1124 lines
42 KiB
C#
1124 lines
42 KiB
C#
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using System;
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using System.Collections.Generic;
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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 RestSharp;
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namespace Subsurface.Networking
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{
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class GameServer : NetworkMember
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{
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public List<Client> connectedClients = new List<Client>();
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//for keeping track of disconnected clients in case the reconnect shortly after
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private List<Client> disconnectedClients = new List<Client>();
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//is the server running
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bool started;
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private NetServer server;
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private NetPeerConfiguration config;
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private TimeSpan SparseUpdateInterval = new TimeSpan(0, 0, 0, 3);
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private DateTime sparseUpdateTimer;
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private TimeSpan refreshMasterInterval = new TimeSpan(0, 0, 40);
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private DateTime refreshMasterTimer;
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private bool masterServerResponded;
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private bool registeredToMaster;
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private string password;
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public GameServer(string name, int port, bool isPublic = false, string password = "", bool attemptUPnP = false, int maxPlayers = 10)
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{
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var endRoundButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 290, 20, 150, 25), "End round", Alignment.TopLeft, GUI.Style, inGameHUD);
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endRoundButton.OnClicked = EndButtonHit;
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this.name = name;
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this.password = password;
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config = new NetPeerConfiguration("subsurface");
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#if DEBUG
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config.SimulatedLoss = 0.2f;
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config.SimulatedMinimumLatency = 0.3f;
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#endif
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config.Port = port;
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Port = port;
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if (attemptUPnP)
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{
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config.EnableUPnP = true;
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}
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config.MaximumConnections = maxPlayers;
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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NetIncomingMessageType.ErrorMessage | NetIncomingMessageType.Error);
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config.EnableMessageType(NetIncomingMessageType.ConnectionApproval);
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CoroutineManager.StartCoroutine(StartServer(isPublic));
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}
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private IEnumerable<object> StartServer(bool isPublic)
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{
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try
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{
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server = new NetServer(config);
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server.Start();
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}
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catch (Exception e)
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{
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DebugConsole.ThrowError("Couldn't start the server", e);
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}
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if (config.EnableUPnP)
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{
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server.UPnP.ForwardPort(config.Port, "subsurface");
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GUIMessageBox upnpBox = new GUIMessageBox("Please wait...", "Attempting UPnP port forwarding", new string[] {"Cancel"} );
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upnpBox.Buttons[0].OnClicked = upnpBox.Close;
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DateTime upnpTimeout = DateTime.Now + new TimeSpan(0,0,5);
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while (server.UPnP.Status == UPnPStatus.Discovering
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&& GUIMessageBox.VisibleBox == upnpBox)// && upnpTimeout>DateTime.Now)
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{
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yield return null;
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}
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upnpBox.Close(null,null);
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if (server.UPnP.Status == UPnPStatus.NotAvailable)
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{
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new GUIMessageBox("Error", "UPnP not available");
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}
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else if (server.UPnP.Status == UPnPStatus.Discovering)
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{
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new GUIMessageBox("Error", "UPnP discovery timed out");
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}
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}
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if (isPublic)
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{
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RegisterToMasterServer();
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}
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updateInterval = new TimeSpan(0, 0, 0, 0, 30);
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DebugConsole.NewMessage("Server started", Color.Green);
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GameMain.NetLobbyScreen.Select();
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started = true;
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yield return CoroutineStatus.Success;
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}
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private void RegisterToMasterServer()
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{
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var client = new RestClient(NetConfig.MasterServerUrl);
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var request = new RestRequest("masterserver.php", Method.GET);
