Merge branch 'master' of github.com:Saltosion/Cyber

This commit is contained in:
excitedneon 2017-05-11 06:19:20 +03:00
commit 6e5c2e1f63
15 changed files with 277 additions and 48 deletions

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@ -57,6 +57,9 @@ namespace Cyber.Controls {
Interactable LookingAt = LookedAtObject.GetComponent<Interactable>();
if (LookingAt != null && (LookingAt.transform.position - Character.GetPosition()).magnitude < Character.InteractionDistance) {
LookingAt.Interact();
if (LookingAt.GetInteractableSyncdata().PublicInteractions) {
Client.Send(PktType.InteractPkt, new InteractionPkt(LookingAt.ID));
}
}
}
}

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@ -0,0 +1,26 @@

namespace Cyber.Entities {
public struct InteractableSyncdata {
/// <summary>
/// Weather this interactable requires syncing or not.
/// </summary>
public bool RequiresSyncing;
/// <summary>
/// Weather interacting with this should send a TCP-packet or not.
/// </summary>
public bool PublicInteractions;
/// <summary>
/// Creates an InteractibleSyncdata struct.
/// </summary>
/// <param name="RequiresSyncing">Weather this interactible requires syncing (like a door) or not (like a bell).</param>
/// <param name="PublicInteractions">Weather interacting with this interactible should send a TCP-packet (like a bell or a door) or not (like opening a screen where you can type).</param>
public InteractableSyncdata(bool requiresSyncing, bool publicInteractions) {
RequiresSyncing = requiresSyncing;
PublicInteractions = publicInteractions;
}
}
}

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@ -0,0 +1,12 @@
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@ -4,6 +4,7 @@ using UnityEngine;
using UnityEngine.Networking;
using Cyber.Networking;
using Cyber.Console;
using System;
namespace Cyber.Entities.SyncBases {
@ -55,19 +56,22 @@ namespace Cyber.Entities.SyncBases {
}
/// <summary>
/// Buttons only act as triggers, so only interact is sent to the server.
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
}
public override void Deserialize(NetworkReader reader) {}
/// <summary>
/// Buttons only act as triggers, so only interact is sent to the server.
/// Does nothing, because it doesn't need to synced.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
}
public override InteractableSyncdata GetInteractableSyncdata() {
return new InteractableSyncdata(false, true);
}
/// <summary>
/// Buttons only act as triggers, so only interact is sent to the server.
/// </summary>

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@ -51,6 +51,10 @@ namespace Cyber.Entities.SyncBases {
return new SyncHandletype(false, 10);
}
public override InteractableSyncdata GetInteractableSyncdata() {
return new InteractableSyncdata(true, true);
}
private void Update() {
float DoorScale = IsOpen ? 0.01f : 1;
if (DoorRoot.localScale.x != DoorScale) {

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@ -1,6 +1,8 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
@ -13,6 +15,12 @@ namespace Cyber.Entities.SyncBases {
/// All interactables should implement their interactions by overriding this.
/// </summary>
public abstract void Interact();
/// <summary>
/// Get Interaction information about this interactible.
/// </summary>
/// <returns>The Interaction information.</returns>
public abstract InteractableSyncdata GetInteractableSyncdata();
}
}

