v0.1
This commit is contained in:
563
Subsurface/Source/Networking/GameClient.cs
Normal file
563
Subsurface/Source/Networking/GameClient.cs
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@@ -0,0 +1,563 @@
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using System;
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using System.Diagnostics;
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using Lidgren.Network;
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using Microsoft.Xna.Framework;
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using System.Collections.Generic;
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namespace Subsurface.Networking
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{
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class GameClient : NetworkMember
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{
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private NetClient client;
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private Character myCharacter;
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private CharacterInfo characterInfo;
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private GUIMessageBox reconnectBox;
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private bool connected;
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private int myID;
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private List<Client> otherClients;
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private string serverIP;
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public Character Character
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{
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get { return myCharacter; }
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set { myCharacter = value; }
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}
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public CharacterInfo CharacterInfo
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{
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get { return characterInfo; }
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}
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public int ID
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{
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get { return myID; }
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}
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public GameClient(string newName)
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{
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name = newName;
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characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
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otherClients = new List<Client>();
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}
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public void ConnectToServer(string hostIP)
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{
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string[] address = hostIP.Split(':');
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if (address.Length==1)
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{
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serverIP = hostIP;
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Port = DefaultPort;
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}
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else
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{
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serverIP = address[0];
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if (!int.TryParse(address[1], out Port))
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{
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DebugConsole.ThrowError("Invalid port: address[1]!");
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Port = DefaultPort;
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}
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}
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myCharacter = Character.Controlled;
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// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
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NetPeerConfiguration Config = new NetPeerConfiguration("subsurface");
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//Config.SimulatedLoss = 0.2f;
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//Config.SimulatedMinimumLatency = 0.25f;
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// Create new client, with previously created configs
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client = new NetClient(Config);
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NetOutgoingMessage outmsg = client.CreateMessage();
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client.Start();
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outmsg.Write((byte)PacketTypes.Login);
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outmsg.Write(Game1.Version.ToString());
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outmsg.Write(Game1.SelectedPackage.Name);
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outmsg.Write(Game1.SelectedPackage.MD5hash.Hash);
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outmsg.Write(name);
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// Connect client, to ip previously requested from user
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try
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{
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client.Connect(serverIP, Port, outmsg);
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}
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catch (ArgumentNullException e)
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{
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DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
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return;
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}
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// Create timespan of 30ms
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updateInterval = new TimeSpan(0, 0, 0, 0, 200);
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// Set timer to tick every 50ms
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//update = new System.Timers.Timer(50);
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// When time has elapsed ( 50ms in this case ), call "update_Elapsed" funtion
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//update.Elapsed += new System.Timers.ElapsedEventHandler(Update);
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// Funtion that waits for connection approval info from server
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reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[0]);
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CoroutineManager.StartCoroutine(WaitForStartingInfo());
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// Start the timer
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//update.Start();
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}
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private bool RetryConnection(GUIButton button, object obj)
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{
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ConnectToServer(serverIP);
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return true;
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}
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private bool SelectMainMenu(GUIButton button, object obj)
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{
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Disconnect();
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Game1.NetworkMember = null;
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Game1.MainMenuScreen.Select();
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return true;
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}
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// Before main looping starts, we loop here and wait for approval message
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private IEnumerable<Status> WaitForStartingInfo()
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{
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// When this is set to true, we are approved and ready to go
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bool CanStart = false;
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DateTime timeOut = DateTime.Now + new TimeSpan(0,0,5);
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// Loop untill we are approved
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while (!CanStart)
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{
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yield return Status.Running;
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if (DateTime.Now > timeOut) break;
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NetIncomingMessage inc;
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// If new messages arrived
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if ((inc = client.ReadMessage()) == null) continue;
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// Switch based on the message types
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switch (inc.MessageType)
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{
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// All manually sent messages are type of "Data"
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case NetIncomingMessageType.Data:
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byte packetType = inc.ReadByte();
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if (packetType == (byte)PacketTypes.LoggedIn)
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{
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myID = inc.ReadInt32();
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if (inc.ReadBoolean())
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{
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new GUIMessageBox("Please wait", "A round is already running. You will have to wait for a new round to start.");
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}
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Game1.NetLobbyScreen.ClearPlayers();
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//add the names of other connected clients to the lobby screen
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int existingClients = inc.ReadInt32();
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for (int i = 1; i <= existingClients; i++)
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{
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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Game1.NetLobbyScreen.AddPlayer(otherClient);
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}
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//add the name of own client to the lobby screen
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Game1.NetLobbyScreen.AddPlayer(new Client(name, myID));
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CanStart = true;
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}
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else if (packetType == (byte)PacketTypes.KickedOut)
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{
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string msg = inc.ReadString();
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DebugConsole.ThrowError(msg);
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Game1.MainMenuScreen.Select();
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}
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break;
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case NetIncomingMessageType.StatusChanged:
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NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
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Debug.WriteLine(connectionStatus);
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if (connectionStatus != NetConnectionStatus.Connected)
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{
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string denyMessage = inc.ReadString();
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DebugConsole.ThrowError(denyMessage);
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}
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break;
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default:
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Console.WriteLine(inc.ReadString() + " Strange message");
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break;
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}
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}
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if (reconnectBox != null)
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{
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reconnectBox.Close(null, null);
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reconnectBox = null;
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}
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if (client.ConnectionStatus != NetConnectionStatus.Connected)
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{
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var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
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reconnect.Buttons[0].OnClicked += RetryConnection;
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reconnect.Buttons[0].OnClicked += reconnect.Close;
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reconnect.Buttons[1].OnClicked += SelectMainMenu;
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reconnect.Buttons[1].OnClicked += reconnect.Close;
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}
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else
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{
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if (Screen.Selected == Game1.MainMenuScreen) Game1.NetLobbyScreen.Select();
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connected = true;
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}
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yield return Status.Success;
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}
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public override void Update()
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{
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//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.K))
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//{
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// SendRandomData();
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//}
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//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.L))
