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