Files
LuaCsForBarotraumaEP/Subsurface/Networking/GameServer.cs

671 lines
24 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface.Networking
{
class GameServer : NetworkMember
{
NetServer Server;
NetPeerConfiguration Config;
public List<Client> connectedClients = new List<Client>();
TimeSpan SparseUpdateInterval = new TimeSpan(0, 0, 0, 1);
DateTime sparseUpdateTimer;
Client myClient;
public GameServer()
{
name = "Server";
Config = new NetPeerConfiguration("subsurface");
Config.Port = 14242;
//Config.SimulatedLoss = 0.2f;
//Config.SimulatedMinimumLatency = 0.25f;
Config.MaximumConnections = 10;
Config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
try
{
Server = new NetServer(Config);
Server.Start();
}
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()
{
// Server.ReadMessage() Returns new messages, that have not yet been read.
// If "inc" is null -> ReadMessage returned null -> Its null, so dont do this :)
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 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);
//Character ch = new Character("Content/Characters/Human/human.xml");
string version = inc.ReadString();
string name = inc.ReadString();
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();
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
{
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);
//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 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);
}
}
new NetworkEvent(Submarine.Loaded.ID, false);
sparseUpdateTimer = DateTime.Now + SparseUpdateInterval;
}
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("Content/Characters/Human/human.xml", 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("Content/Characters/Human/human.xml", 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.MD5Hash);
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;
}
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();
Client client = null;
foreach (Client c in connectedClients)
{
if (c.name.ToLower() != playerName) continue;
client = c;
break;
}
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 = message.ReadString();
Gender gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
int headSpriteId = message.ReadInt32();
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("Content/Characters/Human/human.xml", 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;
}
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));
}
}
}