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//{
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// ConnectToServer(serverIP);
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//}
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if (gameStarted) inGameHUD.Update((float)Physics.step);
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if (!connected || updateTimer > DateTime.Now) return;
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if (client.ConnectionStatus == NetConnectionStatus.Disconnected && reconnectBox==null)
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{
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reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
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connected = false;
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ConnectToServer(serverIP);
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return;
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}
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else if (reconnectBox!=null)
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{
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reconnectBox.Close(null,null);
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reconnectBox = null;
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}
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if (myCharacter != null)
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{
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if (myCharacter.IsDead)
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{
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Character.Controlled = null;
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Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
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Game1.GameScreen.Cam.Zoom = 1.0f;
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}
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else
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{
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if (gameStarted) new NetworkEvent(myCharacter.ID, true);
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}
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}
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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NetOutgoingMessage message = client.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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if (networkEvent.FillData(message))
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{
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client.SendMessage(message,
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(networkEvent.IsImportant) ? NetDeliveryMethod.ReliableUnordered : NetDeliveryMethod.Unreliable);
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}
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}
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NetworkEvent.events.Clear();
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try
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{
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CheckServerMessages();
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}
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catch { }
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// Update current time
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updateTimer = DateTime.Now + updateInterval;
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}
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/// <summary>
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/// Check for new incoming messages from server
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/// </summary>
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private void CheckServerMessages()
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{
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// Create new incoming message holder
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NetIncomingMessage inc;
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while ((inc = client.ReadMessage()) != null)
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{
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if (inc.MessageType != NetIncomingMessageType.Data) continue;
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switch (inc.ReadByte())
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{
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case (byte)PacketTypes.StartGame:
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if (gameStarted) continue;
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if (this.Character != null) Character.Remove();
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int seed = inc.ReadInt32();
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Rand.SetSyncedSeed(seed);
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string levelSeed = inc.ReadString();
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string mapName = inc.ReadString();
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string mapHash = inc.ReadString();
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Game1.NetLobbyScreen.TrySelectMap(mapName, mapHash);
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double durationMinutes = inc.ReadDouble();
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TimeSpan duration = new TimeSpan(0,(int)durationMinutes,0);
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//int gameModeIndex = inc.ReadInt32();
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Game1.GameSession = new GameSession(Submarine.Loaded, "", Game1.NetLobbyScreen.SelectedMode);
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Game1.GameSession.StartShift(duration, levelSeed);
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//myCharacter = ReadCharacterData(inc);
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//Character.Controlled = myCharacter;
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int count = inc.ReadInt32();
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for (int n = 0; n < count; n++)
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{
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int id = inc.ReadInt32();
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Character newCharacter = ReadCharacterData(inc);
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if (id == myID)
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{
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myCharacter = newCharacter;
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Character.Controlled = myCharacter;
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}
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}
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gameStarted = true;
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Game1.GameScreen.Select();
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AddChatMessage("Press TAB to chat", ChatMessageType.Server);
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break;
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case (byte)PacketTypes.EndGame:
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string endMessage = inc.ReadString();
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EndGame(endMessage);
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break;
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case (byte)PacketTypes.PlayerJoined:
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Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
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Game1.NetLobbyScreen.AddPlayer(otherClient);
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AddChatMessage(otherClient.name + " has joined the server", ChatMessageType.Server);
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break;
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case (byte)PacketTypes.PlayerLeft:
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int leavingID = inc.ReadInt32();
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AddChatMessage(inc.ReadString(), ChatMessageType.Server);
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Game1.NetLobbyScreen.RemovePlayer(otherClients.Find(c => c.ID==leavingID));
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break;
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case (byte)PacketTypes.KickedOut:
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string msg = inc.ReadString();
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new GUIMessageBox("KICKED", msg);
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Game1.MainMenuScreen.Select();
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break;
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case (byte)PacketTypes.Chatmessage:
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ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
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AddChatMessage(inc.ReadString(), messageType);
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break;
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case (byte)PacketTypes.NetworkEvent:
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//read the data from the message and update client state accordingly
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if (!gameStarted) break;
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NetworkEvent.ReadData(inc);
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break;
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case (byte)PacketTypes.UpdateNetLobby:
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if (gameStarted) continue;
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Game1.NetLobbyScreen.ReadData(inc);
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break;
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case (byte)PacketTypes.Traitor:
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string targetName = inc.ReadString();
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new GUIMessageBox("You are the Traitor!", "Your secret task is to assassinate " + targetName + "!");
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break;
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}
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}
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}
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public void EndGame(string endMessage)
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{
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Submarine.Unload();
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Game1.NetLobbyScreen.Select();
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if (Game1.GameSession!=null) Game1.GameSession.EndShift("");
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new GUIMessageBox("The round has ended", endMessage);
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myCharacter = null;
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gameStarted = false;
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}
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public override void Disconnect()
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{
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write((byte)PacketTypes.PlayerLeft);
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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client.Shutdown("");
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}
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public void SendCharacterData()
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{
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if (characterInfo == null) return;
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NetOutgoingMessage msg = client.CreateMessage();
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msg.Write((byte)PacketTypes.CharacterInfo);
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msg.Write(characterInfo.Name);
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msg.Write(characterInfo.Gender == Gender.Male);
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msg.Write(characterInfo.HeadSpriteId);
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var jobPreferences = Game1.NetLobbyScreen.JobPreferences;
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int count = Math.Min(jobPreferences.Count, 3);
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msg.Write(count);
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for (int i = 0; i < count; i++ )
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{
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msg.Write(jobPreferences[i].Name);
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}
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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private Character ReadCharacterData(NetIncomingMessage inc)
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{
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string newName = inc.ReadString();
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int ID = inc.ReadInt32();
|
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bool isFemale = inc.ReadBoolean();
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int inventoryID = inc.ReadInt32();
|
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|
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int headSpriteID = inc.ReadInt32();
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Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
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string jobName = inc.ReadString();
|
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JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
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if (inc.Position > inc.LengthBits)
|
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{
|
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return null;
|
||||
}
|
||||
|
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CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
|
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ch.HeadSpriteId = headSpriteID;
|
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|
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WayPoint closestWaypoint = null;
|
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float closestDist = 0.0f;
|
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foreach (WayPoint wp in WayPoint.WayPointList)
|
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{
|
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float dist = Vector2.Distance(wp.SimPosition, position);
|
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if (closestWaypoint != null && dist > closestDist) continue;
|
||||
|
||||
closestWaypoint = wp;
|
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closestDist = dist;
|
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continue;
|
||||
}
|
||||
|
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Character character = (closestWaypoint == null) ?
