Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/GameClient.cs

566 lines
20 KiB
C#

using System;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
namespace Subsurface.Networking
{
class GameClient : NetworkMember
{
private NetClient client;
private Character myCharacter;
private CharacterInfo characterInfo;
private GUIMessageBox reconnectBox;
private bool connected;
private int myID;
private List<Client> otherClients;
private string serverIP;
public Character Character
{
get { return myCharacter; }
set { myCharacter = value; }
}
public CharacterInfo CharacterInfo
{
get { return characterInfo; }
}
public int ID
{
get { return myID; }
}
public GameClient(string newName)
{
name = newName;
characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
otherClients = new List<Client>();
}
public void ConnectToServer(string hostIP)
{
string[] address = hostIP.Split(':');
if (address.Length==1)
{
serverIP = hostIP;
Port = DefaultPort;
}
else
{
serverIP = address[0];
if (!int.TryParse(address[1], out Port))
{
DebugConsole.ThrowError("Invalid port: address[1]!");
Port = DefaultPort;
}
}
myCharacter = Character.Controlled;
// Create new instance of configs. Parameter is "application Id". It has to be same on client and server.
NetPeerConfiguration Config = new NetPeerConfiguration("subsurface");
//Config.SimulatedLoss = 0.2f;
//Config.SimulatedMinimumLatency = 0.25f;
// Create new client, with previously created configs
client = new NetClient(Config);
NetOutgoingMessage outmsg = client.CreateMessage();
client.Start();
outmsg.Write((byte)PacketTypes.Login);
outmsg.Write(Game1.Version.ToString());
outmsg.Write(Game1.SelectedPackage.Name);
outmsg.Write(Game1.SelectedPackage.MD5hash.Hash);
outmsg.Write(name);
// Connect client, to ip previously requested from user
try
{
client.Connect(serverIP, Port, outmsg);
}
catch (ArgumentNullException e)
{
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
return;
}
// Create timespan of 30ms
updateInterval = new TimeSpan(0, 0, 0, 0, 200);
// Set timer to tick every 50ms
//update = new System.Timers.Timer(50);
// When time has elapsed ( 50ms in this case ), call "update_Elapsed" funtion
//update.Elapsed += new System.Timers.ElapsedEventHandler(Update);
// Funtion that waits for connection approval info from server
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[0]);
CoroutineManager.StartCoroutine(WaitForStartingInfo());
// Start the timer
//update.Start();
}
private bool RetryConnection(GUIButton button, object obj)
{
ConnectToServer(serverIP);
return true;
}
private bool SelectMainMenu(GUIButton button, object obj)
{
Disconnect();
Game1.NetworkMember = null;
Game1.MainMenuScreen.Select();
return true;
}
// Before main looping starts, we loop here and wait for approval message
private IEnumerable<Status> WaitForStartingInfo()
{
// When this is set to true, we are approved and ready to go
bool CanStart = false;
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,5);
// Loop untill we are approved
while (!CanStart)
{
yield return Status.Running;
if (DateTime.Now > timeOut) break;
NetIncomingMessage inc;
// If new messages arrived
if ((inc = client.ReadMessage()) == null) continue;
// Switch based on the message types
switch (inc.MessageType)
{
// All manually sent messages are type of "Data"
case NetIncomingMessageType.Data:
byte packetType = inc.ReadByte();
if (packetType == (byte)PacketTypes.LoggedIn)
{
myID = inc.ReadInt32();
if (inc.ReadBoolean())
{
new GUIMessageBox("Please wait", "A round is already running. You will have to wait for a new round to start.");
}
Game1.NetLobbyScreen.ClearPlayers();
//add the names of other connected clients to the lobby screen
int existingClients = inc.ReadInt32();
for (int i = 1; i <= existingClients; i++)
{
Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
Game1.NetLobbyScreen.AddPlayer(otherClient);
}
//add the name of own client to the lobby screen
Game1.NetLobbyScreen.AddPlayer(new Client(name, myID));
CanStart = true;
}
else if (packetType == (byte)PacketTypes.KickedOut)
{
string msg = inc.ReadString();
DebugConsole.ThrowError(msg);
Game1.MainMenuScreen.Select();
}
break;
case NetIncomingMessageType.StatusChanged:
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
Debug.WriteLine(connectionStatus);
if (connectionStatus != NetConnectionStatus.Connected)
{
string denyMessage = inc.ReadString();
DebugConsole.ThrowError(denyMessage);
}
break;
default:
Console.WriteLine(inc.ReadString() + " Strange message");
break;
}
}
if (reconnectBox != null)
{
reconnectBox.Close(null, null);
reconnectBox = null;
}
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
reconnect.Buttons[0].OnClicked += RetryConnection;
reconnect.Buttons[0].OnClicked += reconnect.Close;
reconnect.Buttons[1].OnClicked += SelectMainMenu;
reconnect.Buttons[1].OnClicked += reconnect.Close;
}
else
{
if (Screen.Selected == Game1.MainMenuScreen) Game1.NetLobbyScreen.Select();
connected = true;
}
yield return Status.Success;
}
public override void Update()
{
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.K))
//{
// SendRandomData();
//}
//if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.L))
//{
// ConnectToServer(serverIP);
//}
if (gameStarted) inGameHUD.Update((float)Physics.step);
if (!connected || updateTimer > DateTime.Now) return;
if (client.ConnectionStatus == NetConnectionStatus.Disconnected && reconnectBox==null)
{
reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
connected = false;
ConnectToServer(serverIP);
return;
}
else if (reconnectBox!=null)
{
reconnectBox.Close(null,null);
reconnectBox = null;
}
if (myCharacter != null)
{
if (myCharacter.IsDead)
{
Character.Controlled = null;
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
Game1.GameScreen.Cam.Zoom = 1.0f;
}
else
{
if (gameStarted) new NetworkEvent(myCharacter.ID, true);
}
}
foreach (NetworkEvent networkEvent in NetworkEvent.events)
{
NetOutgoingMessage message = client.CreateMessage();
message.Write((byte)PacketTypes.NetworkEvent);
if (networkEvent.FillData(message))
{
client.SendMessage(message,
(networkEvent.IsImportant) ? NetDeliveryMethod.ReliableUnordered : NetDeliveryMethod.Unreliable);
}
}
NetworkEvent.events.Clear();
try
{
CheckServerMessages();
}
catch { }
// Update current time
updateTimer = DateTime.Now + updateInterval;
}
/// <summary>
/// Check for new incoming messages from server
/// </summary>
private void CheckServerMessages()
{
// Create new incoming message holder
NetIncomingMessage inc;
while ((inc = client.ReadMessage()) != null)
{
if (inc.MessageType != NetIncomingMessageType.Data) continue;
switch (inc.ReadByte())
{
case (byte)PacketTypes.StartGame:
if (gameStarted) continue;
if (this.Character != null) Character.Remove();
int seed = inc.ReadInt32();
Rand.SetSyncedSeed(seed);
string levelSeed = inc.ReadString();
string mapName = inc.ReadString();
string mapHash = inc.ReadString();
Game1.NetLobbyScreen.TrySelectMap(mapName, mapHash);
double durationMinutes = inc.ReadDouble();
TimeSpan duration = new TimeSpan(0,(int)durationMinutes,0);
//int gameModeIndex = inc.ReadInt32();
Game1.GameSession = new GameSession(Submarine.Loaded, "", Game1.NetLobbyScreen.SelectedMode);
Game1.GameSession.StartShift(duration, levelSeed);
//myCharacter = ReadCharacterData(inc);
//Character.Controlled = myCharacter;
int count = inc.ReadInt32();
for (int n = 0; n < count; n++)
{
int id = inc.ReadInt32();
Character newCharacter = ReadCharacterData(inc);
if (id == myID)
{
myCharacter = newCharacter;
Character.Controlled = myCharacter;
}
}
gameStarted = true;
Game1.GameScreen.Select();
