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

828 lines
30 KiB
C#

using System;
using Lidgren.Network;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using Barotrauma.Networking.ReliableMessages;
namespace Barotrauma.Networking
{
class GameClient : NetworkMember
{
private NetClient client;
private GUIMessageBox reconnectBox;
private ReliableChannel reliableChannel;
private bool connected;
private int myID;
private List<Client> otherClients;
private string serverIP;
public int ID
{
get { return myID; }
}
public GameClient(string newName)
{
name = newName;
characterInfo = new CharacterInfo(Character.HumanConfigFile, name);
characterInfo.Job = null;
otherClients = new List<Client>();
GameMain.NetLobbyScreen = new NetLobbyScreen();
}
public void ConnectToServer(string hostIP, string password = "")
{
string[] address = hostIP.Split(':');
if (address.Length==1)
{
serverIP = hostIP;
Port = NetConfig.DefaultPort;
}
else
{
serverIP = address[0];
if (!int.TryParse(address[1], out Port))
{
DebugConsole.ThrowError("Invalid port: "+address[1]+"!");
Port = NetConfig.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("barotrauma");
#if DEBUG
config.SimulatedLoss = 0.1f;
config.SimulatedMinimumLatency = 0.3f;
config.SimulatedRandomLatency = 0.5f;
#endif
config.DisableMessageType(NetIncomingMessageType.DebugMessage | NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt
| NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
// Create new client, with previously created configs
client = new NetClient(config);
netPeer = client;
reliableChannel = new ReliableChannel(client);
NetOutgoingMessage outmsg = client.CreateMessage();
client.Start();
outmsg.Write((byte)PacketTypes.Login);
outmsg.Write(myID);
outmsg.Write(password);
outmsg.Write(GameMain.Version.ToString());
outmsg.Write(GameMain.SelectedPackage.Name);
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
outmsg.Write(name);
System.Net.IPEndPoint IPEndPoint = null;
try
{
IPEndPoint = new System.Net.IPEndPoint(NetUtility.Resolve(serverIP), Port);
}
catch (Exception e)
{
new GUIMessageBox("Could not connect to server", "Failed to resolve address ''"+serverIP+":"+Port+"''. Please make sure you have entered a valid IP address.");
return;
}
// Connect client, to ip previously requested from user
try
{
client.Connect(IPEndPoint, outmsg);
}
catch (Exception e)
{
DebugConsole.ThrowError("Couldn't connect to "+hostIP+". Error message: "+e.Message);
Disconnect();
GameMain.ServerListScreen.Select();
return;
}
updateInterval = new TimeSpan(0, 0, 0, 0, 150);
// 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
if (reconnectBox==null)
{
reconnectBox = new GUIMessageBox("CONNECTING", "Connecting to " + serverIP, new string[] { "Cancel" });
reconnectBox.Buttons[0].OnClicked += CancelConnect;
reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
}
CoroutineManager.StartCoroutine(WaitForStartingInfo());
// Start the timer
//update.Start();
}
private bool RetryConnection(GUIButton button, object obj)
{
if (client != null) client.Shutdown("Disconnecting");
ConnectToServer(serverIP);
return true;
}
private bool SelectMainMenu(GUIButton button, object obj)
{
Disconnect();
GameMain.NetworkMember = null;
GameMain.MainMenuScreen.Select();
GameMain.MainMenuScreen.SelectTab(MainMenuScreen.Tab.LoadGame);
return true;
}
private bool connectCanceled;
private bool CancelConnect(GUIButton button, object obj)
{
connectCanceled = true;
return true;
}
// Before main looping starts, we loop here and wait for approval message
private IEnumerable<object> WaitForStartingInfo()
{
connectCanceled = false;
// When this is set to true, we are approved and ready to go
bool CanStart = false;
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
// Loop until we are approved
while (!CanStart && !connectCanceled)
{
int seconds = DateTime.Now.Second;
string connectingText = "Connecting to " + serverIP;
for (int i = 0; i < 1 + (seconds % 3); i++ )
{
connectingText += ".";
}
reconnectBox.Text = connectingText;
yield return CoroutineStatus.Running;
if (DateTime.Now > timeOut) break;
NetIncomingMessage inc;
// If new messages arrived
if ((inc = client.ReadMessage()) == null) continue;
try
{
// 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();
gameStarted = inc.ReadBoolean();
bool hasCharacter = inc.ReadBoolean();
bool allowSpectating = inc.ReadBoolean();
if (gameStarted && Screen.Selected != GameMain.GameScreen)
{
new GUIMessageBox("Please wait",
(allowSpectating) ?
