MB 5 years ago
parent
commit
fa6784fd62
29 changed files with 1333 additions and 55 deletions
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+ 52
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Assets/Scipts/Multiplayer/Client/ClientLoginManager.cs View File

@ -0,0 +1,52 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Multiplayer
{
public class ClientLoginManager
{
private ClientManager ClientManager;
public ClientLoginManager(ClientManager ClientManager)
{
this.ClientManager = ClientManager;
RegisterHandlers();
}
private void RegisterHandlers()
{
ClientManager.Client.RegisterHandler(MsgType.Connect, OnConnected);
ClientManager.Client.RegisterHandler(MsgType.Disconnect, OnDisconnected);
ClientManager.Client.RegisterHandler(LoginMsgID.QueryName, OnRecieveID);
}
private void OnConnected(NetworkMessage msg)
{
ClientManager.IsConnected = true;
Debug.Log("Successfully connected to server");
}
private void OnDisconnected(NetworkMessage msg)
{
ClientManager.IsConnected = false;
Debug.Log("Disconnected from Server");
}
private void OnRecieveID(NetworkMessage msg)
{
PlayerMsg playerMsg;
if (!Utility.ReadMessage<PlayerMsg>(msg, out playerMsg))
return;
Debug.Log("Recieved ID from server: " + playerMsg.ID);
ClientManager.ID = playerMsg.ID;
ClientManager.SendMessage(LoginMsgID.Name, new StringMsg(ClientManager.ID, ClientManager.Name));
}
}
}

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Assets/Scipts/Multiplayer/Client/ClientLoginManager.cs.meta View File

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+ 23
- 50
Assets/Scipts/Multiplayer/Client/ClientManager.cs View File

@ -6,7 +6,7 @@ using UnityEngine.Networking;
namespace Multiplayer namespace Multiplayer
{ {
public class ClientManager : MonoBehaviour
public class ClientManager : MonoSingleton<ClientManager>
{ {
#region Inspector Variables #region Inspector Variables
@ -21,15 +21,20 @@ namespace Multiplayer
[SerializeField] [SerializeField]
private bool ConnectOnStart = false; private bool ConnectOnStart = false;
[SerializeField]
private string GameSceneName;
public string Name; public string Name;
#endregion #endregion
//Returns if client is current connected to a server //Returns if client is current connected to a server
public bool IsConnected { get; private set; }
public byte ID { get; private set; }
public bool IsConnected;
public byte ID;
//UNET client class which connects to the server; //UNET client class which connects to the server;
private NetworkClient uNetClient;
public NetworkClient Client { get; private set;}
public ClientLoginManager loginManager;
/// <summary> /// <summary>
/// Call to connect client to host /// Call to connect client to host
@ -56,51 +61,15 @@ namespace Multiplayer
Debug.Log("Attempting to connect to: '" + ServerAddress + "' on port : '" + Port + "'"); Debug.Log("Attempting to connect to: '" + ServerAddress + "' on port : '" + Port + "'");
uNetClient = new NetworkClient();
RegisterHandlers(uNetClient);
uNetClient.Configure(ChannelConfig.DefaultTopology());
uNetClient.Connect(ServerAddress, Port);
}
/// <summary>
/// Helper function which sets up all necessary handlers for message types
/// </summary>
/// <param name="client"></param>
private void RegisterHandlers(NetworkClient client)
{
client.RegisterHandler(MsgType.Connect, OnConnected);
client.RegisterHandler(MsgType.Disconnect, OnDisconnected);
client.RegisterHandler(LoginMsgID.QueryName, OnRecieveID);
}
private void OnConnected(NetworkMessage msg)
{
IsConnected = true;
ID = (byte)msg.conn.connectionId;
Debug.Log("Successfully connected to server");
}
private void OnDisconnected(NetworkMessage msg)
{
IsConnected = false;
Debug.Log("Disconnected from Server");
}
private void OnRecieveID(NetworkMessage msg)
{
PlayerMsg playerMsg;
if (!Utility.ReadMessage<PlayerMsg>(msg, out playerMsg))
return;
Debug.Log("Recieved ID from server: " + playerMsg.ID);
Client = new NetworkClient();
loginManager = new ClientLoginManager(this);
ID = playerMsg.ID;
SendMessage(LoginMsgID.Name, new StringMsg(ID, Name));
Client.Configure(ChannelConfig.DefaultTopology());
Client.RegisterHandler(PlayerMsgID.GameStart, StartGame);
Client.Connect(ServerAddress, Port);
} }
/// <summary> /// <summary>
/// Sends message to server /// Sends message to server
/// </summary> /// </summary>
@ -111,12 +80,16 @@ namespace Multiplayer
public void SendMessage(short msgType, MessageBase msg, ServerChannel channel = ServerChannel.Reliable) public void SendMessage(short msgType, MessageBase msg, ServerChannel channel = ServerChannel.Reliable)
{ {
//if client isn't connected add to backlog //if client isn't connected add to backlog
if (IsConnected)
{
if (!IsConnected)
Debug.Log("Player not connected to server"); Debug.Log("Player not connected to server");
}
uNetClient.SendByChannel(msgType, msg, (int)channel);
Debug.Log("Sending message to server");
Client.SendByChannel(msgType, msg, (int)channel);
}
public void StartGame(NetworkMessage msg)
{
UnityEngine.SceneManagement.SceneManager.LoadScene(GameSceneName);
} }
} }
} }