|
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new Character(ch, position) :
|
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new Character(ch, closestWaypoint);
|
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character.ID = ID;
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character.Inventory.ID = inventoryID;
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character.GiveJobItems(closestWaypoint);
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return character;
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}
|
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||||
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Default)
|
||||
{
|
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//AddChatMessage(message);
|
||||
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||||
type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
|
||||
|
||||
NetOutgoingMessage msg = client.CreateMessage();
|
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msg.Write((byte)PacketTypes.Chatmessage);
|
||||
msg.Write((byte)type);
|
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msg.Write(message);
|
||||
|
||||
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// sends some random data to the server (can be a networkevent or just something completely random)
|
||||
/// use for debugging purposes
|
||||
/// </summary>
|
||||
public void SendRandomData()
|
||||
{
|
||||
NetOutgoingMessage msg = client.CreateMessage();
|
||||
switch (Rand.Int(5))
|
||||
{
|
||||
case 0:
|
||||
msg.Write((byte)PacketTypes.NetworkEvent);
|
||||
msg.Write((byte)NetworkEventType.UpdateEntity);
|
||||
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
||||
break;
|
||||
case 1:
|
||||
msg.Write((byte)PacketTypes.NetworkEvent);
|
||||
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
||||
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
||||
break;
|
||||
case 2:
|
||||
msg.Write((byte)PacketTypes.NetworkEvent);
|
||||
msg.Write((byte)NetworkEventType.UpdateComponent);
|
||||
msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID);
|
||||
msg.Write(Rand.Int(8));
|
||||
break;
|
||||
case 3:
|
||||
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
||||
break;
|
||||
}
|
||||
|
||||
int bitCount = Rand.Int(100);
|
||||
for (int i = 0; i<bitCount; i++)
|
||||
{
|
||||
msg.Write((Rand.Int(2)==0) ? true : false);
|
||||
}
|
||||
|
||||
|
||||
client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
778
Subsurface/Source/Networking/GameServer.cs
Normal file
778
Subsurface/Source/Networking/GameServer.cs
Normal file
@@ -0,0 +1,778 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Subsurface.Networking
|
||||
{
|
||||
class GameServer : NetworkMember
|
||||
{
|
||||
|
||||
public List<Client> connectedClients = new List<Client>();
|
||||
|
||||
private NetServer server;
|
||||
private NetPeerConfiguration config;
|
||||
|
||||
private TimeSpan SparseUpdateInterval = new TimeSpan(0, 0, 0, 1);
|
||||
private DateTime sparseUpdateTimer;
|
||||
|
||||
private Client myClient;
|
||||
|
||||
public GameServer(string name, int port)
|
||||
{
|
||||
var endRoundButton = new GUIButton(new Rectangle(Game1.GraphicsWidth - 290, 20, 150, 25), "End round", Alignment.TopLeft, GUI.style, inGameHUD);
|
||||
endRoundButton.OnClicked = EndButtonHit;
|
||||
|
||||
this.name = name;
|
||||
|
||||
config = new NetPeerConfiguration("subsurface");
|
||||
|
||||
config.Port = port;
|
||||
|
||||
config.EnableUPnP = true;
|
||||
|
||||
config.MaximumConnections = 10;
|
||||
|
||||
config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
|
||||
|
||||
try
|
||||
{
|
||||
server = new NetServer(config);
|
||||
server.Start();
|
||||
|
||||
// attempt to forward port
|
||||
server.UPnP.ForwardPort(port, "subsurface");
|
||||
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
{
|
||||
DebugConsole.ThrowError("Couldn't start the server", e);
|
||||
}
|
||||
|
||||
|
||||
updateInterval = new TimeSpan(0, 0, 0, 0, 30);
|
||||
|
||||
DebugConsole.NewMessage("Server started", Color.Green);
|
||||
}
|
||||
|
||||
public override void Update()
|
||||
{
|
||||
//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.K))
|
||||
//{
|
||||
// SendRandomData();
|
||||
//}
|
||||
|
||||
if (gameStarted) inGameHUD.Update((float)Physics.step);
|
||||
|
||||
NetIncomingMessage inc = server.ReadMessage();
|
||||
if (inc != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
ReadMessage(inc);
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// if 30ms has passed
|
||||
if (updateTimer < DateTime.Now)
|
||||
{
|
||||
if (server.ConnectionsCount > 0)
|
||||
{
|
||||
if (sparseUpdateTimer < DateTime.Now) SparseUpdate();
|
||||
|
||||
SendNetworkEvents();
|
||||
}
|
||||
|
||||
updateTimer = DateTime.Now + updateInterval;
|
||||
}
|
||||
}
|
||||
|
||||
private void SparseUpdate()
|
||||
{
|
||||
foreach (Character c in Character.CharacterList)
|
||||
{
|
||||
bool isClient = false;
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
if (client.character != c) continue;
|
||||
isClient = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!isClient)
|
||||
{
|
||||
c.LargeUpdateTimer = 0;
|
||||
new NetworkEvent(c.ID, false);
|
||||
}
|
||||
}
|
||||
|
||||
if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
|
||||
|
||||
sparseUpdateTimer = DateTime.Now + SparseUpdateInterval;
|
||||
}
|
||||
|
||||
private void ReadMessage(NetIncomingMessage inc)
|
||||
