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Connected cLients are visible to all other clients + Login UI updates

Josh_Dev_branch
Joshua Reason 4 years ago
parent
commit
e671902d0d
16 changed files with 257 additions and 13 deletions
  1. +3
    -0
      Assets/Data/Networking/Client/Realtime/ConnectClients.asset
  2. +8
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      Assets/Data/Networking/Client/Realtime/ConnectClients.asset.meta
  3. +2
    -2
      Assets/Data/Networking/Client/Realtime/LocalClient.asset
  4. +2
    -2
      Assets/Data/Networking/Server/Realtime/ClientList.asset
  5. +2
    -2
      Assets/Scenes/Client Scenes/LoginScreen.unity
  6. +35
    -0
      Assets/Scripts/Block.cs
  7. +8
    -0
      Assets/Scripts/Character.meta
  8. +10
    -0
      Assets/Scripts/Character/CharacterData.cs
  9. +11
    -0
      Assets/Scripts/Character/CharacterData.cs.meta
  10. +8
    -0
      Assets/Scripts/Components.meta
  11. +6
    -0
      Assets/Scripts/Networking/Client/ClientObject.cs
  12. +102
    -0
      Assets/Scripts/Networking/Client/ConnectedClients.cs
  13. +11
    -0
      Assets/Scripts/Networking/Client/ConnectedClients.cs.meta
  14. +2
    -0
      Assets/Scripts/Networking/Core/Protocols/LoginProtocols.cs
  15. +29
    -0
      Assets/Scripts/Networking/Server/ClientList.cs
  16. +18
    -7
      Assets/Scripts/animalSelection.cs

+ 3
- 0
Assets/Data/Networking/Client/Realtime/ConnectClients.asset View File

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Assets/Data/Networking/Client/Realtime/ConnectClients.asset.meta View File

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Assets/Data/Networking/Client/Realtime/LocalClient.asset View File

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Assets/Data/Networking/Server/Realtime/ClientList.asset View File

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+ 2
- 2
Assets/Scenes/Client Scenes/LoginScreen.unity View File

@ -1,3 +1,3 @@
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+ 35
- 0
Assets/Scripts/Block.cs View File

@ -50,8 +50,42 @@ public class Block : MonoBehaviour
//checks if there is no block above this one and that this is tagged as walkable
return (is_Walkable && !isBlockAtPosition(position + Vector3.up, 1, layerMask));
}
/// <summary>
/// Is called after all players have taken one move
///
/// Should be implemented by a derived class
/// </summary>
public virtual void OnPlayersMoved()
{
}
/// <summary>
/// Is called when a player moves onto this block
///
/// Should be implemented by a derived class
/// </summary>
/// <param name="player">Player which moved on to block</param>
public virtual void OnWalkedOnByPlayer(PlayerData player)
{
}
/// <summary>
/// Called after all players have finished all their moves
///
/// Should be implemented by a derived class
/// </summary>
public virtual void OnRoundEnd()
{
}
#endregion Public Functions
#region Editor Functions
private void OnDrawGizmos()
{
if (!isSpawnable)
@ -74,6 +108,7 @@ public class Block : MonoBehaviour
DebugExtensions.DrawCube(earPosition - Perp * 0.3f, earScale, Color.magenta, 0);
}
#endregion Editor Functions
#region Static Functions

+ 8
- 0
Assets/Scripts/Character.meta View File

@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
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+ 10
- 0
Assets/Scripts/Character/CharacterData.cs View File

@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
public class CharacterData
{
public Character Character;
public ClientData Client;
}

+ 11
- 0
Assets/Scripts/Character/CharacterData.cs.meta View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
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+ 8
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Assets/Scripts/Components.meta View File

@ -0,0 +1,8 @@
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+ 6
- 0
Assets/Scripts/Networking/Client/ClientObject.cs View File

@ -49,6 +49,10 @@ namespace Networking.Client
[Tooltip("Current Score in Round")]
public float RoundScore;
[SerializeField]
[Tooltip("A list of all connected clients")]
public ConnectedClients ConnectedClients;
#endregion Inspector Fields
@ -66,6 +70,8 @@ namespace Networking.Client
client = new NetworkClient();
client.Configure(TransportConfigure.CreateConfigure(), 1);
ConnectedClients.SetUp(this);
client.Connect(serverAddress, port);
Inventory.Reset();

+ 102
- 0
Assets/Scripts/Networking/Client/ConnectedClients.cs View File

@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Networking;
using Networking;
namespace Networking.Client
{
[CreateAssetMenu(menuName = "Major Project/Networking/Client/OtherClientsList", order = 150)]
public class ConnectedClients : ScriptableObject
{
#if UNITY_EDITOR
[SerializeField]
[Multiline]
private string DevNotes;
#endif
/// <summary>
/// All Clients which are Currently Connected;
/// </summary>
[SerializeField]
public List<ClientData> AllClients;
/// <summary>
/// Called when a client connects or disconnet
/// </summary>
public System.Action<List<ClientData>> OnClientsChange;
public void SetUp(ClientObject client)
{
Reset();
client.client.RegisterHandler(LoginProtocols.OtherClientConnected, OnClientConnect);
client.client.RegisterHandler(LoginProtocols.OtherClientDisconnected, OnClientDisconnect);
}
public void Reset()
{
AllClients = new List<ClientData>();
OnClientsChange?.Invoke(AllClients);
}
public void OnClientConnect(NetworkMessage msg)
{
LoginProtocols.LoginMsg loginMsg;
if (!msg.TryRead(out loginMsg))
return;
AllClients.Add(new ClientData(loginMsg));
OnClientsChange?.Invoke(AllClients);
}
public void OnClientDisconnect(NetworkMessage msg)
{
LoginProtocols.LoginMsg loginMsg;
if (!msg.TryRead(out loginMsg))
return;
AllClients.RemoveAll(p => (p.Name == loginMsg.Name) && (p.Color == loginMsg.Color) && (p.characterAnimal == loginMsg.Animal));
OnClientsChange?.Invoke(AllClients);
}
}
[System.Serializable]
public class ClientData
{
/// <summary>
/// Client Name
/// </summary>
public string Name;
/// <summary>
/// Color which represents player, picked by player
/// </summary>
public Color Color;
/// <summary>
/// Clients character animal - needed for instantiation
/// </summary>
public string characterAnimal = "Bear";
public ClientData(LoginProtocols.LoginMsg msg)
{
this.Name = msg.Name;
this.Color = msg.Color;
this.characterAnimal = msg.Animal;
}
}
}