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@ -13,7 +13,8 @@ namespace Cyber.Entities {
public class SyncDB : MonoBehaviour {
private static readonly Type[] SyncableClasses = new Type[] {
typeof(Character)
typeof(Character),
typeof(Button)
};
private int IDCounter = 0;
@ -21,6 +22,8 @@ namespace Cyber.Entities {
private Dictionary<Type, List<int>> CategorizedDatabase = new Dictionary<Type, List<int>>();
private Dictionary<Type, SyncHandletype> SyncHandletypes = new Dictionary<Type, SyncHandletype>();
private List<int> StaticSyncBaseIDList = new List<int>();
/// <summary>
/// Add an entity to the database with the given IDs.
/// </summary>
@ -32,16 +35,8 @@ namespace Cyber.Entities {
for (int i = 0; i < SyncableClasses.Length; i++) {
SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
if (Syncable != null) {
Syncable.ID = ids[Index];
Database[ids[Index++]] = Syncable;
if (Server.IsRunning()) {
Type Type = Syncable.GetType();
if (!CategorizedDatabase.ContainsKey(Type)) {
CategorizedDatabase.Add(Type, new List<int>());
SyncHandletypes.Add(Type, Syncable.GetSyncHandletype());
}
CategorizedDatabase[Type].Add(Syncable.ID);
}
Syncable.ID = ids[Index++];
AddSyncBaseToDatabase(Syncable);
}
}
}
@ -134,5 +129,49 @@ namespace Cyber.Entities {
}
return ID;
}
/// <summary>
/// Sets static objects for all objects in the world. This method should be called once per game launch ever.
/// </summary>
/// <param name="idList">The list of id's to be set. If null, will create new ids.</param>
public void SetStaticObjectsIDs(int[] idList = null) {
SyncBase[] SyncBases = FindObjectsOfType<SyncBase>();
Array.Sort(SyncBases, (a, b) => {
Vector3 APos = a.gameObject.transform.position;
float AComparison = APos.x + APos.y + APos.z + Array.IndexOf(SyncableClasses, a);
Vector3 BPos = b.gameObject.transform.position;
float BComparison = BPos.x + BPos.y + BPos.z + Array.IndexOf(SyncableClasses, b);
return AComparison.CompareTo(BComparison);
});
if (idList == null) {
foreach (SyncBase SyncBase in SyncBases) {
SyncBase.ID = CreateID();
AddSyncBaseToDatabase(SyncBase);
StaticSyncBaseIDList.Add(SyncBase.ID);
}
} else {
for (int i = 0; i < Math.Min(SyncBases.Length, idList.Length); i++) {
SyncBases[i].ID = idList[i];
AddSyncBaseToDatabase(SyncBases[i]);
}
}
}
public int[] GetStaticSyncBaseIDList() {
return StaticSyncBaseIDList.ToArray();
}
private void AddSyncBaseToDatabase(SyncBase syncBase) {
Database[syncBase.ID] = syncBase;
if (Server.IsRunning()) {
Type Type = syncBase.GetType();
if (!CategorizedDatabase.ContainsKey(Type)) {
CategorizedDatabase.Add(Type, new List<int>());
SyncHandletypes.Add(Type, syncBase.GetSyncHandletype());
}
CategorizedDatabase[Type].Add(syncBase.ID);
}
}
}
}

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@ -127,6 +127,8 @@ namespace Cyber.Networking.Clientside {
NetClient.RegisterHandler(PktType.SpawnEntity, HandlePacket);
NetClient.RegisterHandler(PktType.MoveCreature, HandlePacket);
NetClient.RegisterHandler(PktType.SyncPacket, HandlePacket);
NetClient.RegisterHandler(PktType.InteractPkt, HandlePacket);
NetClient.RegisterHandler(PktType.StaticObjectIdsPkt, HandlePacket);
NetClient.RegisterHandler(MsgType.Connect, OnConnected);
NetClient.RegisterHandler(MsgType.Disconnect, OnDisconnected);
@ -160,7 +162,7 @@ namespace Cyber.Networking.Clientside {
Players.Add(Conn.ConnectionID, Conn);
break;
case (PktType.MassIdentity):
MassIdentityPkt Identities = new MassIdentityPkt();
IntListPkt Identities = new IntListPkt();
Identities.Deserialize(msg.reader);
foreach (int currId in Identities.IdList) {
Players.Add(currId, new CConnectedPlayer(currId));
@ -194,10 +196,29 @@ namespace Cyber.Networking.Clientside {
Term.Println("SyncBase " + MoveCreature.SyncBaseID + " is not a Creature");
}
break;
case (PktType.InteractPkt):
InteractionPkt Interaction = new InteractionPkt();
Interaction.Deserialize(msg.reader);
if (Interaction.OwnerSyncBaseID == Player.Character.ID) {
break;
}
SyncBase Target = Spawner.SyncDB.Get(Interaction.InteractSyncBaseID);
if (Target != null && Target is Interactable) {
((Interactable) Target).Interact();
} else {
Term.Println("Server has sent an erroneus SyncBase ID!");
}
break;
case (PktType.SyncPacket):
SyncHandler.HandleSyncPkt(msg);
break;
case (PktType.StaticObjectIdsPkt):
IntListPkt StaticIds = new IntListPkt();
StaticIds.Deserialize(msg.reader);
Spawner.SyncDB.SetStaticObjectsIDs(StaticIds.IdList);
break;
default:
Debug.LogError("Received an unknown packet, id: " + msg.msgType);
Term.Println("Received an unknown packet, id: " + msg.msgType);

