using Cyber.Console;
using Cyber.Entities;
using Cyber.Entities.SyncBases;
using Cyber.Networking.Messages;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Serverside {
///
/// Server-class used to host a server and communicate to clients.
///
/// \todo Change connection channels to Unreliable to optimize ping.
/// \todo Remove PC/NPC and make a Human-type entity instead.
public class Server : MonoBehaviour {
private Dictionary Players = new Dictionary();
private static Server Singleton;
private Spawner Spawner;
///
/// The Syncer which syncs.
///
public Syncer Syncer;
private ServerSyncHandler ServerSyncHandler;
///
/// Creates the server-component, and sets the singleton as itself.
///
public Server() {
Singleton = this;
}
// Static methods for public usage
///
/// Launches the server if not already launched.
/// Returns false if the server was already launched, true otherwise.
///
/// Generally instead of this you should use
///
/// Port used to host the server.
/// Weather the launch was successful.
public static bool Launch(int port) {
return Singleton.LaunchServer(port);
}
///
/// Sends Message to all clients using specified channel.
/// defaults to .
///
/// Message type being sent.
/// Message contents.
/// Channel being used.
///
public static bool SendToAllByChannel(short msgType, MessageBase message, byte channel) {
if (NetworkServer.active) {
NetworkServer.SendByChannelToAll(msgType, message, channel);
return true;
} else {
return false;
}
}
///
/// Attempts to send a message to all clients who are listening.
/// Returns false if server wasn't active, true otherwise.
///
/// Type of the message being sent.
/// The message being sent.
/// Weather sending was successful.
public static bool SendToAll(short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToAll(msgType, message);
return true;
}
else {
return false;
}
}
///
/// Attempts to send a message to a specific client.
/// Returns false if server wasn't active, true otherwise.
///
/// ID of the client which to send this message.
/// Type of message being sent.
/// The message being sent.
/// Weather sending was successful.
public static bool Send(int clientID, short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToClient(clientID, msgType, message);
return true;
}
else {
return false;
}
}
///
/// Is the server currently active.
///
/// Weather the server is running or not
public static bool IsRunning() {
return NetworkServer.active;
}
private bool LaunchServer(int port) {
if (NetworkServer.active) {
return false;
}
Spawner = GetComponent();
Spawner.SyncDB.SetStaticObjectsIDs();
ConnectionConfig Config = new ConnectionConfig();
NetworkChannelID.ReliableSequenced = Config.AddChannel(QosType.ReliableSequenced);
NetworkChannelID.UnreliableSequenced = Config.AddChannel(QosType.UnreliableSequenced);
NetworkChannelID.Unreliable = Config.AddChannel(QosType.Unreliable);
NetworkServer.Configure(Config, 10);
NetworkServer.Listen(port);
NetworkServer.RegisterHandler(PktType.TextMessage, HandlePacket);
NetworkServer.RegisterHandler(PktType.MoveCreature, HandlePacket);
NetworkServer.RegisterHandler(PktType.Interact, HandlePacket);
NetworkServer.RegisterHandler(PktType.ClientSync, 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 TextMessagePkt("Server: " + args[0]));
});
gameObject.AddComponent();
ServerSyncHandler = new ServerSyncHandler(Players);
return true;
}
private void HandlePacket(NetworkMessage msg) {
switch (msg.msgType) {
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();
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.Interact:
InteractionPkt Interaction = new InteractionPkt();
Interaction.Deserialize(msg.reader);
Character Sender = Players[msg.conn.connectionId].Character;
SyncBase Target = Spawner.SyncDB.Get(Interaction.InteractSyncBaseID);
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(Sender);
NetworkServer.SendToAll(PktType.Interact, Interaction);
if (Interacted.GetInteractableSyncdata().RequiresSyncing) {
Syncer.DirtSyncBase(Interacted.ID);
}
}
} else {
Term.Println("Client has reported an erronous SyncBase ID!");
}
break;
case PktType.ClientSync:
ServerSyncHandler.HandleSyncPkt(msg);
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) {
// Get client's ID
int Id = msg.conn.connectionId;
Debug.Log(Id + " connected!");
Term.Println(Id + " connected!");
// Send all other clients a notification and collect their id's
int[] IdList = new int[Players.Count];
int TempCounter = 0;
foreach (SConnectedPlayer P in Players.Values) {
IdList[TempCounter++] = P.ConnectionID;
NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false));
}
// Then send the client a list of all other clients
NetworkServer.SendToClient(Id, PktType.MassIdentity, new IntListPkt(IdList));
// Add the player to the list
SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
Players.Add(Id, Player);
// Send the previously collected list to the player
NetworkServer.SendToClient(msg.conn.connectionId,
PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
// 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);
Player.Character = Obj.GetComponent();
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.StaticObjectIds, new IntListPkt(Spawner.SyncDB.GetStaticSyncBaseIDList()));
// Send every entity to the player who just connected.
foreach (var Entry in Players) {
if (Entry.Key == Id) {
continue;
}
Character Char = Players[Entry.Key].Character;
GameObject CurrObj = Char.gameObject;
int[] CurrEntityIdList = Spawner.SyncDB.GetEntityIDs(CurrObj);
NetworkServer.SendToClient(Id, PktType.SpawnEntity,
new SpawnEntityPkt(EntityType.NPC, CurrObj.transform.position, CurrEntityIdList, Entry.Key));
}
}
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");
}
}
}