{
|
||||
NetOutgoingMessage outmsg;
|
||||
|
||||
switch (inc.MessageType)
|
||||
{
|
||||
case NetIncomingMessageType.ConnectionApproval:
|
||||
if (inc.ReadByte() != (byte)PacketTypes.Login) break;
|
||||
|
||||
DebugConsole.NewMessage("New player has joined the server", Color.White);
|
||||
|
||||
|
||||
Client existingClient = connectedClients.Find(c=> c.Connection == inc.SenderConnection);
|
||||
if (existingClient==null)
|
||||
{
|
||||
string version = "", packageName="", packageHash="", name = "";
|
||||
try
|
||||
{
|
||||
version = inc.ReadString();
|
||||
packageName = inc.ReadString();
|
||||
packageHash = inc.ReadString();
|
||||
name = inc.ReadString();
|
||||
}
|
||||
catch
|
||||
{
|
||||
inc.SenderConnection.Deny("Connection error - server failed to read your ConnectionApproval message");
|
||||
break;
|
||||
}
|
||||
|
||||
if (version != Game1.Version.ToString())
|
||||
{
|
||||
inc.SenderConnection.Deny("Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + version + ")");
|
||||
break;
|
||||
}
|
||||
else if (packageName != Game1.SelectedPackage.Name)
|
||||
{
|
||||
inc.SenderConnection.Deny("Your content package ("+packageName+") doesn't match the server's version (" + Game1.SelectedPackage.Name + ")");
|
||||
break;
|
||||
}
|
||||
else if (packageHash != Game1.SelectedPackage.MD5hash.Hash)
|
||||
{
|
||||
inc.SenderConnection.Deny("Your content package (MD5: " + packageHash + ") doesn't match the server's version (MD5: " + Game1.SelectedPackage.MD5hash.Hash + ")");
|
||||
break;
|
||||
}
|
||||
else if (connectedClients.Find(c => c.name.ToLower() == name.ToLower())!=null)
|
||||
{
|
||||
inc.SenderConnection.Deny("The name ''" + name + "'' is already in use. Please choose another name.");
|
||||
break;
|
||||
}
|
||||
|
||||
int id = 1;
|
||||
while (connectedClients.Find(c=>c.ID==id)!=null)
|
||||
{
|
||||
id++;
|
||||
}
|
||||
Client newClient = new Client(name, id);
|
||||
newClient.Connection = inc.SenderConnection;
|
||||
newClient.version = version;
|
||||
|
||||
connectedClients.Add(newClient);
|
||||
|
||||
inc.SenderConnection.Approve();
|
||||
}
|
||||
else
|
||||
{
|
||||
inc.SenderConnection.Deny();
|
||||
}
|
||||
//Character ch = new Character("Content/Characters/Human/human.xml");
|
||||
|
||||
break;
|
||||
case NetIncomingMessageType.StatusChanged:
|
||||
Debug.WriteLine(inc.SenderConnection + " status changed. " + (NetConnectionStatus)inc.SenderConnection.Status);
|
||||
if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
|
||||
{
|
||||
Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
|
||||
|
||||
if (sender == null) break;
|
||||
|
||||
if (sender.version != Game1.Version.ToString())
|
||||
{
|
||||
DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)",
|
||||
"Subsurface version " + Game1.Version + " required to connect to the server (Your version: " + sender.version + ")");
|
||||
}
|
||||
else if (connectedClients.Find(x => x.name == sender.name && x != sender)!=null)
|
||||
{
|
||||
DisconnectClient(sender, sender.name + " was unable to connect to the server (name already in use)",
|
||||
"The name ''"+sender.name+"'' is already in use. Please choose another name.");
|
||||
}
|
||||
else
|
||||
{
|
||||
AssignJobs();
|
||||
|
||||
Game1.NetLobbyScreen.AddPlayer(sender);
|
||||
|
||||
// Notify the client that they have logged in
|
||||
outmsg = server.CreateMessage();
|
||||
|
||||
outmsg.Write((byte)PacketTypes.LoggedIn);
|
||||
|
||||
outmsg.Write(sender.ID);
|
||||
|
||||
outmsg.Write(gameStarted);
|
||||
|
||||
//notify the client about other clients already logged in
|
||||
outmsg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
if (c.Connection == inc.SenderConnection) continue;
|
||||
outmsg.Write(c.name);
|
||||
outmsg.Write(c.ID);
|
||||
}
|
||||
|
||||
if (myClient != null) outmsg.Write(myClient.name);
|
||||
|
||||
server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
|
||||
//notify other clients about the new client
|
||||
outmsg = server.CreateMessage();
|
||||
outmsg.Write((byte)PacketTypes.PlayerJoined);
|
||||
|
||||
outmsg.Write(sender.name);
|
||||
outmsg.Write(sender.ID);
|
||||
|
||||
//send the message to everyone except the client who just logged in
|
||||
SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
|
||||
|
||||
AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
|
||||
|
||||
UpdateNetLobby(null);
|
||||
}
|
||||
}
|
||||
else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
|
||||
{
|
||||
DisconnectClient(inc.SenderConnection);
|
||||
}
|
||||
|
||||
break;
|
||||
case NetIncomingMessageType.Data:
|
||||
|
||||
switch (inc.ReadByte())
|
||||
{
|
||||
case (byte)PacketTypes.NetworkEvent:
|
||||
if (!gameStarted) break;
|
||||
if (!NetworkEvent.ReadData(inc)) break;
|
||||
|
||||
outmsg = server.CreateMessage();
|
||||
outmsg.Write(inc);
|
||||
|
||||
List<NetConnection> recipients = new List<NetConnection>();
|
||||
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
if (client.Connection == inc.SenderConnection) continue;
|
||||
if (!client.inGame) continue;
|
||||
|
||||
recipients.Add(client.Connection);
|
||||
}
|
||||
|
||||
if (recipients.Count == 0) break;
|
||||
server.SendMessage(outmsg, recipients, inc.DeliveryMethod, 0);
|
||||
|
||||
break;
|
||||
case (byte)PacketTypes.Chatmessage:
|
||||
ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
|
||||
string message = inc.ReadString();
|
||||
|
||||
SendChatMessage(message, messageType);
