Network and potentially sync interactions
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@ -13,7 +13,8 @@ namespace Cyber.Entities {
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public class SyncDB : MonoBehaviour {
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public class SyncDB : MonoBehaviour {
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private static readonly Type[] SyncableClasses = new Type[] {
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private static readonly Type[] SyncableClasses = new Type[] {
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typeof(Character)
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typeof(Character),
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typeof(BlinkyBox)
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};
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};
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private int IDCounter = 0;
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private int IDCounter = 0;
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@ -21,6 +22,8 @@ namespace Cyber.Entities {
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private Dictionary<Type, List<int>> CategorizedDatabase = new Dictionary<Type, List<int>>();
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private Dictionary<Type, List<int>> CategorizedDatabase = new Dictionary<Type, List<int>>();
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private Dictionary<Type, SyncHandletype> SyncHandletypes = new Dictionary<Type, SyncHandletype>();
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private Dictionary<Type, SyncHandletype> SyncHandletypes = new Dictionary<Type, SyncHandletype>();
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private List<int> StaticSyncBaseIDList = new List<int>();
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/// <summary>
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/// <summary>
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/// Add an entity to the database with the given IDs.
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/// Add an entity to the database with the given IDs.
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/// </summary>
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/// </summary>
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@ -32,16 +35,8 @@ namespace Cyber.Entities {
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for (int i = 0; i < SyncableClasses.Length; i++) {
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for (int i = 0; i < SyncableClasses.Length; i++) {
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SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
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SyncBase Syncable = (SyncBase)gameObject.GetComponent(SyncableClasses[i]);
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if (Syncable != null) {
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if (Syncable != null) {
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Syncable.ID = ids[Index];
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Syncable.ID = ids[Index++];
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Database[ids[Index++]] = Syncable;
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AddSyncBaseToDatabase(Syncable);
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if (Server.IsRunning()) {
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Type Type = Syncable.GetType();
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if (!CategorizedDatabase.ContainsKey(Type)) {
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CategorizedDatabase.Add(Type, new List<int>());
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SyncHandletypes.Add(Type, Syncable.GetSyncHandletype());
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}
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CategorizedDatabase[Type].Add(Syncable.ID);
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}
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}
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}
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}
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}
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}
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}
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@ -134,5 +129,49 @@ namespace Cyber.Entities {
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}
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}
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return ID;
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return ID;
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}
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}
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/// <summary>
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/// Sets static objects for all objects in the world. This method should be called once per game launch ever.
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/// </summary>
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/// <param name="idList">The list of id's to be set. If null, will create new ids.</param>
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public void SetStaticObjectsIDs(int[] idList = null) {
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SyncBase[] SyncBases = FindObjectsOfType<SyncBase>();
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Array.Sort(SyncBases, (a, b) => {
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Vector3 APos = a.gameObject.transform.position;
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float AComparison = APos.x + APos.y + APos.z + Array.IndexOf(SyncableClasses, a);
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Vector3 BPos = b.gameObject.transform.position;
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float BComparison = BPos.x + BPos.y + BPos.z + Array.IndexOf(SyncableClasses, b);
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return AComparison.CompareTo(BComparison);
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});
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if (idList == null) {
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foreach (SyncBase SyncBase in SyncBases) {
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SyncBase.ID = CreateID();
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AddSyncBaseToDatabase(SyncBase);
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StaticSyncBaseIDList.Add(SyncBase.ID);
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}
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} else {
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for (int i = 0; i < Math.Min(SyncBases.Length, idList.Length); i++) {
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SyncBases[i].ID = idList[i];
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AddSyncBaseToDatabase(SyncBases[i]);
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}
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}
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}
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public int[] GetStaticSyncBaseIDList() {
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return StaticSyncBaseIDList.ToArray();
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}
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private void AddSyncBaseToDatabase(SyncBase syncBase) {
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Database[syncBase.ID] = syncBase;
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if (Server.IsRunning()) {
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Type Type = syncBase.GetType();
