using Cyber.Console; using Cyber.Entities; 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; /// /// 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); } /// /// 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(); 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 TextMessagePkt("Server: " + args[0])); }); 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; 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 MassIdentityPkt(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 collet 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 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.GetNewEntityIDs(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"); } } }