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request.AddParameter("action", "addserver");
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request.AddParameter("servername", name);
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request.AddParameter("serverport", Port);
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request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections));
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request.AddParameter("password", string.IsNullOrWhiteSpace(password) ? 0 : 1);
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// execute the request
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RestResponse response = (RestResponse)client.Execute(request);
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if (response.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.ThrowError("Error while connecting to master server (" +response.StatusCode+": "+response.StatusDescription+")");
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return;
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}
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if (response!=null && !string.IsNullOrWhiteSpace(response.Content))
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{
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DebugConsole.ThrowError("Error while connecting to master server (" +response.Content+")");
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return;
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}
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registeredToMaster = true;
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refreshMasterTimer = DateTime.Now + refreshMasterInterval;
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}
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private IEnumerable<object> RefreshMaster()
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{
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var client = new RestClient(NetConfig.MasterServerUrl);
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var request = new RestRequest("masterserver.php", Method.GET);
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request.AddParameter("action", "refreshserver");
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request.AddParameter("gamestarted", gameStarted ? 1 : 0);
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request.AddParameter("playercount", PlayerCountToByte(connectedClients.Count, config.MaximumConnections));
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System.Diagnostics.Debug.WriteLine("refreshing master");
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var sw = new Stopwatch();
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sw.Start();
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masterServerResponded = false;
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var restRequestHandle = client.ExecuteAsync(request, response => MasterServerCallBack(response));
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DateTime timeOut = DateTime.Now + new TimeSpan(0, 0, 15);
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while (!masterServerResponded)
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{
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if (DateTime.Now > timeOut)
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{
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restRequestHandle.Abort();
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DebugConsole.ThrowError("Couldn't connect to master server (request timed out)");
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registeredToMaster = false;
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}
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System.Diagnostics.Debug.WriteLine("took "+sw.ElapsedMilliseconds+" ms");
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yield return CoroutineStatus.Running;
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}
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yield return CoroutineStatus.Success;
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}
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private void MasterServerCallBack(IRestResponse response)
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{
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masterServerResponded = true;
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if (response.ErrorException != null)
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{
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DebugConsole.ThrowError("Error while connecting to master server", response.ErrorException);
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registeredToMaster = false;
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return;
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}
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if (response.StatusCode != System.Net.HttpStatusCode.OK)
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{
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DebugConsole.ThrowError("Error while connecting to master server (" + response.StatusCode + ": " + response.StatusDescription + ")");
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registeredToMaster = false;
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return;
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}
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}
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public override void Update(float deltaTime)
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{
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if (!started) return;
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base.Update(deltaTime);
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if (gameStarted)
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{
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if (myCharacter!=null) new NetworkEvent(myCharacter.ID, true);
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inGameHUD.Update((float)Physics.step);
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}
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for (int i = disconnectedClients.Count - 1; i >= 0; i-- )
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{
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disconnectedClients[i].deleteDisconnectedTimer -= deltaTime;
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if (disconnectedClients[i].deleteDisconnectedTimer > 0.0f) continue;
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disconnectedClients.RemoveAt(i);
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}
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NetIncomingMessage inc = server.ReadMessage();
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if (inc != null)
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{
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try
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{
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ReadMessage(inc);
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}
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catch
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{
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}
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}
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// if 30ms has passed
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if (updateTimer < DateTime.Now)
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{
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if (server.ConnectionsCount > 0)
