Make so that player see eachothers capsules staticly
This commit is contained in:
parent
0df99b4bc8
commit
eb23f474c5
@ -34,7 +34,7 @@ namespace Cyber.Entities {
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/// set if they exist already (eg. the server has sent them over). These
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/// ids should be from <see cref="SyncDB.GetEntityIDs"/>. To create new
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/// ids, leave as the default (null).</param>
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public GameObject Spawn(EntityType type, Vector3 position, uint[] ids = null) {
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public GameObject Spawn(EntityType type, Vector3 position, int[] ids = null) {
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GameObject Spawned = null;
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switch (type) {
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case EntityType.PC:
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@ -55,7 +55,6 @@ namespace Cyber.Entities {
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}
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private void Start() {
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Spawn(EntityType.PC, new Vector3());
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}
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private void Update() {
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@ -14,6 +14,6 @@ namespace Cyber.Entities {
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/// The ID this syncable component can be found with from its parent
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/// <see cref="SyncDB"/>.
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/// </summary>
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public uint ID;
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public int ID;
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}
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}
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@ -15,8 +15,8 @@ namespace Cyber.Entities {
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typeof(Character)
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};
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private uint IDCounter = 0;
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private Dictionary<uint, SyncBase> Database = new Dictionary<uint, SyncBase>();
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private int IDCounter = 0;
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private Dictionary<int, SyncBase> Database = new Dictionary<int, SyncBase>();
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/// <summary>
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/// Add an entity to the database with the given IDs.
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@ -24,7 +24,7 @@ namespace Cyber.Entities {
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/// <param name="gameObject">Game object.</param>
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/// <param name="ids">The IDs. Should be from <see cref="GetEntityIDs"/> or
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/// <see cref="GetNewEntityIDs"/>, since the order is important.</param>
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public void AddEntity(GameObject gameObject, uint[] ids) {
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public void AddEntity(GameObject gameObject, int[] ids) {
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int Index = 0;
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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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@ -44,8 +44,8 @@ namespace Cyber.Entities {
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/// <param name="newIDs">Whether or not new IDs are created.
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/// <see cref="GetNewEntityIDs"/> is a shorthand for this function with
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/// this parameter set to true.</param>
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public uint[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
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List<uint> IDs = new List<uint>();
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public int[] GetEntityIDs(GameObject gameObject, bool newIDs = false) {
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List<int> IDs = new List<int>();
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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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if (Syncable != null) {
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@ -55,7 +55,7 @@ namespace Cyber.Entities {
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IDs.Add(Syncable.ID);
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}
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}
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uint[] IDArray = new uint[IDs.Count];
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int[] IDArray = new int[IDs.Count];
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for (int i = 0; i < IDs.Count; i++) {
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IDArray[i] = IDs[i];
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}
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@ -68,7 +68,7 @@ namespace Cyber.Entities {
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/// </summary>
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/// <returns>The new IDs.</returns>
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/// <param name="gameObject">Game object.</param>
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public uint[] GetNewEntityIDs(GameObject gameObject) {
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public int[] GetNewEntityIDs(GameObject gameObject) {
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return GetEntityIDs(gameObject, true);
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}
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@ -76,7 +76,7 @@ namespace Cyber.Entities {
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/// Get a synced component by its ID.
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/// </summary>
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/// <param name="id">The ID.</param>
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public SyncBase Get(uint id) {
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public SyncBase Get(int id) {
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return Database[id];
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}
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@ -84,17 +84,17 @@ namespace Cyber.Entities {
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/// Creates a new ID which isn't in use yet.
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/// </summary>
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/// <returns>A new, free ID.</returns>
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public uint CreateID() {
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uint ID;
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public int CreateID() {
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int ID;
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try {
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ID = IDCounter++;
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} catch (OverflowException) {
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ID = 0;
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IDCounter = 1;
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}
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while (Database.ContainsKey(ID) && ID < uint.MaxValue) {
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while (Database.ContainsKey(ID) && ID < int.MaxValue) {
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ID++;
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if (ID < uint.MaxValue - 1)
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if (ID < int.MaxValue - 1)
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IDCounter = ID + 1;
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}
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if (Database.ContainsKey(ID)) {
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@ -1,4 +1,5 @@
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using Cyber.Console;
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using Cyber.Entities;
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using Cyber.Networking.Messages;
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using System.Collections.Generic;
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using UnityEngine;
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@ -24,11 +25,13 @@ namespace Cyber.Networking.Clientside {
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private static Client Singleton;
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private Spawner Spawner;
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/// <summary>
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/// The player of this client
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/// </summary>
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private CConnectedPlayer Player;
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private List<CConnectedPlayer> Players = new List<CConnectedPlayer>();
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private Dictionary<int, CConnectedPlayer> Players = new Dictionary<int, CConnectedPlayer>();
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/// <summary>
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/// Creates the client and sets it as the signleton.
