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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. namespace Multiplayer
  6. {
  7. public class LoginManager
  8. {
  9. private ServerManager ServerManager;
  10. public LoginManager(ServerManager ServerManager)
  11. {
  12. this.ServerManager = ServerManager;
  13. RegisterHandles();
  14. }
  15. public void RegisterHandles()
  16. {
  17. ServerManager.Server.RegisterHandler(LoginMsgID.Name, OnPlayerLogin);
  18. ServerManager.Server.RegisterHandler(MsgType.Connect, OnConnect);
  19. ServerManager.Server.RegisterHandler(MsgType.Disconnect, OnDisconnect);
  20. ServerManager.Server.RegisterHandler(PlayerMsgID.GameStart, ClientStartsGame);
  21. }
  22. //Called when a player logs in
  23. public void OnPlayerLogin(NetworkMessage msg)
  24. {
  25. StringMsg stringMsg;
  26. if (!Utility.ReadMessage<StringMsg>(msg, out stringMsg))
  27. return;
  28. Debug.Log("Player login: " + stringMsg.String);
  29. if (ServerManager.AllPlayers.ContainsKey(stringMsg.ID))
  30. {
  31. Debug.Log(stringMsg.String + " already logged in");
  32. return;
  33. }
  34. Player newPlayer = new Player(msg.conn, stringMsg.String);
  35. ServerManager.AllPlayers.Add(newPlayer.ID, newPlayer);
  36. }
  37. private void OnConnect(NetworkMessage msg)
  38. {
  39. Debug.Log("New Connection: \n Address: " + msg.conn.address + "\n ID: " + msg.conn.connectionId);
  40. msg.conn.Send(LoginMsgID.QueryName, new PlayerMsg((byte)msg.conn.connectionId));
  41. }
  42. private void OnDisconnect(NetworkMessage msg)
  43. {
  44. if (ServerManager.AllPlayers.ContainsKey(msg.conn.connectionId))
  45. {
  46. Debug.Log(ServerManager.AllPlayers[msg.conn.connectionId].Name + "has disconnected.");
  47. ServerManager.AllPlayers.Remove(msg.conn.connectionId);
  48. }
  49. else
  50. Debug.Log("Unkown player has disconnected.");
  51. }
  52. private void ClientStartsGame(NetworkMessage msg)
  53. {
  54. StartGame();
  55. }
  56. private void StartGame()
  57. {
  58. foreach (Player player in ServerManager.AllPlayers.Values)
  59. player.Connection.Send(PlayerMsgID.GameStart, new PlayerMsg(player.ID));
  60. }
  61. private void GoToLobby()
  62. {
  63. foreach(Player player in ServerManager.AllPlayers.Values)
  64. player.Connection.Send(PlayerMsgID.Lobby, new PlayerMsg(player.ID));
  65. }
  66. }
  67. }