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{
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if (sparseUpdateTimer < DateTime.Now) SparseUpdate();
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SendNetworkEvents();
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}
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updateTimer = DateTime.Now + updateInterval;
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}
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if (registeredToMaster && refreshMasterTimer < DateTime.Now)
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{
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CoroutineManager.StartCoroutine(RefreshMaster());
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refreshMasterTimer = DateTime.Now + refreshMasterInterval;
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}
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}
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private void SparseUpdate()
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{
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foreach (Character c in Character.CharacterList)
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{
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bool isClient = false;
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foreach (Client client in connectedClients)
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{
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if (client.character != c) continue;
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isClient = true;
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break;
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}
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if (!isClient && (c.SimPosition==Vector2.Zero || c.SimPosition.Length() < 300.0f))
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{
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c.LargeUpdateTimer -= 2;
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new NetworkEvent(c.ID, false);
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}
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}
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if (gameStarted) new NetworkEvent(Submarine.Loaded.ID, false);
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sparseUpdateTimer = DateTime.Now + SparseUpdateInterval;
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}
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private void ReadMessage(NetIncomingMessage inc)
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{
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NetOutgoingMessage outmsg;
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switch (inc.MessageType)
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{
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case NetIncomingMessageType.ConnectionApproval:
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HandleConnectionApproval(inc);
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break;
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case NetIncomingMessageType.StatusChanged:
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Debug.WriteLine(inc.SenderConnection + " status changed. " + (NetConnectionStatus)inc.SenderConnection.Status);
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if (inc.SenderConnection.Status == NetConnectionStatus.Connected)
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{
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Client sender = connectedClients.Find(x => x.Connection == inc.SenderConnection);
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if (sender == null) break;
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if (sender.version != GameMain.Version.ToString())
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{
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DisconnectClient(sender, sender.name+" was unable to connect to the server (nonmatching game version)",
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"Subsurface version " + GameMain.Version + " required to connect to the server (Your version: " + sender.version + ")");
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}
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else if (connectedClients.Find(x => x.name == sender.name && x != sender)!=null)
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{
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DisconnectClient(sender, sender.name + " was unable to connect to the server (name already in use)",
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"The name ''"+sender.name+"'' is already in use. Please choose another name.");
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}
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else
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{
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//AssignJobs();
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GameMain.NetLobbyScreen.AddPlayer(sender);
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// Notify the client that they have logged in
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outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.LoggedIn);
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outmsg.Write(sender.ID);
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outmsg.Write(gameStarted);
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//notify the client about other clients already logged in
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outmsg.Write((characterInfo == null) ? connectedClients.Count - 1 : connectedClients.Count);
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foreach (Client c in connectedClients)
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{
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if (c.Connection == inc.SenderConnection) continue;
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outmsg.Write(c.name);
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outmsg.Write(c.ID);
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}
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if (characterInfo != null)
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{
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outmsg.Write(characterInfo.Name);
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outmsg.Write(-1);
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}
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server.SendMessage(outmsg, inc.SenderConnection, NetDeliveryMethod.ReliableUnordered, 0);
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//notify other clients about the new client
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outmsg = server.CreateMessage();
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outmsg.Write((byte)PacketTypes.PlayerJoined);
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outmsg.Write(sender.name);
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outmsg.Write(sender.ID);
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//send the message to everyone except the client who just logged in
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SendMessage(outmsg, NetDeliveryMethod.ReliableUnordered, inc.SenderConnection);
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AddChatMessage(sender.name + " has joined the server", ChatMessageType.Server);
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UpdateNetLobby(null, null);
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}
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}