AddChatMessage("Press TAB to chat", ChatMessageType.Server);
break;
case (byte)PacketTypes.EndGame:
string endMessage = inc.ReadString();
EndGame(endMessage);
break;
case (byte)PacketTypes.PlayerJoined:
Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
Game1.NetLobbyScreen.AddPlayer(otherClient);
AddChatMessage(otherClient.name + " has joined the server", ChatMessageType.Server);
break;
case (byte)PacketTypes.PlayerLeft:
int leavingID = inc.ReadInt32();
AddChatMessage(inc.ReadString(), ChatMessageType.Server);
Game1.NetLobbyScreen.RemovePlayer(otherClients.Find(c => c.ID==leavingID));
break;
case (byte)PacketTypes.KickedOut:
string msg = inc.ReadString();
new GUIMessageBox("KICKED", msg);
Game1.MainMenuScreen.Select();
break;
case (byte)PacketTypes.Chatmessage:
ChatMessageType messageType = (ChatMessageType)inc.ReadByte();
AddChatMessage(inc.ReadString(), messageType);
break;
case (byte)PacketTypes.NetworkEvent:
//read the data from the message and update client state accordingly
if (!gameStarted) break;
NetworkEvent.ReadData(inc);
break;
case (byte)PacketTypes.UpdateNetLobby:
if (gameStarted) continue;
Game1.NetLobbyScreen.ReadData(inc);
break;
case (byte)PacketTypes.Traitor:
string targetName = inc.ReadString();
new GUIMessageBox("You are the Traitor!", "Your secret task is to assassinate " + targetName + "!");
break;
}
}
}
public void EndGame(string endMessage)
{
Submarine.Unload();
Game1.NetLobbyScreen.Select();
if (Game1.GameSession!=null) Game1.GameSession.EndShift("");
new GUIMessageBox("The round has ended", endMessage);
myCharacter = null;
gameStarted = false;
}
public override void Disconnect()
{
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.PlayerLeft);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
client.Shutdown("");
}
public void SendCharacterData()
{
if (characterInfo == null) return;
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.CharacterInfo);
msg.Write(characterInfo.Name);
msg.Write(characterInfo.Gender == Gender.Male);
msg.Write(characterInfo.HeadSpriteId);
var jobPreferences = Game1.NetLobbyScreen.JobPreferences;
int count = Math.Min(jobPreferences.Count, 3);
msg.Write(count);
for (int i = 0; i < count; i++ )
{
msg.Write(jobPreferences[i].Name);
}
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
}
private Character ReadCharacterData(NetIncomingMessage inc)
{
string newName = inc.ReadString();
int ID = inc.ReadInt32();
bool isFemale = inc.ReadBoolean();
int inventoryID = inc.ReadInt32();
int headSpriteID = inc.ReadInt32();
Vector2 position = new Vector2(inc.ReadFloat(), inc.ReadFloat());
string jobName = inc.ReadString();
JobPrefab jobPrefab = JobPrefab.List.Find(jp => jp.Name == jobName);
if (inc.Position > inc.LengthBits)
{
return null;
}
CharacterInfo ch = new CharacterInfo(Character.HumanConfigFile, newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
ch.HeadSpriteId = headSpriteID;
WayPoint closestWaypoint = null;
float closestDist = 0.0f;
foreach (WayPoint wp in WayPoint.WayPointList)
{
float dist = Vector2.Distance(wp.SimPosition, position);
if (closestWaypoint != null && dist > closestDist) continue;
closestWaypoint = wp;
closestDist = dist;
continue;
}
Character character = (closestWaypoint == null) ?
new Character(ch, position) :
new Character(ch, closestWaypoint);
character.ID = ID;
character.Inventory.ID = inventoryID;
character.IsNetworkPlayer = true;
character.GiveJobItems(closestWaypoint);
return character;
}
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Default)
{
//AddChatMessage(message);
type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.Chatmessage);
msg.Write((byte)type);
msg.Write(message);
client.SendMessage(msg, NetDeliveryMethod.Unreliable);
}
/// <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);
}
}
}