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if (!CategorizedDatabase.ContainsKey(Type)) {
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CategorizedDatabase.Add(Type, new List<int>());
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SyncHandletypes.Add(Type, syncBase.GetSyncHandletype());
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}
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CategorizedDatabase[Type].Add(syncBase.ID);
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}
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}
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}
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}
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}
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}
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@ -128,6 +128,7 @@ namespace Cyber.Networking.Clientside {
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NetClient.RegisterHandler(PktType.MoveCreature, HandlePacket);
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NetClient.RegisterHandler(PktType.MoveCreature, HandlePacket);
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NetClient.RegisterHandler(PktType.SyncPacket, HandlePacket);
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NetClient.RegisterHandler(PktType.SyncPacket, HandlePacket);
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NetClient.RegisterHandler(PktType.InteractPkt, HandlePacket);
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NetClient.RegisterHandler(PktType.InteractPkt, HandlePacket);
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NetClient.RegisterHandler(PktType.StaticObjectIdsPkt, HandlePacket);
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NetClient.RegisterHandler(MsgType.Connect, OnConnected);
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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.Disconnect, OnDisconnected);
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@ -161,7 +162,7 @@ namespace Cyber.Networking.Clientside {
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Players.Add(Conn.ConnectionID, Conn);
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Players.Add(Conn.ConnectionID, Conn);
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break;
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break;
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case (PktType.MassIdentity):
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case (PktType.MassIdentity):
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MassIdentityPkt Identities = new MassIdentityPkt();
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IntListPkt Identities = new IntListPkt();
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Identities.Deserialize(msg.reader);
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Identities.Deserialize(msg.reader);
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foreach (int currId in Identities.IdList) {
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foreach (int currId in Identities.IdList) {
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Players.Add(currId, new CConnectedPlayer(currId));
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Players.Add(currId, new CConnectedPlayer(currId));
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@ -210,6 +211,11 @@ namespace Cyber.Networking.Clientside {
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case (PktType.SyncPacket):
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case (PktType.SyncPacket):
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SyncHandler.HandleSyncPkt(msg);
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SyncHandler.HandleSyncPkt(msg);
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break;
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break;
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case (PktType.StaticObjectIdsPkt):
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IntListPkt StaticIds = new IntListPkt();
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StaticIds.Deserialize(msg.reader);
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Spawner.SyncDB.SetStaticObjectsIDs(StaticIds.IdList);
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break;
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default:
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default:
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Debug.LogError("Received an unknown packet, id: " + msg.msgType);
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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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Term.Println("Received an unknown packet, id: " + msg.msgType);
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@ -4,27 +4,27 @@ using UnityEngine.Networking;
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namespace Cyber.Networking.Messages {
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// <summary>
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/// Packet containing a list of ID's of players currently connected.
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/// Packet containing integers, used in many packet types, such as <see cref="PktType.MassIdentity"/> and <see cref="PktType.StaticObjectIdsPkt"/>.
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/// </summary>
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/// </summary>
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public class MassIdentityPkt : MessageBase {
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public class IntListPkt : MessageBase {
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/// <summary>
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/// <summary>
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/// List of Connection ID's to send
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/// List of Integers.
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/// </summary>
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/// </summary>
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public int[] IdList;
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public int[] IdList;
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/// <summary>
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/// <summary>
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/// Create a Mass Identity packet used to send a list of currently online connections.
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/// Create a packet containing integers.
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/// </summary>
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/// </summary>
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/// <param name="idList"></param>
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/// <param name="idList"></param>
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public MassIdentityPkt(int[] idList) {
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public IntListPkt(int[] idList) {
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IdList = idList;
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IdList = idList;
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}
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}
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/// <summary>
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/// <summary>
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/// Parameter-less constructor using when deserializing the message.
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/// Parameter-less constructor using when deserializing the message.