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else if (inc.SenderConnection.Status == NetConnectionStatus.Disconnected)
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{
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var connectedClient = connectedClients.Find(c => c.Connection == inc.SenderConnection);
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if (connectedClient != null && !disconnectedClients.Contains(connectedClient))
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{
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connectedClient.deleteDisconnectedTimer = NetConfig.DeleteDisconnectedTime;
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disconnectedClients.Add(connectedClient);
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}
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DisconnectClient(inc.SenderConnection);
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}
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break;
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case NetIncomingMessageType.Data:
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switch (inc.ReadByte())
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{
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case (byte)PacketTypes.NetworkEvent:
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if (!gameStarted) break;
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if (!NetworkEvent.ReadData(inc)) break;
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outmsg = server.CreateMessage();
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outmsg.Write(inc);
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List<NetConnection> recipients = new List<NetConnection>();
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foreach (Client client in connectedClients)
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{
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if (client.Connection == inc.SenderConnection) continue;
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if (!client.inGame) continue;
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recipients.Add(client.Connection);
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}
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if (recipients.Count == 0) break;
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server.SendMessage(outmsg, recipients, inc.DeliveryMethod, 0);
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System.Diagnostics.Debug.WriteLine("Sending networkevent (" + outmsg.LengthBytes+" bytes)");
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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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string message = inc.ReadString();
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SendChatMessage(message, messageType);
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break;
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case (byte)PacketTypes.PlayerLeft:
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DisconnectClient(inc.SenderConnection);
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break;
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case (byte)PacketTypes.CharacterInfo:
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ReadCharacterData(inc);
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break;
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}
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break;
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case NetIncomingMessageType.WarningMessage:
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Debug.WriteLine(inc.ReadString());
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break;
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}
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}
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private void HandleConnectionApproval(NetIncomingMessage inc)
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{
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if (inc.ReadByte() != (byte)PacketTypes.Login) return;
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DebugConsole.NewMessage("New player has joined the server", Color.White);
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if (connectedClients.Find(c => c.Connection == inc.SenderConnection)!=null)
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{
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inc.SenderConnection.Deny("Connection error - already joined");
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return;
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}
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int userID;
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string userPassword = "", version = "", packageName = "", packageHash = "", name = "";
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try
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{
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userID = inc.ReadInt32();
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userPassword = inc.ReadString();
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version = inc.ReadString();
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packageName = inc.ReadString();
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packageHash = inc.ReadString();
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name = inc.ReadString();
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}
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catch
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{
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inc.SenderConnection.Deny("Connection error - server failed to read your ConnectionApproval message");
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DebugConsole.NewMessage("Connection error - server failed to read the ConnectionApproval message", Color.Red);
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return;
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}
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#if !DEBUG
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if (userPassword != password)
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{
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inc.SenderConnection.Deny("Wrong password!");
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DebugConsole.NewMessage(name +" couldn't join the server (wrong password)", Color.Red);
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return;
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}
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else if (version != GameMain.Version.ToString())
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{
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inc.SenderConnection.Deny("Subsurface version " + GameMain.Version + " required to connect to the server (Your version: " + version + ")");
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DebugConsole.NewMessage(name + " couldn't join the server (wrong game version)", Color.Red);
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return;
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}
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else if (packageName != GameMain.SelectedPackage.Name)
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{
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inc.SenderConnection.Deny("Your content package (" + packageName + ") doesn't match the server's version (" + GameMain.SelectedPackage.Name + ")");
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DebugConsole.NewMessage(name + " couldn't join the server (wrong content package name)", Color.Red);
