214 lines
8.5 KiB
C#
214 lines
8.5 KiB
C#
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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using UnityEngine.Networking;
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namespace Cyber.Networking.Serverside {
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/// <summary>
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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 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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/// <summary>
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/// Creates the server-component, and sets the singleton as itself.
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/// </summary>
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public Server() {
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Singleton = this;
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}
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// Static methods for public usage
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/// <summary>
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/// Launches the server if not already launched.
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/// Returns false if the server was already launched, true otherwise.
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///
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/// Generally instead of this you should use <see cref="NetworkEstablisher.StartServer(int)"/>
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/// </summary>
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/// <param name="port">Port used to host the server.</param>
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/// <returns>Weather the launch was successful.</returns>
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public static bool Launch(int port) {
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return Singleton.LaunchServer(port);
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}
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/// <summary>
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/// Attempts to send a message to all clients who are listening.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="msgType">Type of the message being sent.</param>
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/// <param name="message">The message being sent.</param>
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/// <returns>Weather sending was successful.</returns>
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public static bool SendToAll(short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToAll(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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/// Attempts to send a message to a specific client.
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/// Returns false if server wasn't active, true otherwise.
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/// </summary>
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/// <param name="clientID">ID of the client which to send this message.</param>
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/// <param name="msgType">Type of message being sent.</param>
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/// <param name="message">The message being sent.</param>
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/// <returns>Weather sending was successful.</returns>
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public static bool Send(int clientID, short msgType, MessageBase message) {
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if (NetworkServer.active) {
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NetworkServer.SendToClient(clientID, 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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/// Is the server currently active.
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/// </summary>
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/// <returns>Weather the server is running or not</returns>
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public static bool IsRunning() {
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return NetworkServer.active;
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}
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private bool LaunchServer(int port) {
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if (NetworkServer.active) {
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return false;
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}
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Spawner = GetComponent<Spawner>();
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ConnectionConfig Config = new ConnectionConfig();
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Config.AddChannel(QosType.ReliableSequenced);
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Config.AddChannel(QosType.UnreliableSequenced);
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NetworkServer.Configure(Config, 10);
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NetworkServer.Listen(port);
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NetworkServer.RegisterHandler(PktType.TextMessage, HandlePacket);
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NetworkServer.RegisterHandler(PktType.MoveCreature, HandlePacket);
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NetworkServer.RegisterHandler(MsgType.Connect, OnConnected);
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NetworkServer.RegisterHandler(MsgType.Disconnect, OnDisconnected);
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NetworkServer.RegisterHandler(MsgType.Error, OnError);
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Debug.Log("Server started on port " + port);
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Term.Println("Server started on port " + port);
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Term.AddCommand("send (message)", "Howl at the darkness of space. Does it echo though?", (args) => {
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Term.Println("You: " + args[0]);
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SendToAll(PktType.TextMessage, new TextMessagePkt("Server: " + args[0]));
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});
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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.MoveCreature:
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MoveCreaturePkt MoveCreature = new MoveCreaturePkt();
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MoveCreature.Deserialize(msg.reader);
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// Check if the player is allowed to move this character
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Character Controlled = Players[msg.conn.connectionId].Character.GetComponent<Character>();
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Debug.Log(Controlled.ID);
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Debug.Log(MoveCreature.SyncBaseID);
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if (Controlled.ID != MoveCreature.SyncBaseID) {
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break;
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}
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Controlled.Move(MoveCreature.Direction);
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foreach (var Player in Players) {
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if (Player.Value.ConnectionID == msg.conn.connectionId) {
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continue;
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}
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MoveCreature.Timestamp = NetworkHelper.GetCurrentSystemTime();
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NetworkServer.SendToClient(Player.Value.ConnectionID, PktType.MoveCreature, MoveCreature);
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}
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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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// Internal built-in event handler
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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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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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// 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(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.GetEntityIDs(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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Debug.Log("Someone disconnected.");
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Term.Println("Someone disconnected.");
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}
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private void OnError(NetworkMessage msg) {
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Debug.LogError("Encountered a network error on server");
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Term.Println("Encountered a network error on server");
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}
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}
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} |