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@ -4,27 +4,27 @@ using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
/// <summary>
/// Packet containing a list of ID's of players currently connected.
/// Packet containing integers, used in many packet types, such as <see cref="PktType.MassIdentity"/> and <see cref="PktType.StaticObjectIdsPkt"/>.
/// </summary>
public class MassIdentityPkt : MessageBase {
public class IntListPkt : MessageBase {
/// <summary>
/// List of Connection ID's to send
/// List of Integers.
/// </summary>
public int[] IdList;
/// <summary>
/// Create a Mass Identity packet used to send a list of currently online connections.
/// Create a packet containing integers.
/// </summary>
/// <param name="idList"></param>
public MassIdentityPkt(int[] idList) {
public IntListPkt(int[] idList) {
IdList = idList;
}
/// <summary>
/// Parameter-less constructor using when deserializing the message.
/// </summary>
public MassIdentityPkt() {
public IntListPkt() {
}

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@ -0,0 +1,53 @@

using UnityEngine.Networking;
namespace Cyber.Networking.Messages {
/// <summary>
/// Includes information about interacting an interactible. Applicable only for some interactibles.
/// </summary>
public class InteractionPkt : MessageBase {
/// <summary>
/// ID of the interactible.
/// </summary>
public int InteractSyncBaseID;
/// <summary>
/// Id of the interactor.
/// </summary>
public int OwnerSyncBaseID;
/// <summary>
/// Creates an InteraktionPkt, which contains the message "someone interacted".
/// </summary>
/// <param name="SyncBaseID"></param>
public InteractionPkt(int syncBaseID) {
InteractSyncBaseID = syncBaseID;
}
/// <summary>
/// Empty constructor for deserialization.
/// </summary>
public InteractionPkt() {}
/// <summary>
/// Deserializes SyncBaseID for the recipent.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
InteractSyncBaseID = reader.ReadInt32();
OwnerSyncBaseID = reader.ReadInt32();
}
/// <summary>
/// Serializes the SyncBaseID for sending.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
writer.Write(InteractSyncBaseID);
writer.Write(OwnerSyncBaseID);
}
}
}

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@ -18,6 +18,7 @@ namespace Cyber.Networking {
/// <summary>
/// Packet containing the identification details about everyone on the server before the client connected.
/// This packet contains an <see cref="IntListPkt"/>.
/// </summary>
public const short MassIdentity = 202;
@ -38,5 +39,16 @@ namespace Cyber.Networking {
/// </summary>
public const short SyncPacket = 205;
/// <summary>
/// Packet telling that someone has made an interactive remark.
/// </summary>
public const short InteractPkt = 206;
/// <summary>
/// Packet containing an id list of static objects existing in the ready game.
/// This packet contains an <see cref="IntListPkt"/>.
/// </summary>
public const short StaticObjectIdsPkt = 207;
}
}