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return;
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}
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else if (packageHash != GameMain.SelectedPackage.MD5hash.Hash)
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{
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inc.SenderConnection.Deny("Your content package (MD5: " + packageHash + ") doesn't match the server's version (MD5: " + GameMain.SelectedPackage.MD5hash.Hash + ")");
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DebugConsole.NewMessage(name + " couldn't join the server (wrong content package hash)", Color.Red);
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return;
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}
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else if (connectedClients.Find(c => c.name.ToLower() == name.ToLower() && c.ID!=userID) != null)
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{
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inc.SenderConnection.Deny("The name ''" + name + "'' is already in use. Please choose another name.");
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DebugConsole.NewMessage(name + " couldn't join the server (name already in use)", Color.Red);
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return;
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}
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#endif
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//existing user re-joining
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if (userID > 0)
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{
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Client existingClient = connectedClients.Find(c => c.ID == userID);
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if (existingClient == null)
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{
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existingClient = disconnectedClients.Find(c => c.ID == userID);
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if (existingClient != null)
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{
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disconnectedClients.Remove(existingClient);
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connectedClients.Add(existingClient);
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}
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}
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if (existingClient != null)
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{
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existingClient.Connection = inc.SenderConnection;
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inc.SenderConnection.Approve();
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return;
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}
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}
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userID = Rand.Range(1, 1000000);
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while (connectedClients.Find(c => c.ID == userID) != null)
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{
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userID++;
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}
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Client newClient = new Client(name, userID);
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newClient.Connection = inc.SenderConnection;
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newClient.version = version;
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connectedClients.Add(newClient);
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inc.SenderConnection.Approve();
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}
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private void SendMessage(NetOutgoingMessage msg, NetDeliveryMethod deliveryMethod, NetConnection excludedConnection)
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{
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List<NetConnection> recipients = new List<NetConnection>();
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foreach (Client client in connectedClients)
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{
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if (client.Connection != excludedConnection) recipients.Add(client.Connection);
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}
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if (recipients.Count == 0) return;
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server.SendMessage(msg, recipients, deliveryMethod, 0);
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}
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private void SendNetworkEvents()
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{
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if (NetworkEvent.events.Count == 0) return;
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foreach (NetworkEvent networkEvent in NetworkEvent.events)
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{
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//System.Diagnostics.Debug.WriteLine("networkevent "+networkEvent.ID);
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List<NetConnection> recipients = new List<NetConnection>();
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Entity e = Entity.FindEntityByID(networkEvent.ID);
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if (e == null) continue;
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foreach (Client c in connectedClients)
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{
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if (c.character == null) continue;
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//if (networkEvent.Type == NetworkEventType.UpdateEntity &&
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// Vector2.Distance(e.SimPosition, c.character.SimPosition) > NetConfig.UpdateEntityDistance) continue;
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recipients.Add(c.Connection);
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}
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if (recipients.Count == 0) return;
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NetOutgoingMessage message = server.CreateMessage();
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message.Write((byte)PacketTypes.NetworkEvent);
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//if (!networkEvent.IsClient) continue;
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networkEvent.FillData(message);
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|
|
|
System.Diagnostics.Debug.WriteLine("Sending networkevent " + Entity.FindEntityByID(networkEvent.ID).ToString() + " (" + message.LengthBytes + " bytes)");
|
|
|
|
if (server.ConnectionsCount>0)
|
|
{
|
|
server.SendMessage(message, recipients,
|
|
(networkEvent.IsImportant) ? NetDeliveryMethod.Unreliable : NetDeliveryMethod.ReliableUnordered, 0);
|
|
}
|
|
|
|
}
|
|
NetworkEvent.events.Clear();
|
|
}
|
|
|
|
|
|
public bool StartGameClicked(GUIButton button, object obj)
|
|
{
|
|
Submarine selectedSub = GameMain.NetLobbyScreen.SelectedMap as Submarine;
|
|
|
|
if (selectedSub == null)
|
|
{
|
|
GameMain.NetLobbyScreen.SubList.Flash();
|
|
return false;
|
|
}
|
|
|
|
GameMain.ShowLoading(StartGame(selectedSub));
|
|
|
|
return true;
|
|
}
|
|
|
|
private IEnumerable<object> StartGame(Submarine selectedSub)
|
|
{
|
|
AssignJobs();
|
|
|
|
//selectedMap.Load();
|
|
|
|
int seed = DateTime.Now.Millisecond;