+ 63
- 0
Assets/Scipts/Multiplayer/Client/PlayersManager.cs View File

@ -0,0 +1,63 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Multiplayer
{
public class PlayersManager : MonoSingleton<PlayersManager>
{
public GameObject LocalPlayerPrefab;
public GameObject RemotePlayerPrefab;
public Vector3 mapTop;
public Vector3 mapBot;
private Dictionary<byte, GameObject> RemotePlayers;
private GameObject PlayerObject;
private void Start()
{
OnGameStart();
}
public void OnGameStart()
{
ClientManager.Instance.Client.RegisterHandler(PlayerMsgID.Position, RecievePosition);
InstantaiateLocalPlayer();
}
public void InstantaiateLocalPlayer()
{
Vector3 startPos = new Vector3(Random.Range(mapBot.x, mapTop.x), Random.Range(mapBot.y, mapTop.y), Random.Range(mapBot.z, mapTop.z));
PlayerObject = GameObject.Instantiate(LocalPlayerPrefab);
PlayerObject.transform.position = startPos;
}
public void InstantiateRemotePlayer(byte playerID)
{
RemotePlayers.Add(playerID, Instantiate(RemotePlayerPrefab));
}
public void SendPosition(Vector3 position) {
ClientManager.Instance.SendMessage(PlayerMsgID.Position, new VectorMsg(ClientManager.Instance.ID, position));
}
public void RecievePosition(NetworkMessage msg)
{
VectorMsg vectorMsg;
if (!Utility.ReadMessage<VectorMsg>(msg, out vectorMsg))
return;
if (!RemotePlayers.ContainsKey(vectorMsg.ID))
InstantiateRemotePlayer(vectorMsg.ID);
RemotePlayers[vectorMsg.ID].transform.position = vectorMsg.vector;
}
}
}

+ 11
- 0
Assets/Scipts/Multiplayer/Client/PlayersManager.cs.meta View File

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+ 3
- 0
Assets/Scipts/Multiplayer/Core/PlayerProtocol.cs View File

@ -11,6 +11,9 @@ namespace Multiplayer
{ {
public const short Position = 200; public const short Position = 200;
public const short Rotation = 201; public const short Rotation = 201;
public const short GameStart = 202;
public const short GameWin = 203;
public const short GameOver = 204;
} }
public class PlayerMsg : MessageBase public class PlayerMsg : MessageBase

+ 2
- 2
Assets/Scipts/Multiplayer/Server/Player.cs View File

@ -14,8 +14,8 @@ namespace Multiplayer
public NetworkConnection Connection; public NetworkConnection Connection;
public Vector3 Position { get; private set; }
public Quaternion Rotation { get; private set; }
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public string Name { get; private set; } public string Name { get; private set; }