|
||||
|
||||
break;
|
||||
case (byte)PacketTypes.PlayerLeft:
|
||||
DisconnectClient(inc.SenderConnection);
|
||||
break;
|
||||
case (byte)PacketTypes.CharacterInfo:
|
||||
ReadCharacterData(inc);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case NetIncomingMessageType.WarningMessage:
|
||||
Debug.WriteLine(inc.ReadString());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection)
|
||||
{
|
||||
List<NetConnection> recipients = new List<NetConnection>();
|
||||
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
if (client.Connection != excludedConnection) recipients.Add(client.Connection);
|
||||
}
|
||||
|
||||
if (recipients.Count == 0) return;
|
||||
|
||||
server.SendMessage(msg, recipients, deliveryMethod, 0);
|
||||
|
||||
}
|
||||
|
||||
private void SendNetworkEvents()
|
||||
{
|
||||
if (NetworkEvent.events.Count == 0) return;
|
||||
|
||||
//System.Diagnostics.Debug.WriteLine("*************************");
|
||||
foreach (NetworkEvent networkEvent in NetworkEvent.events)
|
||||
{
|
||||
//System.Diagnostics.Debug.WriteLine("networkevent "+networkEvent.ID);
|
||||
|
||||
NetOutgoingMessage message = server.CreateMessage();
|
||||
message.Write((byte)PacketTypes.NetworkEvent);
|
||||
//if (!networkEvent.IsClient) continue;
|
||||
|
||||
networkEvent.FillData(message);
|
||||
|
||||
if (server.ConnectionsCount>0)
|
||||
{
|
||||
server.SendMessage(message, server.Connections,
|
||||
(networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
|
||||
}
|
||||
NetworkEvent.events.Clear();
|
||||
}
|
||||
|
||||
|
||||
public bool StartGame(GUIButton button, object obj)
|
||||
{
|
||||
int seed = DateTime.Now.Millisecond;
|
||||
Rand.SetSyncedSeed(seed);
|
||||
|
||||
Submarine selectedMap = Game1.NetLobbyScreen.SelectedMap as Submarine;
|
||||
|
||||
//selectedMap.Load();
|
||||
|
||||
Game1.GameSession = new GameSession(selectedMap, "", Game1.NetLobbyScreen.SelectedMode);
|
||||
Game1.GameSession.StartShift(Game1.NetLobbyScreen.GameDuration, Game1.NetLobbyScreen.LevelSeed);
|
||||
//EventManager.SelectEvent(Game1.netLobbyScreen.SelectedEvent);
|
||||
|
||||
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
|
||||
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
client.inGame = true;
|
||||
|
||||
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
|
||||
|
||||
if (client.characterInfo==null)
|
||||
{
|
||||
client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
|
||||
}
|
||||
characterInfos.Add(client.characterInfo);
|
||||
|
||||
//client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
|
||||
}
|
||||
|
||||
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos);
|
||||
|
||||
for (int i = 0; i < connectedClients.Count; i++ )
|
||||
{
|
||||
connectedClients[i].character = new Character(
|
||||
connectedClients[i].characterInfo, assignedWayPoints[i], true);
|
||||
connectedClients[i].character.GiveJobItems(assignedWayPoints[i]);
|
||||
}
|
||||
|
||||
//todo: fix
|
||||
if (myClient != null)
|
||||
{
|
||||
WayPoint spawnPoint = WayPoint.GetRandom(SpawnType.Human);
|
||||
CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, myClient.name);
|
||||
myClient.character = new Character(ch, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition);
|
||||
}
|
||||
|
||||
//foreach (Client client in connectedClients)
|
||||
//{
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
msg.Write((byte)PacketTypes.StartGame);
|
||||
|
||||
msg.Write(seed);
|
||||
|
||||
msg.Write(Game1.NetLobbyScreen.LevelSeed);
|
||||
|
||||
msg.Write(Game1.NetLobbyScreen.SelectedMap.Name);
|
||||
msg.Write(Game1.NetLobbyScreen.SelectedMap.Hash.Hash);
|
||||
|
||||
msg.Write(Game1.NetLobbyScreen.GameDuration.TotalMinutes);
|
||||
|
||||
//WriteCharacterData(msg, client.name, client.character);
|
||||
|
||||
msg.Write((myClient == null) ? connectedClients.Count : connectedClients.Count+1);
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
//if (otherClient == client) continue;
|
||||
msg.Write(client.ID);
|
||||
WriteCharacterData(msg, client.name, client.character);
|
||||
}
|
||||
|
||||
if (myClient!=null)
|
||||
{
|
||||
WriteCharacterData(msg, myClient.name, myClient.character);
|
||||
}
|
||||
|
||||
SendMessage(msg, NetDeliveryMethod.ReliableUnordered, null);
|
||||
//}
|
||||
|
||||
gameStarted = true;
|
||||
|
||||
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
|
||||
|
||||
Game1.GameScreen.Select();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool EndButtonHit(GUIButton button, object obj)
|
||||
{
|
||||
Game1.GameSession.gameMode.End("Server admin has ended the round");
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void EndGame(string endMessage)
|
||||
{
|
||||
Submarine.Unload();
|
||||
|
||||
gameStarted = false;
|
||||
|
||||
if (connectedClients.Count>0)
|
||||
{
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
msg.Write((byte)PacketTypes.EndGame);
|
||||
msg.Write(endMessage);
|
||||
|
||||
if (server.ConnectionsCount > 0)
|
||||
{
|
||||
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableOrdered, 0);
|
||||
}
|
||||
|
||||
foreach (Client client in connectedClients)
|
||||
{
|
||||
client.character = null;
|
||||
client.inGame = false;
|
||||
}
|
||||
}
|
||||
|
||||
Game1.NetLobbyScreen.Select();
|
||||
|
||||
DebugConsole.ThrowError(endMessage);
|
||||
}
|
||||
|
||||
private void DisconnectClient(NetConnection senderConnection)
|
||||
{
|
||||