"A round is already running, but you can spectate the game while waiting for a new one to start." :
"A round is already running and the admin has disabled spectating. You will have to wait for a new round to start.");
}
if (gameStarted && !hasCharacter && myCharacter!=null)
{
GameMain.NetLobbyScreen.Select();
new GUIMessageBox("Connection timed out", "You were disconnected for too long and your Character was deleted. Please wait for another round to start.");
}
GameMain.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());
GameMain.NetLobbyScreen.AddPlayer(otherClient.name);
otherClients.Add(otherClient);
}
//add the name of own client to the lobby screen
GameMain.NetLobbyScreen.AddPlayer(name);
CanStart = true;
}
else if (packetType == (byte)PacketTypes.KickedOut)
{
string msg = inc.ReadString();
DebugConsole.ThrowError(msg);
GameMain.MainMenuScreen.Select();
}
break;
case NetIncomingMessageType.StatusChanged:
DebugConsole.NewMessage("Connection status changed: " + client.ConnectionStatus.ToString(), Color.Orange);
NetConnectionStatus connectionStatus = (NetConnectionStatus)inc.ReadByte();
if (connectionStatus == NetConnectionStatus.Disconnected)
{
string denyMessage = inc.ReadString();
new GUIMessageBox("Couldn't connect to server", denyMessage);
connectCanceled = true;
}
break;
default:
Console.WriteLine(inc.ReadString() + " Strange message");
connectCanceled = true;
break;
}
}
catch (Exception e)
{
DebugConsole.ThrowError("Error while connecting to server", e);
break;
}
}
if (reconnectBox != null)
{
reconnectBox.Close(null, null);
reconnectBox = null;
}
if (connectCanceled) yield return CoroutineStatus.Success;
if (client.ConnectionStatus != NetConnectionStatus.Connected)
{
var reconnect = new GUIMessageBox("CONNECTION FAILED", "Failed to connect to server.", new string[] { "Retry", "Cancel" });
DebugConsole.NewMessage("Failed to connect to server - connection status: "+client.ConnectionStatus.ToString(), Color.Orange);
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 != GameMain.GameScreen)
{
GameMain.NetLobbyScreen = new NetLobbyScreen();
GameMain.NetLobbyScreen.Select();
}
connected = true;
}
yield return CoroutineStatus.Success;
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (!connected) return;
if (client.ConnectionStatus == NetConnectionStatus.Disconnected)
{
//GameMain.NetLobbyScreen.RemovePlayer(myID);
if (reconnectBox==null)
{
reconnectBox = new GUIMessageBox("CONNECTION LOST", "You have been disconnected from the server. Reconnecting...", new string[0]);
connected = false;
ConnectToServer(serverIP);
}
return;
}
if (reconnectBox!=null)
{
reconnectBox.Close(null,null);
reconnectBox = null;
}
try
{
CheckServerMessages();
}
catch (Exception e)
{
#if DEBUG
DebugConsole.ThrowError("Error while receiving message from server", e);
#endif
}
reliableChannel.Update(deltaTime);
if (updateTimer > DateTime.Now) return;
if (myCharacter != null)
{
if (myCharacter.IsDead)
{
Character.Controlled = null;
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
}
else if (gameStarted)
{
new NetworkEvent(NetworkEventType.EntityUpdate, myCharacter.ID, true);
}
}
var message = ComposeNetworkEventMessage(true);
if (message != null)
{
ReliableMessage reliableMessage = reliableChannel.CreateMessage();
message.Position = 0;
reliableMessage.InnerMessage.Write(message.ReadBytes(message.LengthBytes));
reliableChannel.SendMessage(reliableMessage, client.ServerConnection);
}
message = ComposeNetworkEventMessage(false);
if (message != null) client.SendMessage(message, NetDeliveryMethod.Unreliable);
//foreach (NetworkEvent networkEvent in NetworkEvent.Events)
//{
// if (networkEvent.IsImportant)
// {
// ReliableMessage reliableMessage = reliableChannel.CreateMessage();
// reliableMessage.InnerMessage.Write((byte)PacketTypes.NetworkEvent);
// if (networkEvent.FillData(reliableMessage.InnerMessage))
// {
// reliableChannel.SendMessage(reliableMessage, client.ServerConnection);
// }
// }
// else
// {
// NetOutgoingMessage message = client.CreateMessage();
