Namespace Networking and seperate Client-/Serverside
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@ -1,141 +0,0 @@
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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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@ -1,44 +1,46 @@
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using UnityEngine.Networking;
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/// <summary>
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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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public class TextMessage : MessageBase {
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// Message inside the Text Message. Does not container sender information.
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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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public string Message;
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public class TextMessage : MessageBase {
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/// <summary>
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/// Create a TextMessage containing the message to be sent.
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/// </summary>
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/// <param name="message">Message to be sent.</param>
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public TextMessage(string message) {
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this.Message = message;
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/// <summary>
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/// Message inside the Text Message. Does not container sender information.
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/// </summary>
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public string Message;
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/// <summary>
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/// Create a TextMessage containing the message to be sent.
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/// </summary>
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/// <param name="message">Message to be sent.</param>
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public TextMessage(string message) {
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this.Message = message;
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}
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/// <summary>
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/// Parameter-less constructor using when deserializing the message.
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/// </summary>
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public TextMessage() {
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}
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/// <summary>
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/// Used to deserialize a message received via networking.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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Message = reader.ReadString();
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}
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/// <summary>
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/// Used to serialize the message before it is sent.
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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writer.Write(Message);
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}
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}
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/// <summary>
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/// Parameter-less constructor using when deserializing the message.
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/// </summary>
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public TextMessage() {
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}
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/// <summary>
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/// Used to deserialize a message received via networking.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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Message = reader.ReadString();
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}
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/// <summary>
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/// Used to serialize the message before it is sent.
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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writer.Write(Message);
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}
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}
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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.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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/// 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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public class NetworkEstablisher : MonoBehaviour {
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namespace Cyber.Networking {
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/// <summary>
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/// Input field for the IP to which connect to.
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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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[Tooltip("Required field only if StartClient() is used.")]
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public InputField IPField;
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/// <summary>
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/// Input field for the client port
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/// </summary>
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[Tooltip("Required field only if StartClient() is used.")]
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public InputField ClientPortField;
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public class NetworkEstablisher : MonoBehaviour {
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/// <summary>
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/// Input field for the server port
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/// </summary>
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[Tooltip("Required field only if StartServer() is used.")]
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public InputField ServerPortField;
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/// <summary>
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/// Input field for the IP to which connect to.
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/// </summary>
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[Tooltip("Required field only if StartClient() is used.")]
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public InputField IPField;
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/// <summary>
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/// Input field for the client port
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/// </summary>
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[Tooltip("Required field only if StartClient() is used.")]
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public InputField ClientPortField;
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/// <summary>
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/// World Root node, a GameObject.
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/// </summary>
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public GameObject WorldRoot;
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/// <summary>
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/// Input field for the server port
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/// </summary>
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[Tooltip("Required field only if StartServer() is used.")]
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public InputField ServerPortField;
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// Use this for initialization
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void Start () {
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Term.AddCommand("join", "joins a server at localhost:3935", (args) => {
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StartClient("localhost", 3935);
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});
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Term.AddCommand("join (ip)", "joins a server at given ip and port 3935", (args) => {
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string ip = args[0];
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StartClient(ip, 3935);
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});
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Term.AddCommand("join (ip) (port)", "joins a server at given ip and port", (args) => {
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string ip = args[0];
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int port = 3935;
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int.TryParse(args[1], out port);
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StartClient(ip, port);
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});
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/// <summary>
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/// World Root node, a GameObject.
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/// </summary>
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public GameObject WorldRoot;
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Term.AddCommand("host", "host a server at port 3935", (args) => {
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StartServer(3935);
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});
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Term.AddCommand("host (port)", "host a server at given port", (args) => {
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int port = 3935;
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int.TryParse(args[0], out port);
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StartServer(port);
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});
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}
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// Use this for initialization
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void Start () {
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Term.AddCommand("join", "joins a server at localhost:3935", (args) => {
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StartClient("localhost", 3935);
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});
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Term.AddCommand("join (ip)", "joins a server at given ip and port 3935", (args) => {
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string ip = args[0];
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StartClient(ip, 3935);
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});
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Term.AddCommand("join (ip) (port)", "joins a server at given ip and port", (args) => {
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string ip = args[0];
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int port = 3935;
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int.TryParse(args[1], out port);
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StartClient(ip, port);
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});
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/// <summary>
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/// Starts the client using given input fields. Otherwise functions like <see cref="StartClient(string, int)"/>.
