Cyber/Assets/Scripts/Networking/Clientside/Client.cs

234 lines
9.0 KiB
C#

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