// message.Write((byte)PacketTypes.NetworkEvent);
// if (networkEvent.FillData(message))
// {
// client.SendMessage(message, NetDeliveryMethod.Unreliable);
// }
// }
//}
NetworkEvent.Events.Clear();
// 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;
//todo: exception handling
byte packetType = inc.ReadByte();
if (packetType == (byte)PacketTypes.ReliableMessage)
{
if (!reliableChannel.CheckMessage(inc)) continue;
packetType = inc.ReadByte();
}
switch (packetType)
{
case (byte)PacketTypes.StartGame:
if (Screen.Selected == GameMain.GameScreen) continue;
GameMain.ShowLoading(StartGame(inc), false);
break;
case (byte)PacketTypes.EndGame:
string endMessage = inc.ReadString();
CoroutineManager.StartCoroutine(EndGame(endMessage));
break;
case (byte)PacketTypes.PlayerJoined:
Client otherClient = new Client(inc.ReadString(), inc.ReadInt32());
GameMain.NetLobbyScreen.AddPlayer(otherClient.name);
otherClients.Add(otherClient);
AddChatMessage(otherClient.name + " has joined the server", ChatMessageType.Server);
break;
case (byte)PacketTypes.PlayerLeft:
int leavingID = inc.ReadInt32();
AddChatMessage(inc.ReadString(), ChatMessageType.Server);
Client disconnectedClient = otherClients.Find(c => c.ID == leavingID);
if (disconnectedClient != null)
{
otherClients.Remove(disconnectedClient);
GameMain.NetLobbyScreen.RemovePlayer(disconnectedClient.name);
}
if (!gameStarted) return;
List<Character> crew = new List<Character>();
foreach (Character c in Character.CharacterList)
{
if (!c.IsNetworkPlayer || !c.IsHumanoid || c.Info==null) continue;
crew.Add(c);
}
GameMain.GameSession.CrewManager.CreateCrewFrame(crew);
break;
case (byte)PacketTypes.KickedOut:
string msg = inc.ReadString();
new GUIMessageBox("Disconnected from server", msg);
Disconnect();
GameMain.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.ReadMessage(inc);
break;
case (byte)PacketTypes.UpdateNetLobby:
if (gameStarted) continue;
GameMain.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;
case (byte)PacketTypes.ResendRequest:
reliableChannel.HandleResendRequest(inc);
break;
case (byte)PacketTypes.LatestMessageID:
reliableChannel.HandleLatestMessageID(inc);
break;
case (byte)PacketTypes.VoteStatus:
Voting.ReadData(inc);
break;
}
}
}
private IEnumerable<object> StartGame(NetIncomingMessage inc)
{
if (this.Character != null) Character.Remove();
int seed = inc.ReadInt32();
string levelSeed = inc.ReadString();
string mapName = inc.ReadString();
string mapHash = inc.ReadString();
string modeName = inc.ReadString();
GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
if (gameMode == null)
{
DebugConsole.ThrowError("Game mode ''" + modeName + "'' not found!");
yield return CoroutineStatus.Success;
}
if (!GameMain.NetLobbyScreen.TrySelectSub(mapName, mapHash))
{
yield return CoroutineStatus.Success;
}
yield return CoroutineStatus.Running;
Rand.SetSyncedSeed(seed);
//int gameModeIndex = inc.ReadInt32();
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode);
yield return CoroutineStatus.Running;
GameMain.GameSession.StartShift(levelSeed);
yield return CoroutineStatus.Running;
//myCharacter = ReadCharacterData(inc);
//Character.Controlled = myCharacter;
List<Character> crew = new List<Character>();
int count = inc.ReadByte();
for (int n = 0; n < count; n++)
{
int id = inc.ReadInt32();
Character newCharacter = ReadCharacterData(inc, id == myID);
crew.Add(newCharacter);
yield return CoroutineStatus.Running;
}
gameStarted = true;
GameMain.GameScreen.Select();
AddChatMessage("Press TAB to chat", ChatMessageType.Server);
GameMain.GameSession.CrewManager.CreateCrewFrame(crew);
yield return CoroutineStatus.Success;
}
public IEnumerable<object> EndGame(string endMessage)
{
var messageBox = new GUIMessageBox("The round has ended", endMessage, 400, 300);
if (!gameStarted) yield return CoroutineStatus.Success;
gameStarted = false;
Character.Controlled = null;
GameMain.LightManager.LosEnabled = false;
float endPreviewLength = 10.0f;
DateTime endTime = DateTime.Now + new TimeSpan(0,0,0,0,(int)(1000.0f*endPreviewLength));