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@ -20,6 +20,11 @@ namespace Cyber.Networking.Serverside {
private Spawner Spawner;
/// <summary>
/// The Syncer which syncs. <see cref="Syncer"/>
/// </summary>
public Syncer Syncer;
/// <summary>
/// Creates the server-component, and sets the singleton as itself.
/// </summary>
@ -108,6 +113,8 @@ namespace Cyber.Networking.Serverside {
Spawner = GetComponent<Spawner>();
Spawner.SyncDB.SetStaticObjectsIDs();
ConnectionConfig Config = new ConnectionConfig();
NetworkChannelID.ReliableSequenced = Config.AddChannel(QosType.ReliableSequenced);
NetworkChannelID.UnreliableSequenced = Config.AddChannel(QosType.UnreliableSequenced);
@ -118,6 +125,7 @@ namespace Cyber.Networking.Serverside {
NetworkServer.RegisterHandler(PktType.TextMessage, HandlePacket);
NetworkServer.RegisterHandler(PktType.MoveCreature, HandlePacket);
NetworkServer.RegisterHandler(PktType.InteractPkt, HandlePacket);
NetworkServer.RegisterHandler(MsgType.Connect, OnConnected);
NetworkServer.RegisterHandler(MsgType.Disconnect, OnDisconnected);
@ -139,35 +147,60 @@ namespace Cyber.Networking.Serverside {
private void HandlePacket(NetworkMessage msg) {
switch (msg.msgType) {
case PktType.TextMessage:
TextMessagePkt TextMsg = new TextMessagePkt();
TextMsg.Deserialize(msg.reader);
Term.Println(TextMsg.Message);
case PktType.TextMessage:
TextMessagePkt TextMsg = new TextMessagePkt();
TextMsg.Deserialize(msg.reader);
Term.Println(TextMsg.Message);
break;
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;
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;
}
MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime();
NetworkServer.SendToClient(Player.Value.ConnectionID, PktType.MoveCreature, MoveCreature);
}
break;
case PktType.InteractPkt:
InteractionPkt Interaction = new InteractionPkt();
Interaction.Deserialize(msg.reader);
Controlled.Move(MoveCreature.Direction);
Character Sender = Players[msg.conn.connectionId].Character;
SyncBase Target = Spawner.SyncDB.Get(Interaction.InteractSyncBaseID);
foreach (var Player in Players) {
if (Player.Value.ConnectionID == msg.conn.connectionId) {
continue;
Interaction.OwnerSyncBaseID = Sender.ID;
if (Target != null && Target is Interactable) {
Interactable Interacted = (Interactable) Target;
Vector3 Delta = Interacted.gameObject.transform.position - Sender.gameObject.transform.position;
float ServerInteractionDistance = Sender.InteractionDistance + Sender.MovementSpeed * 0.5f;
if (Delta.magnitude <= ServerInteractionDistance) {
Interacted.Interact();
NetworkServer.SendToAll(PktType.InteractPkt, Interaction);
if (Interacted.GetInteractableSyncdata().RequiresSyncing) {
Syncer.DirtSyncBase(Interacted.ID);
}
MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime();
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;
} else {
Term.Println("Client has reported an erronous SyncBase ID!");
}
break;
default:
Debug.LogError("Received an unknown packet, id: " + msg.msgType);
Term.Println("Received an unknown packet, id: " + msg.msgType);
break;
}
}
@ -189,7 +222,7 @@ namespace Cyber.Networking.Serverside {
}
// Then send the client a list of all other clients
NetworkServer.SendToClient(Id, PktType.MassIdentity, new MassIdentityPkt(IdList));
NetworkServer.SendToClient(Id, PktType.MassIdentity, new IntListPkt(IdList));
// Add the player to the list
SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
@ -199,7 +232,7 @@ namespace Cyber.Networking.Serverside {
NetworkServer.SendToClient(msg.conn.connectionId,
PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
// Spawn the player and collet it's IDs
// Spawn the player and collect it's IDs
Vector3 Position = new Vector3(0, 0, 0);
GameObject Obj = Spawner.Spawn(EntityType.NPC, Position);
int[] EntityIdList = Spawner.SyncDB.GetEntityIDs(Obj);
@ -207,6 +240,9 @@ namespace Cyber.Networking.Serverside {
NetworkServer.SendToAll(PktType.SpawnEntity, new SpawnEntityPkt(EntityType.NPC, Position, EntityIdList, Id));
// Send ID's of every existing static SyncBase object in the world.
NetworkServer.SendToClient(Id, PktType.StaticObjectIdsPkt, new IntListPkt(Spawner.SyncDB.GetStaticSyncBaseIDList()));
// Send every entity to the player who just connected.
foreach (var Entry in Players) {
if (Entry.Key == Id) {

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@ -36,7 +36,6 @@ namespace Cyber.Util {
/// </summary>
public float Brightness = 1f;
private TextTextureProperties LastText = new TextTextureProperties("");
private Material Material;
private bool Dirty = true;