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Started Server Code

Josh_Dev_branch
JoshuaReason 5 years ago
parent
commit
b65569860b
16 changed files with 594 additions and 2 deletions
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      Assets/Scenes/Networking Test Scenes/ServerScene.unity
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      Assets/Scripts/Networking/Core/Protocols/LoginProtocols.cs
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      Assets/Scripts/Networking/Server/ClientData.cs
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      Assets/Scripts/Networking/Server/ServerManager.cs
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Assets/Scripts/Networking/Core/Protocols/LoginProtocols.cs View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class LoginProtocols
{
public const short RequestLoginDetails = 100;
public const short SendingLoginDetails = 101;
public class EmptyMsg : MessageBase { }
public class LoginMsg : MessageBase
{
public string Name;
public Color Color;
public LoginMsg (string Name, Color Color)
{
this.Name = Name;
this.Color = Color;
}
public override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(Name);
writer.Write(Color);
}
public override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
Name = reader.ReadString();
Color = reader.ReadColor();
}
}
}

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Assets/Scripts/Networking/Server/ClientData.cs View File

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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);
}
public void OnClientConnect(NetworkMessage msg)
{
if (ConnectedClients.Any(p => p.ID == msg.channelId))
{
Debug.LogError("Client[" + msg.channelId + "] already connected");
return;
}
msg.conn.Send(LoginProtocols.RequestLoginDetails,new LoginProtocols.EmptyMsg());
}
}
[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;
/// <summary>
/// Connection to Client
/// </summary>
public NetworkConnection conn;
}
}

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+ 6
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Assets/Scripts/Networking/Server/ServerManager.cs View File

@ -15,10 +15,14 @@ namespace Networking.Server
[Header("Server Settings")]
[SerializeField]
private int Port;
private bool startServerOnAwake;
[SerializeField]
private bool StartServerOnAwake;
[Header("References")]
[SerializeField]
private ServerObject Server;
#endregion Inspector Fields
private NetworkServerSimple server;

+ 46
- 0
Assets/Scripts/Networking/Server/ServerObject.cs View File

@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Networking.Server {
[CreateAssetMenu(menuName = "Major Project/Networking/ClientList", order = 150)]
public class ServerObject : ScriptableObject
{
#region Inspector Fields
[Header("Server Settings")]
[SerializeField]
private int Port;
[Header("References")]
[SerializeField]
private ConnectionHandler LoginHandler;
#endregion Inspector Fields
#region ReadOnly Variables
public NetworkServerSimple server { get; private set;}
#endregion ReadOnly Variables
public void StartServer(int port)
{
Debug.Log("Starting Server on " + port);
server = new NetworkServerSimple();
LoginHandler.SetUp(this);
server.Listen(port);
}
}
}

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