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/// </summary>
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public void StartClient() {
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string IP = IPField.text;
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if (IP.Length == 0) {
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IP = "localhost";
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Term.AddCommand("host", "host a server at port 3935", (args) => {
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StartServer(3935);
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});
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Term.AddCommand("host (port)", "host a server at given port", (args) => {
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int port = 3935;
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int.TryParse(args[0], out port);
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StartServer(port);
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});
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}
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string PortText = ClientPortField.text;
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int Port = 3935;
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if (PortText.Length > 0) {
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Port = Int32.Parse(PortText);
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/// <summary>
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/// Starts the client using given input fields. Otherwise functions like <see cref="StartClient(string, int)"/>.
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/// </summary>
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public void StartClient() {
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string IP = IPField.text;
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if (IP.Length == 0) {
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IP = "localhost";
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}
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string PortText = ClientPortField.text;
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int Port = 3935;
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if (PortText.Length > 0) {
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Port = Int32.Parse(PortText);
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}
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StartClient(IP, Port);
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}
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StartClient(IP, Port);
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}
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||||
/// <summary>
|
||||
/// Starts the client with the given ip and port.
|
||||
/// This initializes the Client component and launches it properly.
|
||||
/// </summary>
|
||||
/// <param name="ip">IP used to connect.</param>
|
||||
/// <param name="port">port of the host.</param>
|
||||
public void StartClient(string ip, int port) {
|
||||
WorldRoot.AddComponent<Client>();
|
||||
Client.Launch(ip, port);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the server using given input fields. Otherwise functions like <see cref="StartServer(int)"/>.
|
||||
/// </summary>
|
||||
public void StartServer() {
|
||||
string PortText = ServerPortField.text;
|
||||
int Port = 3935;
|
||||
if (PortText.Length > 0) {
|
||||
Port = Int32.Parse(PortText);
|
||||
/// <summary>
|
||||
/// Starts the client with the given ip and port.
|
||||
/// This initializes the Client component and launches it properly.
|
||||
/// </summary>
|
||||
/// <param name="ip">IP used to connect.</param>
|
||||
/// <param name="port">port of the host.</param>
|
||||
public void StartClient(string ip, int port) {
|
||||
WorldRoot.AddComponent<Client>();
|
||||
Client.Launch(ip, port);
|
||||
}
|
||||
StartServer(Port);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the server using given port.
|
||||
/// This initializes the port and launches the server properly.
|
||||
/// </summary>
|
||||
/// <param name="port">port used for the server.</param>
|
||||
public void StartServer(int port) {
|
||||
WorldRoot.AddComponent<Server>();
|
||||
Server.Launch(port);
|
||||
/// <summary>
|
||||
/// Starts the server using given input fields. Otherwise functions like <see cref="StartServer(int)"/>.
|
||||
/// </summary>
|
||||
public void StartServer() {
|
||||
string PortText = ServerPortField.text;
|
||||
int Port = 3935;
|
||||
if (PortText.Length > 0) {
|
||||
Port = Int32.Parse(PortText);
|
||||
}
|
||||
StartServer(Port);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Starts the server using given port.
|
||||
/// This initializes the port and launches the server properly.
|
||||
/// </summary>
|
||||
/// <param name="port">port used for the server.</param>
|
||||
public void StartServer(int port) {
|
||||
WorldRoot.AddComponent<Server>();
|
||||
Server.Launch(port);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,11 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Networking {
|
||||
|
||||
/// <summary>
|
||||
/// Types of custom created packets.
|
||||
/// </summary>
|
||||
public class PktType {
|
||||
/// <summary>
|
||||
/// Types of custom created packets.
|
||||
/// </summary>
|
||||
public class PktType {
|
||||
|
||||
public const short TextMessage = 200;
|
||||
public const short TextMessage = 200;
|
||||
}
|
||||
}
|
@ -1,137 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Networking;
|
||||
|
||||
/// <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");
|
||||
}
|
||||
}
|
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