+ 50
- 0
Assets/Scipts/Multiplayer/Server/PlayerServerManager.cs View File

@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Multiplayer
{
public class PlayerServerManager
{
private ServerManager ServerManager;
public PlayerServerManager(ServerManager ServerManager)
{
this.ServerManager = ServerManager;
RegisterHandlers();
}
private void RegisterHandlers()
{
ServerManager.Server.RegisterHandler(PlayerMsgID.Position, RecievePosition);
}
private void RecievePosition(NetworkMessage msg)
{
VectorMsg vectorMsg;
if (!Utility.ReadMessage<VectorMsg>(msg, out vectorMsg))
return;
if (!ServerManager.AllPlayers.ContainsKey(vectorMsg.ID))
{
Debug.Log("Recieved position from unknown player");
return;
}
Player player = ServerManager.AllPlayers[vectorMsg.ID];
player.Position = vectorMsg.vector;
foreach(Player otherPlayer in ServerManager.AllPlayers.Values)
{
if (otherPlayer.Equals(player))
continue;
otherPlayer.Connection.Send(PlayerMsgID.Position, vectorMsg);
}
}
}
}

+ 11
- 0
Assets/Scipts/Multiplayer/Server/PlayerServerManager.cs.meta View File

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+ 12
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Assets/Scipts/Multiplayer/Server/ServerManager.cs View File

@ -7,7 +7,7 @@ using UnityEngine.Networking;
namespace Multiplayer namespace Multiplayer
{ {
public class ServerManager : MonoBehaviour
public class ServerManager : MonoSingleton<ServerManager>
{ {
[SerializeField] [SerializeField]
@ -21,6 +21,7 @@ namespace Multiplayer
public NetworkServerSimple Server { get; private set; } public NetworkServerSimple Server { get; private set; }
private LoginManager loginManager; private LoginManager loginManager;
private PlayerServerManager playerManager;
@ -46,9 +47,19 @@ namespace Multiplayer
Debug.Log("Starting Server on " + Port); Debug.Log("Starting Server on " + Port);
loginManager = new LoginManager(this); loginManager = new LoginManager(this);
playerManager = new PlayerServerManager(this);
Server.Listen(Port); Server.Listen(Port);
} }
[ContextMenu("Start Game")]
public void StartGame()
{
foreach (Player player in AllPlayers.Values)
{
player.Connection.Send(PlayerMsgID.GameStart, new PlayerMsg(player.ID));
}
}
private void Update() private void Update()
{ {

+ 30
- 0
Assets/Scipts/TestPlayerScript.cs View File

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestPlayerScript : MonoBehaviour {
private Vector3 lastSentPos;
public float moveIncrement = 0.01f;
// Use this for initialization
void Start () {
SendPosition();
}
// Update is called once per frame
void FixedUpdate () {
if (Vector3.Distance(lastSentPos, transform.position) > moveIncrement)
SendPosition();
}
private void SendPosition()
{
lastSentPos = transform.position;
Multiplayer.VectorMsg msg = new Multiplayer.VectorMsg(Multiplayer.ClientManager.Instance.ID, transform.position);
Multiplayer.ClientManager.Instance.SendMessage(Multiplayer.PlayerMsgID.Position, msg);
}
}

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Assets/Scipts/Utility/Singleton.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T>
{
public static T Instance { get; private set; }
[Header("Singleton Settings")]
public bool SetSingletonOnAwake;
public bool isPersistant;
protected virtual void Awake()
{
if (SetSingletonOnAwake)
SetAsSingleton();
}
private void SetAsSingleton()
{
if (Instance != null && Instance != this)
Destroy(this);
else
Instance = (T)this;
if (isPersistant)
DontDestroyOnLoad(transform.root);
}
}
public class Singleton<T> where T : Singleton<T>, new()
{
private static T instance;
public static T Instance
{
get
{
if (instance == null)
instance = new T();
return instance;
}
private set { }
}
}

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