient.RegisterHandler(MsgType.Disconnect, OnDisconnected);
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NetClient.RegisterHandler(MsgType.Error, OnError);
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NetClient.Connect(ip, port);
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Debug.Log("Client launched!");
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Term.Println("Client launched!");
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return true;
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}
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private void HandlePacket(NetworkMessage msg) {
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switch (msg.msgType) {
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case (PktType.TextMessage):
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TextMessage TextMsg = new TextMessage();
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TextMsg.Deserialize(msg.reader);
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Term.Println(TextMsg.Message);
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break;
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default:
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Debug.LogError("Received an unknown packet, id: " + msg.msgType);
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Term.Println("Received an unknown packet, id: " + msg.msgType);
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break;
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}
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}
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// Built-in handles for some events
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private void OnConnected(NetworkMessage msg) {
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Debug.Log("Connected!");
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Term.Println("Connected!");
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Term.AddCommand("send (message)", "Send a message across the vastness of space and time!", (args) => {
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Term.Println("You: " + args[0]);
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NetClient.Send(PktType.TextMessage, new TextMessage("A Client: " + args[0]));
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});
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}
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private void OnDisconnected(NetworkMessage msg) {
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Debug.Log("Disconnected!");
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Term.Println("Disconnected!");
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Running = false;
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}
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private void OnError(NetworkMessage msg) {
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Debug.LogError("Encountered a network error. Shutting down.");
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Term.Println("Encountered a network error. Shutting down.");
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NetClient.Disconnect();
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Running = false;
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}
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}
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}
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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/// <summary>
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namespace Cyber.Networking.Messages {
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/// Generic Text Message for chat etc.
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/// To be removed later when no longer necessary.
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/// <summary>
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/// </summary>
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/// Generic Text Message for chat etc.
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public class TextMessage : MessageBase {
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/// To be removed later when no longer necessary.
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/// </summary>
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public class TextMessage : MessageBase {
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/// <summary>
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/// <summary>
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/// Message inside the Text Message. Does not container sender information.
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/// Message inside the Text Message. Does not container sender information.
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public override void Serialize(NetworkWriter writer) {
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public override void Serialize(NetworkWriter writer) {
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writer.Write(Message);
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writer.Write(Message);
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}
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}
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}
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}
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}
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using Cyber.Networking.Clientside;
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using Cyber.Networking.Serverside;
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/// <summary>
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namespace Cyber.Networking {
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/// This class is used pretty much anywhere in order to make the "first step" of networking.
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/// It adds the proper components to World Root and tells them to start.
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/// <summary>
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/// </summary>
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/// This class is used pretty much anywhere in order to make the "first step" of networking.
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public class NetworkEstablisher : MonoBehaviour {
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/// It adds the proper components to World Root and tells them to start.
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/// </summary>
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public class NetworkEstablisher : MonoBehaviour {
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/// <summary>
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/// <summary>
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/// Input field for the IP to which connect to.
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/// Input field for the IP to which connect to.
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WorldRoot.AddComponent<Server>();
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WorldRoot.AddComponent<Server>();
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Server.Launch(port);
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Server.Launch(port);
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}
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}
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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namespace Cyber.Networking {
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using UnityEngine;
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/// <summary>
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/// <summary>
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/// Types of custom created packets.
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/// Types of custom created packets.
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/// </summary>
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/// </summary>
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public class PktType {
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public class PktType {
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public const short TextMessage = 200;
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public const short TextMessage = 200;
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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/// <summary>
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/// Server-class used to host a server and communicate to clients.
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/// </summary>
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public class Server : MonoBehaviour {
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private static Server Singleton;
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/// <summary>
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/// Creates the server-component, and sets the singleton as itself.
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/// </summary>
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public Server() {
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Singleton = this;
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}
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// Static methods for public usage
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/// <summary>
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/// Launches the server if not already launched.
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/// Returns false if the server was already launched, true otherwise.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartServer(int)"/>
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/// </summary>
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/// <param name="port">Port used to host the server.</param>
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/// <returns>Weather the launch was successful.</returns>
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public static bool Launch(int port) {
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return Singleton.LaunchServer(port);
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}
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/// <summary>
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/// Attempts to send a message to all clients who are listening.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="msgType">Type of the message being sent.</param>
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/// <param name="message">The message being sent.</param>
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/// <returns>Weather sending was successful.</returns>
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public static bool SendToAll(short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToAll(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Attempts to send a message to a specific client.
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||||||
/// 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;
|
|
||||||
}
|
|
||||||
|
|
||||||
ConnectionConfig Config = new ConnectionConfig();
|
|
||||||
Config.AddChannel(QosType.ReliableSequenced);
|
|
||||||
Config.AddChannel(QosType.UnreliableSequenced);
|
|
||||||
NetworkServer.Configure(Config, 10);
|
|
||||||
|
|
||||||
NetworkServer.Listen(port);
|
|
||||||
|
|
||||||
NetworkServer.RegisterHandler(PktType.TextMessage, 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 TextMessage("Server: " + args[0]));
|
|
||||||
});
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandlePacket(NetworkMessage msg) {
|
|
||||||
|
|
||||||
switch(msg.msgType) {
|
|
||||||
case PktType.TextMessage:
|
|
||||||
TextMessage TextMsg = new TextMessage();
|
|
||||||
TextMsg.Deserialize(msg.reader);
|
|
||||||
Term.Println(TextMsg.Message);
|
|
||||||
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) {
|
|
||||||
Debug.Log("Someone connected!");
|
|
||||||
Term.Println("Someone connected!");
|
|
||||||
}
|
|
||||||
|
|
||||||
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");
|
|
||||||
}
|
|
||||||
}
|
|
9
Assets/Scripts/Networking/Serverside.meta
Normal file
9
Assets/Scripts/Networking/Serverside.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 07f9f599ce8d74247ae4ab534cc671af
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1494276932
|
||||||
|
licenseType: Free
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
139
Assets/Scripts/Networking/Serverside/Server.cs
Normal file
139
Assets/Scripts/Networking/Serverside/Server.cs
Normal file
@ -0,0 +1,139 @@
|
|||||||
|
using Cyber.Networking.Messages;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Networking;
|
||||||
|
|
||||||
|
namespace Cyber.Networking.Serverside {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Server-class used to host a server and communicate to clients.
|
||||||
|
/// </summary>
|
||||||
|
public class Server : MonoBehaviour {
|
||||||
|
|
||||||
|
private static Server Singleton;
|
||||||
|
|
||||||
|
/// <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>
|
||||||
|
/// 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
ConnectionConfig Config = new ConnectionConfig();
|
||||||
|
Config.AddChannel(QosType.ReliableSequenced);
|
||||||
|
Config.AddChannel(QosType.UnreliableSequenced);
|
||||||
|
NetworkServer.Configure(Config, 10);
|
||||||
|
|
||||||
|
NetworkServer.Listen(port);
|
||||||
|
|
||||||
|
NetworkServer.RegisterHandler(PktType.TextMessage, 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 TextMessage("Server: " + args[0]));
|
||||||
|
});
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandlePacket(NetworkMessage msg) {
|
||||||
|
|
||||||
|
switch (msg.msgType) {
|
||||||
|
case PktType.TextMessage:
|
||||||
|
TextMessage TextMsg = new TextMessage();
|
||||||
|
TextMsg.Deserialize(msg.reader);
|
||||||
|
Term.Println(TextMsg.Message);
|
||||||
|
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) {
|
||||||
|
Debug.Log("Someone connected!");
|
||||||
|
Term.Println("Someone connected!");
|
||||||
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user