Client client = connectedClients.Find(x => x.Connection == senderConnection);
|
||||
if (client != null) DisconnectClient(client);
|
||||
}
|
||||
|
||||
private void DisconnectClient(Client client, string msg = "", string targetmsg = "")
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
if (gameStarted && client.character != null) client.character.Kill(true);
|
||||
|
||||
if (msg == "") msg = client.name + " has left the server";
|
||||
if (targetmsg == "") targetmsg = "You have left the server";
|
||||
|
||||
NetOutgoingMessage outmsg = server.CreateMessage();
|
||||
outmsg.Write((byte)PacketTypes.KickedOut);
|
||||
outmsg.Write(targetmsg);
|
||||
server.SendMessage(outmsg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
|
||||
connectedClients.Remove(client);
|
||||
|
||||
outmsg = server.CreateMessage();
|
||||
outmsg.Write((byte)PacketTypes.PlayerLeft);
|
||||
outmsg.Write(client.ID);
|
||||
outmsg.Write(msg);
|
||||
|
||||
Game1.NetLobbyScreen.RemovePlayer(client);
|
||||
|
||||
if (server.Connections.Count > 0)
|
||||
{
|
||||
server.SendMessage(outmsg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
|
||||
AddChatMessage(msg, ChatMessageType.Server);
|
||||
}
|
||||
|
||||
public void KickPlayer(string playerName)
|
||||
{
|
||||
playerName = playerName.ToLower();
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
if (c.name.ToLower() == playerName) KickClient(c);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void KickClient(Client client)
|
||||
{
|
||||
if (client == null) return;
|
||||
|
||||
DisconnectClient(client, client.name + " has been kicked from the server", "You have been kicked from the server");
|
||||
}
|
||||
|
||||
public void NewTraitor(Client traitor, Client target)
|
||||
{
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
msg.Write((byte)PacketTypes.Traitor);
|
||||
msg.Write(target.name);
|
||||
if (server.Connections.Count > 0)
|
||||
{
|
||||
server.SendMessage(msg, traitor.Connection, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
}
|
||||
|
||||
public bool UpdateNetLobby(object obj)
|
||||
{
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
msg.Write((byte)PacketTypes.UpdateNetLobby);
|
||||
Game1.NetLobbyScreen.WriteData(msg);
|
||||
|
||||
if (server.Connections.Count > 0)
|
||||
{
|
||||
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
|
||||
{
|
||||
AddChatMessage(message, type);
|
||||
|
||||
if (server.Connections.Count == 0) return;
|
||||
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
msg.Write((byte)PacketTypes.Chatmessage);
|
||||
msg.Write((byte)type);
|
||||
msg.Write(message);
|
||||
|
||||
if (type==ChatMessageType.Dead)
|
||||
{
|
||||
List<NetConnection> recipients = new List<NetConnection>();
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
if (c.character != null && c.character.IsDead) recipients.Add(c.Connection);
|
||||
}
|
||||
if (recipients.Count>0)
|
||||
{
|
||||
server.SendMessage(msg, recipients, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
server.SendMessage(msg, server.Connections, NetDeliveryMethod.ReliableUnordered, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void ReadCharacterData(NetIncomingMessage message)
|
||||
{
|
||||
string name = "";
|
||||
Gender gender = Gender.Male;
|
||||
int headSpriteId = 0;
|
||||
|
||||
try
|
||||
{
|
||||
name = message.ReadString();
|
||||
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
|
||||
headSpriteId = message.ReadInt32();
|
||||
}
|
||||
catch
|
||||
{
|
||||
name = "";
|
||||
gender = Gender.Male;
|
||||
headSpriteId = 0;
|
||||
}
|
||||
|
||||
|
||||
List<JobPrefab> jobPreferences = new List<JobPrefab>();
|
||||
int count = message.ReadInt32();
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
string jobName = message.ReadString();
|
||||
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
|
||||
if (jobPrefab != null) jobPreferences.Add(jobPrefab);
|
||||
}
|
||||
|
||||
foreach (Client c in connectedClients)
|
||||
{
|
||||
if (c.Connection != message.SenderConnection) continue;
|
||||
|
||||
c.characterInfo = new CharacterInfo(Character.HumanConfigFile, name, gender);
|
||||
c.characterInfo.HeadSpriteId = headSpriteId;
|
||||
c.jobPreferences = jobPreferences;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void WriteCharacterData(NetOutgoingMessage message, string name, Character character)
|
||||
{
|
||||
message.Write(name);
|
||||
message.Write(character.ID);
|
||||
message.Write(character.Info.Gender == Gender.Female);
|
||||
message.Write(character.Inventory.ID);
|
||||
|
||||
message.Write(character.Info.HeadSpriteId);
|
||||
|
||||
message.Write(character.SimPosition.X);
|
||||
message.Write(character.SimPosition.Y);
|
||||
|
||||
message.Write(character.Info.Job.Name);
|
||||
}
|
||||
|
||||
private void AssignJobs()
|
||||
{
|
||||
List<Client> unassigned = new List<Client>(connectedClients);
|
||||
|
||||
int[] assignedClientCount = new int[JobPrefab.List.Count];
|
||||
|
||||
//if any of the players has chosen a job that is Always Allowed, give them that job
|
||||
for (int i = unassigned.Count - 1; i >= 0; i--)
|
||||
{
|
||||
if (!unassigned[i].jobPreferences[0].AllowAlways) continue;
|
||||
unassigned[i].assignedJob = unassigned[i].jobPreferences[0];
|
||||
unassigned.RemoveAt(i);
|
||||
}
|
||||
|
||||
//go throught the jobs whose MinNumber>0 (i.e. at least one crew member has to have the job)
|
||||
bool unassignedJobsFound = true;
|
||||
while (unassignedJobsFound && unassigned.Count > 0)
