509 lines
18 KiB
C#
509 lines
18 KiB
C#
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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NetClient Client;
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private Character myCharacter;
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private CharacterInfo characterInfo;
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GUIMessageBox reconnectBox;
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private bool connected;
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private int myID;
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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("Content/Characters/Human/human.xml", 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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serverIP = hostIP;
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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(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(hostIP, 14242, 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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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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// 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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reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to "+serverIP, new string[0]);
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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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if (inc.ReadByte() == (byte)PacketTypes.LoggedIn)
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{
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myID = inc.ReadInt32();
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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 (inc.ReadByte() == (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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Debug.WriteLine((NetConnectionStatus)inc.ReadByte());
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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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reconnectBox = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
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reconnectBox.Buttons[0].OnClicked += RetryConnection;
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reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
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}
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else
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{
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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 (!connected || updateTimer > DateTime.Now) return;
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if (Client.ConnectionStatus == NetConnectionStatus.Disconnected)
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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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return;
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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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CheckServerMessages();
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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);
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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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DebugConsole.ThrowError(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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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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}
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CharacterInfo ch = new CharacterInfo("Content/Characters/Human/human.xml", newName, isFemale ? Gender.Female : Gender.Male, jobPrefab);
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ch.HeadSpriteId = headSpriteID;
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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;
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closestWaypoint = wp;
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closestDist = dist;
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continue;
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}
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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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{
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//AddChatMessage(message);
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type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
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NetOutgoingMessage msg = Client.CreateMessage();
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msg.Write((byte)PacketTypes.Chatmessage);
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msg.Write((byte)type);
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msg.Write(message);
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Client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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}
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/// <summary>
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/// sends some random data to the server (can be a networkevent or just something completely random)
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/// use for debugging purposes
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/// </summary>
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public void SendRandomData()
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{
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NetOutgoingMessage msg = Client.CreateMessage();
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switch (Rand.Int(5))
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{
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case 0:
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msg.Write((byte)PacketTypes.NetworkEvent);
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msg.Write((byte)NetworkEventType.UpdateEntity);
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msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
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break;
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case 1:
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msg.Write((byte)PacketTypes.NetworkEvent);
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msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
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msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
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break;
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case 2:
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msg.Write((byte)PacketTypes.NetworkEvent);
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msg.Write((byte)NetworkEventType.UpdateComponent);
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msg.Write((int)Item.itemList[Rand.Int(Item.itemList.Count)].ID);
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msg.Write(Rand.Int(8));
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break;
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case 3:
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msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
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break;
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}
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int byteCount = Rand.Int(100);
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for (int i = 0; i<byteCount; i++)
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{
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msg.Write((Rand.Int(2)==0) ? true : false);
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}
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Client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
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}
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}
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}
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