|
|
Rand.SetSyncedSeed(seed);
|
|
GameMain.GameSession = new GameSession(selectedSub, "", GameMain.NetLobbyScreen.SelectedMode);
|
|
GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.GameDuration, GameMain.NetLobbyScreen.LevelSeed);
|
|
|
|
yield return CoroutineStatus.Running;
|
|
|
|
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
|
|
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
client.inGame = true;
|
|
|
|
if (client.characterInfo == null)
|
|
{
|
|
client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
|
|
}
|
|
characterInfos.Add(client.characterInfo);
|
|
|
|
client.characterInfo.Job = new Job(client.assignedJob);
|
|
}
|
|
|
|
if (characterInfo != null)
|
|
{
|
|
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
|
|
characterInfos.Add(characterInfo);
|
|
}
|
|
|
|
List<Character> crew = new List<Character>();
|
|
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]);
|
|
|
|
crew.Add(connectedClients[i].character);
|
|
}
|
|
|
|
if (characterInfo != null)
|
|
{
|
|
myCharacter = new Character(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1]);
|
|
Character.Controlled = myCharacter;
|
|
|
|
myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
|
|
|
|
crew.Add(myCharacter);
|
|
}
|
|
|
|
yield return CoroutineStatus.Running;
|
|
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)PacketTypes.StartGame);
|
|
|
|
msg.Write(seed);
|
|
|
|
msg.Write(GameMain.NetLobbyScreen.LevelSeed);
|
|
|
|
msg.Write(GameMain.NetLobbyScreen.SelectedMap.Name);
|
|
msg.Write(GameMain.NetLobbyScreen.SelectedMap.MD5Hash.Hash);
|
|
|
|
msg.Write(GameMain.NetLobbyScreen.GameDuration.TotalMinutes);
|
|
|
|
msg.Write((myCharacter == null) ? connectedClients.Count : connectedClients.Count + 1);
|
|
foreach (Client client in connectedClients)
|
|
{
|
|
msg.Write(client.ID);
|
|
WriteCharacterData(msg, client.character.Name, client.character);
|
|
}
|
|
|
|
if (myCharacter != null)
|
|
{
|
|
msg.Write(-1);
|
|
WriteCharacterData(msg, myCharacter.Info.Name, Character.Controlled);
|
|
}
|
|
|
|
SendMessage(msg, NetDeliveryMethod.ReliableUnordered, null);
|
|
|
|
yield return CoroutineStatus.Running;
|
|
|
|
gameStarted = true;
|
|
|
|
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
|
|
|
GameMain.GameScreen.Select();
|
|
|
|
CreateCrewFrame(crew);
|
|
|
|
yield return CoroutineStatus.Success;
|
|
|
|
}
|
|
|
|
private bool EndButtonHit(GUIButton button, object obj)
|
|
{
|
|
GameMain.GameSession.gameMode.End("Server admin has ended the round");
|
|
|
|
return true;
|
|
}
|
|
|
|
public IEnumerable<object> EndGame(string endMessage)
|
|
{
|
|
|
|
var messageBox = new GUIMessageBox("The round has ended", endMessage);
|
|
|
|
Character.Controlled = null;
|
|
GameMain.GameScreen.Cam.TargetPos = Vector2.Zero;
|
|
GameMain.LightManager.LosEnabled = false;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
Submarine.Unload();
|
|
|
|
GameMain.NetLobbyScreen.Select();
|
|
|
|
yield return CoroutineStatus.Success;
|
|
|
|
}
|
|
|
|
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.ClearInputs();
|
|
|
|
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);
|
|
|
|
GameMain.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();
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
if (c.name.ToLower() == playerName) KickClient(c);
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void KickClient(Client client)
|
|
{
|
|
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)
|
|
{
|
|
new GUIMessageBox("New traitor", traitor.name + " is the traitor and the target is " + target.name+".");
|
|
|
|
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 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, "Connections: "+server.ConnectionsCount, new Vector2(x + 10, y + 30), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "Received bytes: " + server.Statistics.ReceivedBytes, new Vector2(x + 10, y + 45), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "Received packets: " + server.Statistics.ReceivedPackets, new Vector2(x + 10, y + 60), Color.White);
|
|
|
|
spriteBatch.DrawString(GUI.SmallFont, "Sent bytes: " + server.Statistics.SentBytes, new Vector2(x + 10, y + 75), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "Sent packets: " + server.Statistics.SentPackets, new Vector2(x + 10, y + 90), Color.White);
|
|
|
|
y += 110;
|
|
foreach (Client c in connectedClients)
|
|
{
|
|
spriteBatch.DrawString(GUI.SmallFont, c.name + ":", new Vector2(x + 10, y), Color.White);
|
|
spriteBatch.DrawString(GUI.SmallFont, "- avg roundtrip " + c.Connection.AverageRoundtripTime+" s", new Vector2(x + 20, y + 15), Color.White);
|
|
y += 50;
|
|
|
|
}
|
|
}
|
|
|
|
public bool UpdateNetLobby(object obj)
|
|
{
|
|
return UpdateNetLobby(null, obj);
|
|
}
|
|
|
|
public bool UpdateNetLobby(GUIComponent component, object obj)
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
msg.Write((byte)PacketTypes.UpdateNetLobby);
|
|
GameMain.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 = "";
|
|
Gender gender = Gender.Male;
|
|
int headSpriteId = 0;
|
|
|
|
try
|
|
{
|
|
name = message.ReadString();
|
|
gender = message.ReadBoolean() ? Gender.Male : Gender.Female;
|
|
headSpriteId = message.ReadInt32();
|
|
}
|
|
catch
|
|
{
|
|
name = "";
|
|
gender = Gender.Male;
|
|
headSpriteId = 0;
|
|
}
|
|
|
|
|
|
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(Character.HumanConfigFile, 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 (characterInfo!=null)
|
|
{
|
|
assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])]=1;
|
|
}
|
|
|
|
//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, assign it to random client
|
|
if (forceAssign && preferredClient == null)
|
|
{
|
|
preferredClient = clients[Rand.Int(clients.Count)];
|
|
}
|
|
|
|
return preferredClient;
|
|
}
|
|
|
|
|
|
private byte PlayerCountToByte(int playerCount, int maxPlayers)
|
|
{
|
|
byte byteVal = (byte)playerCount;
|
|
|
|
byteVal |= (byte)((maxPlayers-1) << 4);
|
|
|
|
return byteVal;
|
|
}
|
|
|
|
/// <summary>
|
|
/// sends some random data to the clients
|
|
/// use for debugging purposes
|
|
/// </summary>
|
|
public void SendRandomData()
|
|
{
|
|
NetOutgoingMessage msg = server.CreateMessage();
|
|
switch (Rand.Int(5))
|
|
{
|
|
case 0:
|
|
msg.Write((byte)PacketTypes.NetworkEvent);
|
|
msg.Write((byte)Enum.GetNames(typeof(NetworkEventType)).Length);
|
|
msg.Write(Rand.Int(MapEntity.mapEntityList.Count));
|
|
break;
|
|
case 1:
|
|
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 2:
|
|
msg.Write((byte)Enum.GetNames(typeof(PacketTypes)).Length);
|
|
break;
|
|
case 3:
|
|
msg.Write((byte)PacketTypes.UpdateNetLobby);
|
|
break;
|
|
}
|
|
|
|
int bitCount = Rand.Int(100);
|
|
for (int i = 0; i < bitCount; i++)
|
|
{
|
|
msg.Write((Rand.Int(2) == 0) ? true : false);
|
|
}
|
|
SendMessage(msg, (Rand.Int(2) == 0) ? NetDeliveryMethod.ReliableOrdered : NetDeliveryMethod.Unreliable, null);
|
|
|
|
}
|
|
|
|
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;
|
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public float deleteDisconnectedTimer;
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public Client(string name, int ID)
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{
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this.name = name;
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this.ID = ID;
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jobPreferences = new List<JobPrefab>(JobPrefab.List.GetRange(0,3));
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}
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}
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}
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