quakeball/Assets/Scripts/Net/Instances/Client.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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using NeonTea.Quakeball.Player;
using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.Interface;
using NeonTea.Quakeball.TeaNet.Peers;
using NeonTea.Quakeball.TeaNet.Packets;
namespace NeonTea.Quakeball.Net.Instances {
public class Client : NetInstance {
private NetChaperone Net;
private Connection Server;
private Dictionary<ulong, NetPlayer> Players = new Dictionary<ulong, NetPlayer>();
private NetPlayer LocalPlayer;
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private bool SelfIdentified = false;
public override void Start(string address, int port, PeerMessageListener listener) {
if (Peer != null) {
return;
}
Peer = new Peer(Fingerprint);
Peer.MessageListener = listener;
Peer.Start(0);
byte ident = Peer.RegisterProtocol(new GameProtocol(this));
Peer.Connect(address, port, ident);
Net = GameObject.FindGameObjectWithTag("Net").GetComponent<NetChaperone>();
LocalPlayer = new NetPlayer(ulong.MaxValue - 1);
LocalPlayer.Controlled = GameObject.FindGameObjectWithTag("Player");
}
public override void Connected(Connection conn) {
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Terminal.Singleton.Println($"{conn.uid} Connected");
if (Server == null) {
Server = conn;
} else {
Peer.Disconnect(conn.uid);
}
}
public override void Disconnected(Connection conn) {
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Terminal.Singleton.Println($"{conn.uid} Disconnected: {conn.ClosingReason}");
if (Server == conn) {
Server = null;
}
}
public override void Handle(Connection conn, Packet packet) {
if (packet is SelfIdentPckt) {
SelfIdentPckt ident = (SelfIdentPckt)packet;
LocalPlayer.Id = ident.PlayerId;
Players.Add(LocalPlayer.Id, LocalPlayer);
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SelfIdentified = true;
SpawnPckt spawn = new SpawnPckt();
spawn.Location = LocalPlayer.Controlled.transform.position;
Peer.SendReliable(Server.uid, spawn);
} else if (packet is SpawnPckt) {
SpawnPckt spawn = (SpawnPckt)packet;
if (spawn.PlayerId == LocalPlayer.Id) {
return; // Ignore, it's their own.
}
GameObject obj = Net.SpawnPlayer(spawn.Location);
NetPlayer player = new NetPlayer(spawn.PlayerId, obj);
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Players.Add(spawn.PlayerId, player);
} else if (packet is PlayerUpdatePckt) {
PlayerUpdatePckt updatePckt = (PlayerUpdatePckt)packet;
if (updatePckt.PlayerId == LocalPlayer.Id) {
return; // Ignore, again.
}
Players[updatePckt.PlayerId].Controlled.GetComponent<RemotePlayer>().QueuePacket(updatePckt);
}
}
public override void UpdateLocalPlayer(PlayerUpdatePckt pckt) {
if (SelfIdentified) {
Peer.SendUnreliable(Server.uid, pckt);
}
}
}
}