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/// </summary>
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/// </summary>
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public MassIdentityPkt() {
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public IntListPkt() {
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}
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}
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@ -18,6 +18,7 @@ namespace Cyber.Networking {
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/// <summary>
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/// <summary>
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/// Packet containing the identification details about everyone on the server before the client connected.
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/// Packet containing the identification details about everyone on the server before the client connected.
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/// This packet contains an <see cref="IntListPkt"/>.
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/// </summary>
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/// </summary>
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public const short MassIdentity = 202;
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public const short MassIdentity = 202;
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@ -43,5 +44,11 @@ namespace Cyber.Networking {
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/// </summary>
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/// </summary>
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public const short InteractPkt = 206;
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public const short InteractPkt = 206;
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/// <summary>
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/// Packet containing an id list of static objects existing in the ready game.
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/// This packet contains an <see cref="IntListPkt"/>.
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/// </summary>
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public const short StaticObjectIdsPkt = 207;
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}
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}
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}
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}
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@ -113,6 +113,8 @@ namespace Cyber.Networking.Serverside {
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Spawner = GetComponent<Spawner>();
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Spawner = GetComponent<Spawner>();
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Spawner.SyncDB.SetStaticObjectsIDs();
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ConnectionConfig Config = new ConnectionConfig();
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ConnectionConfig Config = new ConnectionConfig();
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NetworkChannelID.ReliableSequenced = Config.AddChannel(QosType.ReliableSequenced);
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NetworkChannelID.ReliableSequenced = Config.AddChannel(QosType.ReliableSequenced);
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NetworkChannelID.UnreliableSequenced = Config.AddChannel(QosType.UnreliableSequenced);
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NetworkChannelID.UnreliableSequenced = Config.AddChannel(QosType.UnreliableSequenced);
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@ -218,7 +220,7 @@ namespace Cyber.Networking.Serverside {
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}
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}
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// Then send the client a list of all other clients
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// Then send the client a list of all other clients
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NetworkServer.SendToClient(Id, PktType.MassIdentity, new MassIdentityPkt(IdList));
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NetworkServer.SendToClient(Id, PktType.MassIdentity, new IntListPkt(IdList));
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// Add the player to the list
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// Add the player to the list
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SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
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SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
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@ -228,7 +230,7 @@ namespace Cyber.Networking.Serverside {
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NetworkServer.SendToClient(msg.conn.connectionId,
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NetworkServer.SendToClient(msg.conn.connectionId,
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PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
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PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
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// Spawn the player and collet it's IDs
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// Spawn the player and collect it's IDs
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Vector3 Position = new Vector3(0, 0, 0);
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Vector3 Position = new Vector3(0, 0, 0);
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GameObject Obj = Spawner.Spawn(EntityType.NPC, Position);
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GameObject Obj = Spawner.Spawn(EntityType.NPC, Position);
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int[] EntityIdList = Spawner.SyncDB.GetEntityIDs(Obj);
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int[] EntityIdList = Spawner.SyncDB.GetEntityIDs(Obj);
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@ -236,6 +238,9 @@ namespace Cyber.Networking.Serverside {
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NetworkServer.SendToAll(PktType.SpawnEntity, new SpawnEntityPkt(EntityType.NPC, Position, EntityIdList, Id));
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NetworkServer.SendToAll(PktType.SpawnEntity, new SpawnEntityPkt(EntityType.NPC, Position, EntityIdList, Id));
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// Send ID's of every existing static SyncBase object in the world.
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NetworkServer.SendToClient(Id, PktType.StaticObjectIdsPkt, new IntListPkt(Spawner.SyncDB.GetStaticSyncBaseIDList()));
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// Send every entity to the player who just connected.
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// Send every entity to the player who just connected.
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foreach (var Entry in Players) {
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foreach (var Entry in Players) {
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if (Entry.Key == Id) {
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if (Entry.Key == Id) {
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