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@ -86,6 +89,11 @@ namespace Cyber.Networking.Clientside {
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return Singleton.NetClient.isConnected;
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}
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private void Start() {
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Spawner = GetComponent<Spawner>();
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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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@ -104,6 +112,7 @@ namespace Cyber.Networking.Clientside {
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NetClient.RegisterHandler(PktType.TextMessage, HandlePacket);
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NetClient.RegisterHandler(PktType.Identity, HandlePacket);
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NetClient.RegisterHandler(PktType.MassIdentity, HandlePacket);
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NetClient.RegisterHandler(PktType.SpawnEntity, HandlePacket);
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NetClient.RegisterHandler(MsgType.Connect, OnConnected);
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NetClient.RegisterHandler(MsgType.Disconnect, OnDisconnected);
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@ -134,15 +143,27 @@ namespace Cyber.Networking.Clientside {
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Debug.Log(Conn.ConnectionID + " connected!");
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Term.Println(Conn.ConnectionID + " connected!");
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}
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Players.Add(Conn);
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Players.Add(Conn.ConnectionID, Conn);
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break;
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case (PktType.MassIdentity):
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MassIdentityPkt Identities = new MassIdentityPkt();
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Identities.Deserialize(msg.reader);
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foreach (int currId in Identities.IdList) {
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Players.Add(new CConnectedPlayer(currId));
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Players.Add(currId, new CConnectedPlayer(currId));
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}
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break;
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case (PktType.SpawnEntity):
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SpawnEntityPkt SpawnPkt = new SpawnEntityPkt();
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SpawnPkt.Deserialize(msg.reader);
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EntityType EntityType = SpawnPkt.EntityType;
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// Check if you are the owner and if they are spawning an NPC
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if (SpawnPkt.OwnerID == Player.ConnectionID && EntityType == EntityType.NPC) {
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// Change it into a PC instead.
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EntityType = EntityType.PC;
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}
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Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList);
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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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@ -8,16 +8,30 @@ namespace Cyber.Networking.Messages {
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/// </summary>
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public class MassIdentityPkt : MessageBase {
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/// <summary>
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/// List of Connection ID's to send
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/// </summary>
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public int[] IdList;
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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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/// </summary>
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/// <param name="idList"></param>
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public MassIdentityPkt(int[] idList) {
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IdList = idList;
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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 MassIdentityPkt() {
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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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byte[][] ByteArray = new byte[4][];
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ByteArray[0] = reader.ReadBytesAndSize();
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@ -27,6 +41,10 @@ namespace Cyber.Networking.Messages {
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IdList = NetworkHelper.DeserializeIntArray(ByteArray);
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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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byte[][] ByteArray = NetworkHelper.SerializeIntArray(IdList);
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writer.WriteBytesFull(ByteArray[0]);
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86
Assets/Scripts/Networking/Messages/SpawnEntityPkt.cs
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86
Assets/Scripts/Networking/Messages/SpawnEntityPkt.cs
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@ -0,0 +1,86 @@
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using Cyber.Entities;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Cyber.Networking.Messages {
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/// <summary>
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/// Packet which tells the client to spawn an entity corresponding to the data inside.
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/// </summary>
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public class SpawnEntityPkt : MessageBase {
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/// <summary>
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/// The type of entity to spawn.
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/// </summary>
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public EntityType EntityType;
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/// <summary>
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/// The position of the entity, where it should be spawned
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/// </summary>
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public Vector3 Position;
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/// <summary>
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/// The List of Sync ID's for the entity.
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/// </summary>
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public int[] SyncBaseIDList;
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/// <summary>
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/// Connection ID of the owner of this entity
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/// </summary>
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public int OwnerID;
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/// <summary>
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/// Create a packet of information about spawning an entity to send the clients.