|
||||
{
|
||||
unassignedJobsFound = false;
|
||||
for (int i = 0; i < JobPrefab.List.Count; i++)
|
||||
{
|
||||
if (unassigned.Count == 0) break;
|
||||
if (JobPrefab.List[i].MinNumber < 1 || assignedClientCount[i] >= JobPrefab.List[i].MinNumber) continue;
|
||||
|
||||
//find the client that wants the job the most, or force it to random client if none of them want it
|
||||
Client assignedClient = FindClientWithJobPreference(unassigned, JobPrefab.List[i], true);
|
||||
|
||||
assignedClient.assignedJob = JobPrefab.List[i];
|
||||
|
||||
assignedClientCount[i]++;
|
||||
unassigned.Remove(assignedClient);
|
||||
|
||||
//the job still needs more crew members, set unassignedJobsFound to true to keep the while loop running
|
||||
if (assignedClientCount[i] < JobPrefab.List[i].MinNumber) unassignedJobsFound = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int preferenceIndex = 0; preferenceIndex < 3; preferenceIndex++)
|
||||
{
|
||||
for (int i = unassigned.Count - 1; i >= 0; i--)
|
||||
{
|
||||
int jobIndex = JobPrefab.List.FindIndex(jp => jp == unassigned[i].jobPreferences[preferenceIndex]);
|
||||
|
||||
//if there's enough crew members assigned to the job already, continue
|
||||
if (assignedClientCount[jobIndex] >= JobPrefab.List[jobIndex].MaxNumber) continue;
|
||||
|
||||
unassigned[i].assignedJob = JobPrefab.List[jobIndex];
|
||||
|
||||
assignedClientCount[jobIndex]++;
|
||||
unassigned.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateNetLobby(null);
|
||||
|
||||
}
|
||||
|
||||
private Client FindClientWithJobPreference(List<Client> clients, JobPrefab job, bool forceAssign = false)
|
||||
{
|
||||
int bestPreference = 0;
|
||||
Client preferredClient = null;
|
||||
foreach (Client c in clients)
|
||||
{
|
||||
int index = c.jobPreferences.FindIndex(jp => jp == job);
|
||||
if (preferredClient == null || index < bestPreference)
|
||||
{
|
||||
bestPreference = index;
|
||||
preferredClient = c;
|
||||
}
|
||||
}
|
||||
|
||||
//none of the clients wants the job
|
||||
if (forceAssign && preferredClient == null)
|
||||
{
|
||||
preferredClient = clients[Rand.Int(clients.Count)];
|
||||
}
|
||||
|
||||
return preferredClient;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// sends some random data to the clients
|
||||
/// use for debugging purposes
|
||||
/// </summary>
|
||||
public void SendRandomData()
|
||||
{
|
||||
NetOutgoingMessage msg = server.CreateMessage();
|
||||
switch (Rand.Int(5))
|
||||
{
|
||||
case 0:
|
||||
msg.Write((byte)PacketTypes.NetworkEvent);
|
||||
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
||||
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
||||
break;
|
||||
case 1:
|
||||
msg.Write((byte)PacketTypes.NetworkEvent);
|
||||
msg.Write((byte)NetworkEventType.UpdateComponent);
|
||||
msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID);
|
||||
msg.Write(Rand.Int(8));
|
||||
break;
|
||||
case 2:
|
||||
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
||||
break;
|
||||
case 3:
|
||||
msg.Write((byte)PacketTypes.UpdateNetLobby);
|
||||
break;
|
||||
}
|
||||
|
||||
int bitCount = Rand.Int(100);
|
||||
for (int i = 0; i < bitCount; i++)
|
||||
{
|
||||
msg.Write((Rand.Int(2) == 0) ? true : false);
|
||||
}
|
||||
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null);
|
||||
|
||||
}
|
||||
|
||||
public override void Disconnect()
|
||||
{
|
||||
server.Shutdown("");
|
||||
}
|
||||
}
|
||||
|
||||
class Client
|
||||
{
|
||||
public string name;
|
||||
public int ID;
|
||||
|
||||
public Character character;
|
||||
public CharacterInfo characterInfo;
|
||||
public NetConnection Connection { get; set; }
|
||||
public string version;
|
||||
public bool inGame;
|
||||
|
||||
public List<JobPrefab> jobPreferences;
|
||||
public JobPrefab assignedJob;
|
||||
|
||||
public Client(string name, int ID)
|
||||
{
|
||||
this.name = name;
|
||||
this.ID = ID;
|
||||
|
||||
jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0,3));
|
||||
}
|
||||
}
|
||||
}
|
||||
123
Subsurface/Source/Networking/NetworkEvent.cs
Normal file
123
Subsurface/Source/Networking/NetworkEvent.cs
Normal file
@@ -0,0 +1,123 @@
|
||||
using System.Collections.Generic;
|
||||
using Lidgren.Network;
|
||||
|
||||
namespace Subsurface.Networking
|
||||
{
|
||||
enum NetworkEventType
|
||||
{
|
||||
UpdateEntity = 0,
|
||||
KillCharacter = 1,
|
||||
UpdateComponent = 2,
|
||||
DropItem = 3,
|
||||
InventoryUpdate = 4,
|
||||
PickItem = 5,
|
||||
UpdateProperty = 6
|
||||
}
|
||||
|
||||
class NetworkEvent
|
||||
{
|
||||
public static List<NetworkEvent> events = new List<NetworkEvent>();
|
||||
|
||||
private static bool[] isImportant = { false, true, true, true, true, true };
|
||||
|
||||
private int id;
|
||||
|
||||
private NetworkEventType eventType;
|
||||
|
||||
private bool isClientEvent;
|
||||
|
||||
private object data;
|
||||
|
||||
//private NetOutgoingMessage message;
|
||||
|
||||
public int ID
|
||||
{
|
||||
get { return id; }
|
||||
}
|
||||
|
||||
public bool IsClient
|
||||
{
|
||||
get { return isClientEvent; }
|
||||
}
|
||||
|
||||
public bool IsImportant
|
||||
{
|
||||
get { return isImportant[(int)eventType]; }
|
||||
}
|
||||
|
||||
public NetworkEvent(int id, bool isClient)
|
||||
: this(NetworkEventType.UpdateEntity, id, isClient)
|
||||
{
|
||||
}
|
||||
|
||||
public NetworkEvent(NetworkEventType type, int id, bool isClient, object data = null)
|
||||
{
|
||||
if (isClient)
