Cyber/Assets/Scripts/Networking/Serverside/Server.cs

167 lines
6.1 KiB
C#

using Cyber.Console;
using Cyber.Entities;
using Cyber.Networking.Messages;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Networking.Serverside {
/// <summary>
/// Server-class used to host a server and communicate to clients.
/// </summary>
/// \todo Change connection channels to Unreliable to optimize ping.
public class Server : MonoBehaviour {
private List<SConnectedPlayer> Players = new List<SConnectedPlayer>();
private static Server Singleton;
private Spawner Spawner;
/// <summary>
/// Creates the server-component, and sets the singleton as itself.
/// </summary>
public Server() {
Singleton = this;
}
// Static methods for public usage
/// <summary>
/// Launches the server if not already launched.
/// Returns false if the server was already launched, true otherwise.
///
/// Generally instead of this you should use <see cref="NetworkEstablisher.StartServer(int)"/>
/// </summary>
/// <param name="port">Port used to host the server.</param>
/// <returns>Weather the launch was successful.</returns>
public static bool Launch(int port) {
return Singleton.LaunchServer(port);
}
/// <summary>
/// Attempts to send a message to all clients who are listening.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="msgType">Type of the message being sent.</param>
/// <param name="message">The message being sent.</param>
/// <returns>Weather sending was successful.</returns>
public static bool SendToAll(short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToAll(msgType, message);
return true;
}
else {
return false;
}
}
/// <summary>
/// Attempts to send a message to a specific client.
/// Returns false if server wasn't active, true otherwise.
/// </summary>
/// <param name="clientID">ID of the client which to send this message.</param>
/// <param name="msgType">Type of message being sent.</param>
/// <param name="message">The message being sent.</param>
/// <returns>Weather sending was successful.</returns>
public static bool Send(int clientID, short msgType, MessageBase message) {
if (NetworkServer.active) {
NetworkServer.SendToClient(clientID, msgType, message);
return true;
}
else {
return false;
}
}
/// <summary>
/// Is the server currently active.
/// </summary>
/// <returns>Weather the server is running or not</returns>
public static bool IsRunning() {
return NetworkServer.active;
}
private bool LaunchServer(int port) {
if (NetworkServer.active) {
return false;
}
Spawner = GetComponent<Spawner>();
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) {
int Id = msg.conn.connectionId;
Debug.Log(Id + " connected!");
Term.Println(Id + " connected!");
int[] IdList = new int[Players.Count];
for (int i = 0; i < Players.Count; i++) {
SConnectedPlayer P = Players[i];
IdList[i] = P.ConnectionID;
NetworkServer.SendToClient(P.ConnectionID, PktType.Identity, new IdentityPkt(Id, false));
}
foreach (int id in IdList) {
Debug.Log("id: " + id);
}
NetworkServer.SendToClient(Id, PktType.MassIdentity, new MassIdentityPkt(IdList));
SConnectedPlayer Player = new SConnectedPlayer(msg.conn.connectionId);
Players.Add(Player);
NetworkServer.SendToClient(msg.conn.connectionId,
PktType.Identity, new IdentityPkt(msg.conn.connectionId, true));
}
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");
}
}
}