Files
LuaCsForBarotraumaEP/Subsurface/Networking/GameServer.cs

514 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using Lidgren.Network;
using Microsoft.Xna.Framework;
namespace Subsurface.Networking
{
class GameServer : NetworkMember
{
// Server object
NetServer Server;
// Configuration object
NetPeerConfiguration Config;
public List<Client> connectedClients = new List<Client>();
//NetIncomingMessage inc;
const int sparseUpdateInterval = 150;
int sparseUpdateTimer;
Client myClient;
public GameServer()
{
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 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) ReadMessage(inc);
// if 30ms has passed
if ((updateTimer) < DateTime.Now)
{
if (Server.ConnectionsCount > 0)
{
if (sparseUpdateTimer <= 0) SparseUpdate();
SendNetworkEvents();
}
sparseUpdateTimer -= 1;
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");
Client newClient = new Client();
newClient.version = inc.ReadString();
newClient.name = inc.ReadString();
newClient.Connection = inc.SenderConnection;
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
{
Game1.NetLobbyScreen.AddPlayer(sender.name);
// Notify the client that they have logged in
outmsg = Server.CreateMessage();
outmsg.Write((byte)PacketTypes.LoggedIn);
//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);
}
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);
//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);
}
}
sparseUpdateTimer = 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);
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;
Game1.random = new Random(seed);
Map selectedMap = Game1.NetLobbyScreen.SelectedMap as Map;
selectedMap.Load();
Game1.GameSession = new GameSession("", false, Game1.NetLobbyScreen.GameDuration, Game1.NetLobbyScreen.SelectedMode);
Game1.GameSession.StartShift(1);
//EventManager.SelectEvent(Game1.netLobbyScreen.SelectedEvent);
foreach (Client client in connectedClients)
{
client.inGame = true;
WayPoint spawnPoint = WayPoint.GetRandom(WayPoint.SpawnType.Human);
if (client.characterInfo==null)
{
client.characterInfo = new CharacterInfo("Content/Characters/Human/human.xml", client.name);
}
client.character = new Character(client.characterInfo, (spawnPoint == null) ? Vector2.Zero : spawnPoint.SimPosition, true);
}
if (myClient != null)
{
WayPoint spawnPoint = WayPoint.GetRandom(WayPoint.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.SelectedMap.Name);
msg.Write(Game1.NetLobbyScreen.SelectedMap.MapHash.MD5Hash);
msg.Write(Game1.NetLobbyScreen.GameDuration.TotalMinutes);
WriteCharacterData(msg, client.name, client.character);
msg.Write((myClient == null) ? connectedClients.Count - 1 : connectedClients.Count);
foreach (Client otherClient in connectedClients)
{
if (otherClient == client) continue;
WriteCharacterData(msg, otherClient.name, otherClient.character);
}
if (myClient!=null)
{
WriteCharacterData(msg, myClient.name, myClient.character);
}
Server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered, 0);
}
gameStarted = true;
Game1.GameScreen.Cam.TargetPos = Vector2.Zero;
Game1.GameScreen.Select();
return true;
}
public void EndGame(string endMessage)
{
Map.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.name);
outmsg.Write(msg);
Game1.NetLobbyScreen.RemovePlayer(client.name);
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 void SendChatMessage(string message, ChatMessageType type = ChatMessageType.Server)
{
AddChatMessage(message, type);
NetOutgoingMessage msg = Server.CreateMessage();
msg.Write((byte)PacketTypes.Chatmessage);
msg.Write((byte)type);
msg.Write(message);
if (Server.Connections.Count == 0) return;
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;
foreach (Client c in connectedClients)
{
if (c.Connection != message.SenderConnection) continue;
c.characterInfo = new CharacterInfo("Content/Characters/Human/human.xml", name, gender);
}
}
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.SimPosition.X);
message.Write(character.SimPosition.Y);
}
}
class Client
{
public string name;
public Character character;
public CharacterInfo characterInfo;
public NetConnection Connection { get; set; }
public string version;
public bool inGame;
}
}