47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using System.Collections.Generic;
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using System;
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using UnityEngine;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Networking.Instances;
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namespace NeonTea.Quakeball.Networking {
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public class GameProtocol : Protocol {
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public override byte Identifier => 0x7A;
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public override string Version => "0.0.1";
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private NetInstance Instance;
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public GameProtocol(NetInstance instance) {
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Instance = instance;
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RegisterPacket(typeof(HelloPckt));
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RegisterPacket(typeof(SpawnPckt));
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RegisterPacket(typeof(SelfIdentPckt));
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RegisterPacket(typeof(PlayerUpdatePckt));
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RegisterPacket(typeof(PlayerJumpPckt));
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RegisterPacket(typeof(PlayerSyncPacket));
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RegisterPacket(typeof(MultiplePlayerUpdatesPckt));
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RegisterPacket(typeof(MultipleSyncsPckt));
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}
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public override void ConnectionStatusChanged(ConnectionStatus oldStatus, ConnectionStatus newStatus, Connection conn) {
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if (conn.IsReady() && !Instance.Connections.Contains(conn.uid)) {
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Instance.Connected(conn);
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} else if (conn.IsDisconnected()) {
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Instance.Disconnected(conn);
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}
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}
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public override void Receive(Connection conn, Packet packet) {
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Instance.Handle(conn, packet);
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}
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public override void Timeout(Connection conn) {
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Instance.Disconnected(conn);
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}
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}
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}
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