76 lines
2.7 KiB
C#
76 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Net.Packets;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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namespace NeonTea.Quakeball.Net.Instances {
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public class Server : NetInstance {
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private NetChaperone Net;
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private Dictionary<ulong, NetPlayer> Players = new Dictionary<ulong, NetPlayer>();
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private ulong PlayerIdCounter;
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private NetPlayer LocalPlayer = new NetPlayer(ulong.MaxValue);
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public override void Start(string address, int port, PeerMessageListener listener) {
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if (Peer != null) {
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return;
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}
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Peer = new Peer(Fingerprint);
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Peer.MessageListener = listener;
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Peer.Start(port);
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Peer.RegisterProtocol(new GameProtocol(this));
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Peer.StartListen(address, port);
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Net = GameObject.FindGameObjectWithTag("Net").GetComponent<NetChaperone>();
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GameObject obj = GameObject.FindGameObjectWithTag("Player");
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LocalPlayer.Controlled = obj;
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Players.Add(LocalPlayer.Id, LocalPlayer);
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}
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public override void Connected(Connection conn) {
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foreach (NetPlayer p in Players.Values) {
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if (p.Controlled == null) { // Not yet initialized, sending later.
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continue;
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}
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SpawnPckt spawn = new SpawnPckt();
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spawn.PlayerId = p.Id;
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spawn.Location = p.Controlled.transform.position;
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Peer.SendReliableLater(conn.uid, spawn);
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}
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NetPlayer RemotePlayer = new NetPlayer(PlayerIdCounter++);
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Players.Add(RemotePlayer.Id, RemotePlayer);
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SelfIdentPckt ident = new SelfIdentPckt();
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ident.PlayerId = RemotePlayer.Id;
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Peer.SendReliable(conn.uid, ident);
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}
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public override void Disconnected(Connection conn) {
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}
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public override void Handle(Connection conn, Packet packet) {
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if (packet is SpawnPckt) {
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SpawnPckt spawn = (SpawnPckt)packet;
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if (Players[conn.uid].Controlled == null) {
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GameObject obj = Net.SpawnPlayer(spawn.Location);
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Players[conn.uid].Controlled = obj;
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spawn = new SpawnPckt();
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spawn.PlayerId = conn.uid;
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spawn.Location = obj.transform.position;
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SendReliableToAll(spawn);
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}
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}
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}
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public void SendReliableToAll(Packet packet) {
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foreach (NetPlayer p in Players.Values) {
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Peer.SendReliable(p.Id, packet);
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}
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}
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}
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} |