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- using System.Collections;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.Networking;
-
- namespace Networking.Server
- {
-
- [CreateAssetMenu(menuName = "Major Project/Networking/ClientList", order = 150)]
- public class ConnectionHandler : ScriptableObject
- {
-
-
- #region Public Variables
- /// <summary>
- /// All Clients which are Currently Connected;
- /// </summary>
- public List<ClientData> ConnectedClients;
-
-
- /// <summary>
- /// Clients which connected at one point but no longer are
- /// Usefull if a client needs to reconnect
- /// </summary>
- public List<ClientData> DisconnectedClients;
- #endregion Public Variables
-
- #region Private Variables
- public NetworkServerSimple server;
- #endregion Private Variables
-
-
-
-
- /// <summary>
- /// Clears the lists
- /// </summary>
- public void Reset()
- {
- ConnectedClients = new List<ClientData>();
- DisconnectedClients = new List<ClientData>();
- }
-
- /// <summary>
- /// Resets the client list + registers handlers with the server
- /// </summary>
- /// <param name="serverObject">Server to register handlers with</param>
- public void SetUp(ServerObject serverObject)
- {
- this.server = serverObject.server;
- Reset();
-
- server.RegisterHandler(MsgType.Connect, OnClientConnect);
- server.RegisterHandler(MsgType.Disconnect, OnClientDisconnect);
- server.RegisterHandler(LoginProtocols.SendingLoginDetails, OnClientLogin);
- }
-
- public void OnClientConnect(NetworkMessage msg)
- {
- if (ConnectedClients.Any(p => p.ID == msg.channelId))
- {
- Debug.LogError("Client[" + msg.channelId + "] already connected");
- msg.conn.Send(LoginProtocols.LoginFail, new LoginProtocols.EmptyMsg());
- return;
- }
-
- msg.conn.Send(LoginProtocols.RequestLoginDetails, new LoginProtocols.EmptyMsg());
- }
-
- public void OnClientDisconnect(NetworkMessage msg)
- {
- if (!ConnectedClients.Any(p => p.ID == msg.conn.connectionId))
- {
- Debug.LogError("Unknown client disconnect [" + msg.conn.connectionId + "]");
- return;
- }
-
- ClientData client = ConnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId);
- ConnectedClients.Remove(client);
- DisconnectedClients.Add(client);
-
- Debug.Log("Disconnected: " + client.Name);
- }
-
- public void OnClientLogin(NetworkMessage msg)
- {
- LoginProtocols.LoginMsg loginMsg;
- if (!msg.TryRead(out loginMsg))
- {
- Debug.Log("Recieved unknown message from client");
- msg.conn.Send(LoginProtocols.LoginFail, new LoginProtocols.EmptyMsg());
- return;
- }
-
- if (ConnectedClients.Any(p => p.ID == msg.channelId))
- {
- Debug.LogError("Client[" + msg.channelId + "] already connected");
- msg.conn.Send(LoginProtocols.LoginFail, new LoginProtocols.EmptyMsg());
- return;
- }
-
- ClientData newClient = DisconnectedClients.FirstOrDefault(p => p.ID == msg.conn.connectionId);
- if (newClient != default)
- {
- Debug.Log("Reconnection: " + loginMsg.Name + ((loginMsg.Name != newClient.Name) ? (" (Prev. " + newClient.Name +")") : ""));
- DisconnectedClients.Remove(newClient);
- }
- else
- {
- Debug.Log("new Connection: " + loginMsg.Name);
- newClient = new ClientData();
-
- }
-
- newClient.Color = loginMsg.Color;
- newClient.Name = loginMsg.Name;
- newClient.conn = msg.conn;
-
- ConnectedClients.Add(newClient);
-
- newClient.conn.Send(LoginProtocols.LoginSuccess, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color));
- }
-
-
-
- }
-
- [System.Serializable]
- public class ClientData
- {
- /// <summary>
- /// Client Name
- /// </summary>
- public string Name;
-
- /// <summary>
- /// Color which represents player, picked by player
- /// </summary>
- public Color Color;
-
- /// <summary>
- /// Clients Current Score
- /// </summary>
- public int Score;
-
- /// <summary>
- /// Network connection ID
- /// </summary>
- public int ID { get { return (conn != null) ? conn.connectionId : -1; }}
-
- /// <summary>
- /// Connection to Client
- /// </summary>
- public NetworkConnection conn;
-
-
- }
- }
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