float secondsLeft = endPreviewLength;
do
{
secondsLeft = (float)(endTime - DateTime.Now).TotalSeconds;
float camAngle = (float)((DateTime.Now - endTime).TotalSeconds / endPreviewLength) * MathHelper.TwoPi;
Vector2 offset = (new Vector2(
(float)Math.Cos(camAngle) * (Submarine.Borders.Width / 2.0f),
(float)Math.Sin(camAngle) * (Submarine.Borders.Height / 2.0f)));
GameMain.GameScreen.Cam.TargetPos = offset * 0.8f;
//Game1.GameScreen.Cam.MoveCamera((float)deltaTime);
messageBox.Text = endMessage + "\nReturning to lobby in " + (int)secondsLeft + " s";
yield return CoroutineStatus.Running;
} while (secondsLeft > 0.0f);
messageBox.Close(null,null);
Submarine.Unload();
GameMain.NetLobbyScreen.Select();
if (GameMain.GameSession!=null) GameMain.GameSession.EndShift("");
myCharacter = null;
foreach (Client c in otherClients)
{
c.Character = null;
}
yield return CoroutineStatus.Success;
}
public override void Draw(Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch)
{
base.Draw(spriteBatch);
if (!GameMain.DebugDraw) return;
int width = 200, height = 300;
int x = GameMain.GraphicsWidth - width, y = (int)(GameMain.GraphicsHeight * 0.3f);
GUI.DrawRectangle(spriteBatch, new Rectangle(x, y, width, height), Color.Black * 0.7f, true);
spriteBatch.DrawString(GUI.Font, "Network statistics:", new Vector2(x + 10, y + 10), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + client.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + client.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + client.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + client.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
}
public override void Disconnect()
{
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.PlayerLeft);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
client.Shutdown("");
GameMain.NetworkMember = null;
}
public void Vote(VoteType voteType, object userData)
{
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.Vote);
msg.Write((byte)voteType);
switch (voteType)
{
case VoteType.Sub:
msg.Write(((Submarine)userData).Name);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
break;
case VoteType.Mode:
msg.Write(((GameModePreset)userData).Name);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
break;
}
}
public bool SpectateClicked(GUIButton button, object userData)
{
NetOutgoingMessage msg = client.CreateMessage();
msg.Write((byte)PacketTypes.SpectateRequest);
client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
if (button != null) button.Enabled = false;
return false;
}
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((byte)characterInfo.HeadSpriteId);
var jobPreferences = GameMain.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, bool isMyCharacter)
{
string newName = inc.ReadString();
ushort ID = inc.ReadUInt16();
bool isFemale = inc.ReadBoolean();
int headSpriteID = inc.ReadByte();
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, !isMyCharacter) :
new Character(ch, closestWaypoint, !isMyCharacter);
character.ID = ID;
character.GiveJobItems(closestWaypoint);
if (isMyCharacter)
{
myCharacter = character;
Character.Controlled = character;
}
return character;
}
public override void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Default)
{
//AddChatMessage(message);
if (client.ServerConnection == null) return;
type = (gameStarted && myCharacter != null && myCharacter.IsDead) ? ChatMessageType.Dead : ChatMessageType.Default;
ReliableMessage msg = reliableChannel.CreateMessage();
msg.InnerMessage.Write((byte)PacketTypes.Chatmessage);
msg.InnerMessage.Write((byte)type);
msg.InnerMessage.Write(message);
reliableChannel.SendMessage(msg, client.ServerConnection);
}
/// <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.EntityUpdate);
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.ComponentUpdate);
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);
}
client.SendMessage(msg, (Rand.Int(2)==0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable);
}
}
}