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5 years ago
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. namespace Multiplayer
  6. {
  7. public class PlayerServerManager
  8. {
  9. private ServerManager ServerManager;
  10. public PlayerServerManager(ServerManager ServerManager)
  11. {
  12. this.ServerManager = ServerManager;
  13. RegisterHandlers();
  14. }
  15. private void RegisterHandlers()
  16. {
  17. ServerManager.Server.RegisterHandler(PlayerMsgID.Position, RecievePosition);
  18. ServerManager.Server.RegisterHandler(PlayerMsgID.QueryPosition, QueryPosition);
  19. ServerManager.Server.RegisterHandler(PlayerMsgID.Vegetable, PickUpVeg);
  20. ServerManager.Server.RegisterHandler(PlayerMsgID.GameWin, OnGameWin);
  21. ServerManager.Server.RegisterHandler(PlayerMsgID.GameOver, OnGameOver);
  22. }
  23. private void RecievePosition(NetworkMessage msg)
  24. {
  25. VectorMsg vectorMsg;
  26. if (!Utility.ReadMessage<VectorMsg>(msg, out vectorMsg))
  27. return;
  28. if (!ServerManager.AllPlayers.ContainsKey(vectorMsg.ID))
  29. {
  30. Debug.Log("Recieved position from unknown player");
  31. return;
  32. }
  33. Player player = ServerManager.AllPlayers[vectorMsg.ID];
  34. player.Position = vectorMsg.vector;
  35. foreach(Player otherPlayer in ServerManager.AllPlayers.Values)
  36. {
  37. if (otherPlayer.Equals(player))
  38. continue;
  39. otherPlayer.Connection.Send(PlayerMsgID.Position, vectorMsg);
  40. }
  41. }
  42. private void QueryPosition(NetworkMessage msg)
  43. {
  44. PlayerMsg playerMsg;
  45. if (!Utility.ReadMessage<PlayerMsg>(msg, out playerMsg))
  46. return;
  47. if (!ServerManager.AllPlayers.ContainsKey(playerMsg.ID))
  48. {
  49. Debug.Log("Recieved query from unknown player");
  50. return;
  51. }
  52. Player player = ServerManager.AllPlayers[playerMsg.ID];
  53. foreach (Player otherPlayer in ServerManager.AllPlayers.Values)
  54. {
  55. if (otherPlayer.Equals(player))
  56. continue;
  57. VectorMsg vectorMsg = new VectorMsg(otherPlayer.ID, otherPlayer.Position);
  58. player.Connection.Send(PlayerMsgID.Position, vectorMsg);
  59. }
  60. }
  61. private void OnGameWin(NetworkMessage msg)
  62. {
  63. foreach (Player player in ServerManager.AllPlayers.Values)
  64. {
  65. PlayerMsg winMsg = new PlayerMsg(player.ID);
  66. player.Connection.Send(PlayerMsgID.GameWin, winMsg);
  67. }
  68. }
  69. private void OnGameOver(NetworkMessage msg)
  70. {
  71. foreach (Player player in ServerManager.AllPlayers.Values)
  72. {
  73. PlayerMsg winMsg = new PlayerMsg(player.ID);
  74. player.Connection.Send(PlayerMsgID.GameOver, winMsg);
  75. }
  76. }
  77. private void PickUpVeg(NetworkMessage msg)
  78. {
  79. VegMsg vegMsg;
  80. if (!Utility.ReadMessage<VegMsg>(msg, out vegMsg))
  81. return;
  82. if (!ServerManager.AllPlayers.ContainsKey(vegMsg.ID))
  83. {
  84. Debug.Log("Recieved Veg from unknown player");
  85. return;
  86. }
  87. Player player = ServerManager.AllPlayers[vegMsg.ID];
  88. foreach (Player otherPlayer in ServerManager.AllPlayers.Values)
  89. {
  90. if (otherPlayer.Equals(player))
  91. continue;
  92. otherPlayer.Connection.Send(PlayerMsgID.Vegetable, vegMsg);
  93. }
  94. }
  95. }
  96. }