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 LoginManager
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{
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private ServerManager ServerManager;
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public LoginManager(ServerManager ServerManager)
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{
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this.ServerManager = ServerManager;
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RegisterHandles();
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}
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public void RegisterHandles()
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{
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ServerManager.Server.RegisterHandler(LoginMsgID.Name, OnPlayerLogin);
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ServerManager.Server.RegisterHandler(MsgType.Connect, OnConnect);
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ServerManager.Server.RegisterHandler(MsgType.Disconnect, OnDisconnect);
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}
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//Called when a player logs in
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public void OnPlayerLogin(NetworkMessage msg)
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{
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StringMsg stringMsg;
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if (!Utility.ReadMessage<StringMsg>(msg, out stringMsg))
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return;
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Debug.Log("Player login: " + stringMsg.String);
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if (ServerManager.AllPlayers.ContainsKey(stringMsg.ID))
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{
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Debug.Log(stringMsg.String + " already logged in");
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return;
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}
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Player newPlayer = new Player(msg.conn, stringMsg.String);
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ServerManager.AllPlayers.Add(newPlayer.ID, newPlayer);
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}
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private void OnConnect(NetworkMessage msg)
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{
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Debug.Log("New Connection: \n Address: " + msg.conn.address + "\n ID: " + msg.conn.connectionId);
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msg.conn.Send(LoginMsgID.QueryName, new PlayerMsg((byte)msg.conn.connectionId));
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}
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private void OnDisconnect(NetworkMessage msg)
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{
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if (ServerManager.AllPlayers.ContainsKey(msg.conn.connectionId))
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{
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Debug.Log(ServerManager.AllPlayers[msg.conn.connectionId].Name + "has disconnected.");
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ServerManager.AllPlayers.Remove(msg.conn.connectionId);
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}
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else
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Debug.Log("Unkown player has disconnected.");
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}
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}
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}
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