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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Multiplayer
{
public class LoginManager
{
private ServerManager ServerManager;
private bool isGameRunning = false;
public LoginManager(ServerManager ServerManager)
{
this.ServerManager = ServerManager;
RegisterHandles();
}
public void RegisterHandles()
{
ServerManager.Server.RegisterHandler(LoginMsgID.Name, OnPlayerLogin);
ServerManager.Server.RegisterHandler(MsgType.Connect, OnConnect);
ServerManager.Server.RegisterHandler(MsgType.Disconnect, OnDisconnect);
ServerManager.Server.RegisterHandler(PlayerMsgID.GameStart, ClientStartsGame);
ServerManager.Server.RegisterHandler(PlayerMsgID.Lobby, GoToLobby);
ServerManager.Server.RegisterHandler(PlayerMsgID.GameWin, OnGameWin);
ServerManager.Server.RegisterHandler(PlayerMsgID.GameOver, OnGameOver);
ServerManager.Server.RegisterHandler(LoginMsgID.QueryGameRunning, QueryGameState);
}
//Called when a player logs in
public void OnPlayerLogin(NetworkMessage msg)
{
StringMsg stringMsg;
if (!Utility.ReadMessage<StringMsg>(msg, out stringMsg))
return;
Debug.Log("Player login: " + stringMsg.String);
if (ServerManager.AllPlayers.ContainsKey(stringMsg.ID))
{
Debug.Log(stringMsg.String + " already logged in");
return;
}
Player newPlayer = new Player(msg.conn, stringMsg.String);
ServerManager.AllPlayers.Add(newPlayer.ID, newPlayer);
foreach (Player player in ServerManager.AllPlayers.Values)
{
if (!player.Equals(newPlayer))
{
player.Connection.Send(LoginMsgID.RemotePlayerJoin, new PlayerDataMsg(newPlayer.ID, newPlayer.Name, Color.white));
newPlayer.Connection.Send(LoginMsgID.RemotePlayerJoin, new PlayerDataMsg(player.ID, player.Name, Color.white));
}
}
}
private void OnConnect(NetworkMessage msg)
{
Debug.Log("New Connection: \n Address: " + msg.conn.address + "\n ID: " + msg.conn.connectionId);
msg.conn.Send(LoginMsgID.QueryName, new PlayerMsg((byte)msg.conn.connectionId));
}
private void OnDisconnect(NetworkMessage msg)
{
if (ServerManager.AllPlayers.ContainsKey(msg.conn.connectionId))
{
Player leftPlayer = ServerManager.AllPlayers[msg.conn.connectionId];
Debug.Log(ServerManager.AllPlayers[msg.conn.connectionId].Name + "has disconnected.");
ServerManager.AllPlayers.Remove(msg.conn.connectionId);
foreach(Player player in ServerManager.AllPlayers.Values)
{
player.Connection.Send(LoginMsgID.RemotePlayerExit, new PlayerMsg(leftPlayer.ID));
}
}
else
Debug.Log("Unkown player has disconnected.");
}
private void ClientStartsGame(NetworkMessage msg)
{
StartGame();
}
private void StartGame()
{
isGameRunning = true;
foreach (Player player in ServerManager.AllPlayers.Values)
{
player.Connection.Send(LoginMsgID.Seed, new longMsg(player.ID, ServerManager.Seed));
player.Connection.Send(PlayerMsgID.GameStart, new PlayerMsg(player.ID));
}
}
private void OnGameWin(NetworkMessage msg)
{
ServerManager.Seed = System.DateTime.Now.Ticks;
foreach (Player player in ServerManager.AllPlayers.Values)
{
PlayerMsg winMsg = new PlayerMsg(player.ID);
player.Connection.Send(PlayerMsgID.GameWin, winMsg);
}
}
private void OnGameOver(NetworkMessage msg)
{
foreach (Player player in ServerManager.AllPlayers.Values)
{
PlayerMsg winMsg = new PlayerMsg(player.ID);
player.Connection.Send(PlayerMsgID.GameOver, winMsg);
}
}
private void GoToLobby(NetworkMessage msg)
{
isGameRunning = false;
foreach(Player player in ServerManager.AllPlayers.Values)
player.Connection.Send(PlayerMsgID.Lobby, new PlayerMsg(player.ID));
}
private void QueryGameState(NetworkMessage msg)
{
msg.conn.Send(LoginMsgID.QueryGameRunning, new BoolMsg((byte)msg.conn.connectionId, isGameRunning));
}
}
}