+ 11
- 0
Assets/Scripts/Networking/Client/ConnectedClients.cs.meta View File

@ -0,0 +1,11 @@
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serializedVersion: 2
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+ 2
- 0
Assets/Scripts/Networking/Core/Protocols/LoginProtocols.cs View File

@ -11,6 +11,8 @@ public class LoginProtocols
public const short DetailSucess = 105;
public const short LoginFail = 103;
public const short SceneChange = 104;
public const short OtherClientConnected = 105;
public const short OtherClientDisconnected = 106;
public class EmptyMsg : MessageBase { }

+ 29
- 0
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -11,6 +11,14 @@ namespace Networking.Server
public class ClientList : ScriptableObject, IEnumerable<ClientData>
{
#if UNITY_EDITOR
[SerializeField]
[Multiline]
private string DevNotes;
#endif
[SerializeField]
private Inventory StartInventory;
@ -28,6 +36,8 @@ namespace Networking.Server
public List<ClientData> DisconnectedClients;
private List<NetworkConnection> PotentialClients = new List<NetworkConnection>();
/// <summary>
/// Called when a client connects or disconnet
/// </summary>
@ -48,6 +58,7 @@ namespace Networking.Server
{
ConnectedClients = new List<ClientData>();
DisconnectedClients = new List<ClientData>();
PotentialClients = new List<NetworkConnection>();
}
/// <summary>
@ -73,11 +84,18 @@ namespace Networking.Server
return;
}
if (!PotentialClients.Contains(msg.conn))
PotentialClients.Add(msg.conn);
msg.conn.Send(LoginProtocols.RequestLoginDetails, new LoginProtocols.EmptyMsg());
ConnectedClients.ForEach(p => msg.conn.Send(LoginProtocols.OtherClientConnected, new LoginProtocols.LoginMsg(p.Name, p.Color, p.characterAnimal)));
}
public void OnClientDisconnect(NetworkMessage msg)
{
PotentialClients.RemoveAll(p => p == msg.conn);
if (!ConnectedClients.Any(p => p.ID == msg.conn.connectionId))
{
Debug.LogError("Unknown client disconnect [" + msg.conn.connectionId + "]");
@ -88,6 +106,9 @@ namespace Networking.Server
ConnectedClients.Remove(client);
DisconnectedClients.Add(client);
ConnectedClients.ForEach(p => p.conn.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal)));
PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientDisconnected, new LoginProtocols.LoginMsg(client.Name, client.Color, client.characterAnimal)));
Debug.Log("Disconnected: " + client.Name);
OnClientsChange.Invoke(ConnectedClients);
}
@ -127,13 +148,21 @@ namespace Networking.Server
newClient.Name = loginMsg.Name;
newClient.conn = msg.conn;
ConnectedClients.ForEach(p => p.conn.Send(LoginProtocols.OtherClientConnected, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color, newClient.characterAnimal)));
ConnectedClients.Add(newClient);
PotentialClients.RemoveAll(p => p == newClient.conn);
PotentialClients.ForEach(p => p.Send(LoginProtocols.OtherClientConnected, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color, newClient.characterAnimal)));
newClient.conn.Send(LoginProtocols.LoginSuccess, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color, newClient.characterAnimal));
OnClientsChange.Invoke(ConnectedClients);
newClient.SendInventory();
newClient.SendScore();
newClient.ChangeScene("WaitScene");
}
#region IEnumerable Implementation

+ 18
- 7
Assets/Scripts/animalSelection.cs View File

@ -1,24 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Networking.Server;
using Networking.Client;
using UnityEngine.UI;
public class animalSelection : MonoBehaviour
{
public ClientList Clients;
public ConnectedClients Clients;
public List<Toggle> Animals;
void Update()
//change function to react on push from the server
//private void OnEnable()
//{
// Clients.OnClientsChange += UpdateAnimals;
//}
//
//private void OnDisable()
//{
// Clients.OnClientsChange -= UpdateAnimals;
//}
public void Update()
{
if (Clients.ConnectedClients.Count > 0)
if (Clients.AllClients.Count > 0)
{
for (int i = 0; i < Clients.ConnectedClients.Count; i++)
for (int i = 0; i < Clients.AllClients.Count; i++)
{
for (int j = 0; j < Animals.Count; j++)
{
if (Clients.ConnectedClients[i].characterAnimal == Animals[j].name)
if (Clients.AllClients[i].characterAnimal == Animals[j].name)
{
Animals[j].GetComponent<Image>().color = Color.black;
Animals[j].enabled = false;

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