|
||||
{
|
||||
if (Game1.Server != null) return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Game1.Server == null) return;
|
||||
}
|
||||
|
||||
eventType = type;
|
||||
|
||||
foreach (NetworkEvent e in events)
|
||||
{
|
||||
if (!isImportant[(int)type] && e.id == id && e.eventType == type) return;
|
||||
}
|
||||
|
||||
this.id = id;
|
||||
isClientEvent = isClient;
|
||||
|
||||
this.data = data;
|
||||
|
||||
events.Add(this);
|
||||
}
|
||||
|
||||
public bool FillData(NetOutgoingMessage message)
|
||||
{
|
||||
message.Write((byte)eventType);
|
||||
|
||||
Entity e = Entity.FindEntityByID(id);
|
||||
if (e == null) return false;
|
||||
|
||||
message.Write(id);
|
||||
|
||||
e.FillNetworkData(eventType, message, data);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool ReadData(NetIncomingMessage message)
|
||||
{
|
||||
NetworkEventType eventType;
|
||||
int id;
|
||||
|
||||
try
|
||||
{
|
||||
eventType = (NetworkEventType)message.ReadByte();
|
||||
id = message.ReadInt32();
|
||||
}
|
||||
catch
|
||||
{
|
||||
DebugConsole.ThrowError("Received invalid network message");
|
||||
return false;
|
||||
}
|
||||
|
||||
Entity e = Entity.FindEntityByID(id);
|
||||
if (e == null)
|
||||
{
|
||||
//DebugConsole.ThrowError("Couldn't find an entity matching the ID ''" + id + "''");
|
||||
return false;
|
||||
}
|
||||
|
||||
//System.Diagnostics.Debug.WriteLine("new message: " + eventType +" - "+e);
|
||||
|
||||
e.ReadNetworkData(eventType, message);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
142
Subsurface/Source/Networking/NetworkMember.cs
Normal file
142
Subsurface/Source/Networking/NetworkMember.cs
Normal file
@@ -0,0 +1,142 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace Subsurface.Networking
|
||||
{
|
||||
enum PacketTypes
|
||||
{
|
||||
Login,
|
||||
LoggedIn,
|
||||
LogOut,
|
||||
|
||||
PlayerJoined,
|
||||
PlayerLeft,
|
||||
KickedOut,
|
||||
|
||||
StartGame,
|
||||
EndGame,
|
||||
|
||||
CharacterInfo,
|
||||
|
||||
Chatmessage,
|
||||
UpdateNetLobby,
|
||||
|
||||
NetworkEvent,
|
||||
|
||||
Traitor
|
||||
}
|
||||
|
||||
class NetworkMember
|
||||
{
|
||||
public const int DefaultPort = 14242;
|
||||
|
||||
protected static Color[] messageColor = { Color.White, Color.Red, Color.LightBlue, Color.LightGreen };
|
||||
|
||||
protected string name;
|
||||
|
||||
protected TimeSpan updateInterval;
|
||||
protected DateTime updateTimer;
|
||||
|
||||
protected GUIFrame inGameHUD;
|
||||
protected GUIListBox chatBox;
|
||||
|
||||
public int Port;
|
||||
|
||||
protected bool gameStarted;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return name; }
|
||||
set
|
||||
{
|
||||
if (string.IsNullOrEmpty(name)) return;
|
||||
name = value;
|
||||
}
|
||||
}
|
||||
|
||||
public GUIFrame InGameHUD
|
||||
{
|
||||
get { return inGameHUD; }
|
||||
}
|
||||
|
||||
public NetworkMember()
|
||||
{
|
||||
inGameHUD = new GUIFrame(new Rectangle(0,0,0,0), null, null);
|
||||
inGameHUD.CanBeFocused = false;
|
||||
|
||||
int width = 350, height = 100;
|
||||
chatBox = new GUIListBox(new Rectangle(
|
||||
Game1.GraphicsWidth - 20 - width,
|
||||
Game1.GraphicsHeight - 40 - 25 - height,
|
||||
width, height),
|
||||
Color.White * 0.5f, GUI.style, inGameHUD);
|
||||
|
||||
var textBox = new GUITextBox(
|
||||
new Rectangle(chatBox.Rect.X, chatBox.Rect.Y + chatBox.Rect.Height + 20, chatBox.Rect.Width, 25),
|
||||
Color.White * 0.5f, Color.Black, Alignment.TopLeft, Alignment.Left, GUI.style, inGameHUD);
|
||||
textBox.Font = GUI.SmallFont;
|
||||
textBox.OnEnter = EnterChatMessage;
|
||||
}
|
||||
|
||||
|
||||
public bool EnterChatMessage(GUITextBox textBox, string message)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(message)) return false;
|
||||
|
||||
SendChatMessage(Game1.NetworkMember.Name + ": " + message);
|
||||
|
||||
textBox.Deselect();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddChatMessage(string message, ChatMessageType messageType)
|
||||
{
|
||||
Game1.NetLobbyScreen.NewChatMessage(message, messageColor[(int)messageType]);
|
||||
|
||||
while (chatBox.CountChildren > 20)
|
||||
{
|
||||
chatBox.RemoveChild(chatBox.children[1]);
|
||||
}
|
||||
|
||||
GUITextBlock msg = new GUITextBlock(new Rectangle(0, 0, 0, 20), message,
|
||||
((chatBox.CountChildren % 2) == 0) ? Color.Transparent : Color.Black * 0.1f, messageColor[(int)messageType],
|
||||
Alignment.Left, null, null, true);
|
||||
msg.Font = GUI.SmallFont;
|
||||
|
||||
msg.Padding = new Vector4(20.0f, 0, 0, 0);
|
||||
|
||||
//float prevScroll = chatBox.BarScroll;
|
||||
|
||||
float prevSize = chatBox.BarSize;
|
||||
float oldScroll = chatBox.BarScroll;
|
||||
|
||||
msg.Padding = new Vector4(20, 0, 0, 0);
|
||||
chatBox.AddChild(msg);
|
||||
|
||||
if ((prevSize == 1.0f && chatBox.BarScroll == 0.0f) || (prevSize < 1.0f && chatBox.BarScroll == 1.0f)) chatBox.BarScroll = 1.0f;
|
||||
|
||||
GUI.PlayMessageSound();
|
||||
}
|
||||
|
||||
public virtual void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server) { }
|
||||
|
||||
public virtual void Update() { }
|
||||
|
||||
public virtual void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
|
||||
{
|
||||
if (!gameStarted) return;
|
||||
|
||||
inGameHUD.Draw(spriteBatch);
|
||||
}
|
||||
|
||||
public virtual void Disconnect() { }
|
||||
|
||||
}
|
||||
|
||||
enum ChatMessageType
|
||||
{
|
||||
Default, Admin, Dead, Server
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user