234 lines
9.0 KiB
C#
234 lines
9.0 KiB
C#
using Cyber.Console;
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using Cyber.Entities;
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using Cyber.Entities.SyncBases;
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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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using UnityEngine.Networking;
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namespace Cyber.Networking.Clientside {
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/// <summary>
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/// Client-class used to connecting to a server and communicating to it.
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/// Also handles all events incoming from the server and forwards them where they should be handled.
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/// </summary>
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/// <remarks>
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/// The pipeline of requests sent by the client:
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/// 1. Player sends command to server (e.g. player presses 'w') and then processes it on the client.
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/// 2. Server receives the command and determines weather it's possible
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/// 3. Server then sends the results(along with a timestamp) to the clients
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/// 4. Clients receive their results and if the action was possible, starts the action and catches up to the server with the timestamp
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/// </remarks>
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public class Client : MonoBehaviour {
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private NetworkClient NetClient;
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private bool Running = false;
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private static Client Singleton;
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private Spawner Spawner;
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private SyncHandler SyncHandler;
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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 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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/// </summary>
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public Client() {
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Singleton = this;
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}
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// Static interface for usage outside of Client
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/// <summary>
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/// Will launch the client and attempt to connect to the server.
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/// Returns false if client is already running, otherwise true.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartClient(string, int)"/>
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/// </summary>
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/// <param name="ip"></param>
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/// <param name="port"></param>
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/// <returns>Weather the launch was successful or not.</returns>
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public static bool Launch(string ip, int port) {
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return Singleton.LaunchClient(ip, port);
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}
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/// <summary>
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/// Send messages to the server if the connection is active.
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/// If client is not active, this will return false, otherwise true.
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/// </summary>
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/// <param name="msgType"></param>
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/// <param name="message"></param>
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/// <returns>Weather the send was successful or not.</returns>
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public static bool Send(short msgType, MessageBase message) {
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if (Singleton.Running) {
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Singleton.NetClient.Send(msgType, message);
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return true;
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}
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else {
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return false;
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}
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}
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/// <summary>
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/// Returns if the client is running or not.
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/// This is independant weather the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is running or not</returns>
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public static bool IsRunning() {
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return Singleton.Running;
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}
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/// <summary>
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/// Returns if the client is connected or not.
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/// </summary>
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/// <returns>Weather the client is connected or not.</returns>
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public static bool IsConnected() {
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return Singleton.NetClient.isConnected;
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}
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/// <summary>
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/// Returns the connected player.
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/// </summary>
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/// <returns>The connected player.</returns>
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public static CConnectedPlayer GetConnectedPlayer() {
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return Singleton.Player;
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}
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private void Start() {
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Spawner = GetComponent<Spawner>();
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SyncHandler = new SyncHandler(Spawner.SyncDB);
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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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}
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ConnectionConfig Config = new ConnectionConfig();
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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.Unreliable = Config.AddChannel(QosType.Unreliable);
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NetworkServer.Configure(Config, 10);
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NetClient = new NetworkClient();
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NetClient.Configure(Config, 10);
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Running = true;
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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(PktType.MoveCreature, HandlePacket);
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NetClient.RegisterHandler(PktType.SyncPacket, HandlePacket);
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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.Error, OnError);
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NetClient.Connect(ip, port);
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Debug.Log("Connecting..");
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Term.Println("Connecting..");
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return true;
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}
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private void HandlePacket(NetworkMessage msg) {
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switch (msg.msgType) {
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case (PktType.TextMessage):
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TextMessagePkt TextMsg = new TextMessagePkt();
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TextMsg.Deserialize(msg.reader);
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Term.Println(TextMsg.Message);
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break;
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case (PktType.Identity):
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IdentityPkt Identity = new IdentityPkt();
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Identity.Deserialize(msg.reader);
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var Conn = new CConnectedPlayer(Identity.ConnectionID);
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if (Identity.Owned) {
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Player = Conn;
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} else {
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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.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(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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GameObject Obj = Spawner.Spawn(EntityType, SpawnPkt.Position, SpawnPkt.SyncBaseIDList);
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if (SpawnPkt.OwnerID > -1) {
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Players[SpawnPkt.OwnerID].Character = Obj.GetComponent<Character>();
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}
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break;
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case (PktType.MoveCreature):
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MoveCreaturePkt MoveCreature = new MoveCreaturePkt();
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MoveCreature.Deserialize(msg.reader);
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SyncBase SyncBase = Spawner.SyncDB.Get(MoveCreature.SyncBaseID);
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if (SyncBase != null || SyncBase is Character ) {
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Character Character = (Character) SyncBase;
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Character.Move(MoveCreature.Direction);
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} else {
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Debug.LogError("SyncBase " + MoveCreature.SyncBaseID + " is not a Creature");
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Term.Println("SyncBase " + MoveCreature.SyncBaseID + " is not a Creature");
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}
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break;
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case (PktType.SyncPacket):
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SyncHandler.HandleSyncPkt(msg);
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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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break;
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}
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}
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// Built-in handles for some events
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private void OnConnected(NetworkMessage msg) {
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Debug.Log("Connected!");
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Term.Println("Connected!");
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Term.AddCommand("send (message)", "Send a message across the vastness of space and time!", (args) => {
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Term.Println("You: " + args[0]);
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NetClient.Send(PktType.TextMessage, new TextMessagePkt("A Client: " + args[0]));
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});
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}
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private void OnDisconnected(NetworkMessage msg) {
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Debug.Log("Disconnected!");
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Term.Println("Disconnected!");
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Running = false;
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}
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private void OnError(NetworkMessage msg) {
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Debug.LogError("Encountered a network error. Shutting down.");
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Term.Println("Encountered a network error. Shutting down.");
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NetClient.Disconnect();
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Running = false;
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}
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}
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}
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