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/// </summary>
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/// <param name="entityType">Type of entity to spawn.</param>
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/// <param name="position">Position where the entity will be spawned.</param>
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/// <param name="syncIDList">List of Sync ID's for the entity.</param>
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/// <param name="ownerID">The Connection ID who owns this entity (or -1).</param>
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public SpawnEntityPkt(EntityType entityType, Vector3 position, int[] syncIDList, int ownerID) {
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EntityType = entityType;
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Position = position;
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SyncBaseIDList = syncIDList;
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OwnerID = ownerID;
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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 SpawnEntityPkt() {
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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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EntityType = (EntityType) reader.ReadInt16();
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Position = reader.ReadVector3();
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OwnerID = reader.ReadInt32();
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byte[][] ByteArray = new byte[4][];
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ByteArray[0] = reader.ReadBytesAndSize();
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ByteArray[1] = reader.ReadBytesAndSize();
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ByteArray[2] = reader.ReadBytesAndSize();
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ByteArray[3] = reader.ReadBytesAndSize();
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SyncBaseIDList = NetworkHelper.DeserializeIntArray(ByteArray);
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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((short) EntityType);
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writer.Write(Position);
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writer.Write(OwnerID);
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byte[][] ByteArray = NetworkHelper.SerializeIntArray(SyncBaseIDList);
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writer.WriteBytesFull(ByteArray[0]);
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writer.WriteBytesFull(ByteArray[1]);
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writer.WriteBytesFull(ByteArray[2]);
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writer.WriteBytesFull(ByteArray[3]);
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}
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}
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}
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12
Assets/Scripts/Networking/Messages/SpawnEntityPkt.cs.meta
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12
Assets/Scripts/Networking/Messages/SpawnEntityPkt.cs.meta
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: bcdedfecd6ba4a04397852ba038f0939
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timeCreated: 1494296640
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -20,5 +20,10 @@ namespace Cyber.Networking {
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/// Packet containing the identification details about everyone on the server before the client connected.
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/// </summary>
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public const short MassIdentity = 202;
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/// <summary>
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/// Packet containing necessary information about spawning an entity.
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/// </summary>
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public const short SpawnEntity = 203;
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}
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}
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@ -11,9 +11,10 @@ namespace Cyber.Networking.Serverside {
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/// Server-class used to host a server and communicate to clients.
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/// </summary>
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/// \todo Change connection channels to Unreliable to optimize ping.
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/// \todo Remove PC/NPC and make a Human-type entity instead.
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public class Server : MonoBehaviour {
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private List<SConnectedPlayer> Players = new List<SConnectedPlayer>();
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private Dictionary<int, SConnectedPlayer> Players = new Dictionary<int, SConnectedPlayer>();
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private static Server Singleton;
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private Spawner Spawner;
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@ -130,28 +131,51 @@ namespace Cyber.Networking.Serverside {
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// Internal built-in event handler
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private void OnConnected(NetworkMessage msg) {
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private void OnConnected(NetworkMessage msg) {
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// Get client's ID
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int Id = msg.conn.connectionId;
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Debug.Log(Id + " connected!");
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Term.Println(Id + " connected!");
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// Send all other clients a notification and collect their id's
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int[] IdList = new int[Players.Count];
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for (int i = 0; i < Players.Count; i++) {
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SConnectedPlayer P = Players[i];
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IdList[i] = P.ConnectionID;
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int TempCounter = 0;
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foreach (SConnectedPlayer P in Players.Values) {
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IdList[TempCounter++] = P.ConnectionID;
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NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false));
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}
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foreach (int id in IdList) {
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Debug.Log("id: " + id);
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}
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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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// Add the player to the list
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SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
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Players.Add(Player);
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Players.Add(Id, Player);
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// Send the previously collected list to the player
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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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// Spawn the player and collet it's IDs
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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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int[] EntityIdList = Spawner.SyncDB.GetEntityIDs(Obj);
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Player.Character = Obj.GetComponent<Character>();
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NetworkServer.SendToAll(PktType.SpawnEntity, new SpawnEntityPkt(EntityType.NPC, Position, EntityIdList, Id));
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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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if (Entry.Key == Id) {
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continue;
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}
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Character Char = Players[Entry.Key].Character;
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GameObject CurrObj = Char.gameObject;
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int[] CurrEntityIdList = Spawner.SyncDB.GetNewEntityIDs(CurrObj);
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NetworkServer.SendToClient(Id, PktType.SpawnEntity,
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new SpawnEntityPkt(EntityType.NPC, CurrObj.transform.position, CurrEntityIdList, Entry.Key));
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}
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}
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private void OnDisconnected(NetworkMessage msg) {
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@ -47,5 +47,5 @@ Version 0.1.0 - Gigantic
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- [x] ...With movement capabilities.
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- [ ] Client-server connectivity, players can see each other moving around.
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- [x] 1. Client-server connectivity: the clients can connect to the server and send some messages back and forth.
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- [ ] 2. Players can see eachothers capsule-characters and send commands to move them around.
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- [x] 2. Players can see eachothers capsule-characters and send commands to move them around.
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- [ ] 3. Basic syncing (Send sync packages at certain intervals) in order to sync positions correctly between server and client.
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