Browse Source

Clients wait for other Clients.

Inventory is sent from server
Josh_Dev_branch
SWIN\jreason 5 years ago
parent
commit
e9d51aa805
27 changed files with 1927 additions and 72 deletions
  1. +3
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  14. +18
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  15. +0
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  16. +6
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  17. +32
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  18. +51
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  19. +30
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  20. +5
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  21. +21
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  22. +0
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  23. +3
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  24. +10
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  25. +23
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  26. +3
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Assets/Scripts/Components.meta → Assets/Scenes/Client Scenes/WaitScene.unity.meta View File

@ -1,6 +1,5 @@
fileFormatVersion: 2
guid: 8d7394d70ec233849a60a26da5f23b75
folderAsset: yes
guid: 7eeb5938951e02c46a6126f0d95aacd5
DefaultImporter:
externalObjects: {}
userData:

+ 18
- 1
Assets/Scripts/Inventory.cs View File

@ -12,6 +12,8 @@ public class Inventory : ScriptableObject
[SerializeField]
protected List<Data> _bagItems = new List<Data>();
public System.Action OnItemsUpdated;
public void Add(LogicBlock element,int count = 1, bool isInfinit = false)
{
@ -35,6 +37,8 @@ public class Inventory : ScriptableObject
}
else
_bagItems.Add(data);
OnItemsUpdated?.Invoke();
}
public void Remove(LogicBlock element) {
@ -46,6 +50,20 @@ public class Inventory : ScriptableObject
if (!data.isInfinit)
data.Count--;
OnItemsUpdated?.Invoke();
}
public void Reset()
{
_bagItems = new List<Data>();
OnItemsUpdated = null;
}
public void SetItems(Data[] bagItems)
{
_bagItems = new List<Data>(bagItems);
OnItemsUpdated?.Invoke();
}
public static Inventory Clone(Inventory copy)
@ -57,7 +75,6 @@ public class Inventory : ScriptableObject
}
[System.Serializable]
public class Data
{

+ 0
- 4
Assets/Scripts/Logic/Blocks/LogicBlock.cs View File

@ -28,10 +28,6 @@ public abstract class LogicBlock : ScriptableObject
[Tooltip("Amount of times to run this Block before moving to next")]
protected int RepeatAmount = 1;
[SerializeField]
[Tooltip("UI Object which is spawned as object")]
public LogicElementUI UIPrefab;
#endregion Inspector Fields
#region ReadOnly Variables

+ 6
- 3
Assets/Scripts/Managers/GameManager.cs View File

@ -46,6 +46,8 @@ public class GameManager : MonoBehaviour
RegisterHandlers();
SpawnCharacters();
gamemode.GameStart(playerArray.ToArray());
ClientList.ForEach(p => p.ChangeScene("ClientScene"));
}
private void Update()
@ -57,10 +59,7 @@ public class GameManager : MonoBehaviour
{
LogicProtocols.LogicMsg logicMsg;
if (!msg.TryRead(out logicMsg))
{
Debug.Log("Recieved unknown message");
return;
}
Debug.Log("Recieved function from " + msg.conn.connectionId);
@ -90,6 +89,7 @@ public class GameManager : MonoBehaviour
{
if (!player.waiting)
{
player.client.Inventory.Remove(player.blockReader.CurrentBlock);
player.waiting = player.blockReader.Read(player.character, AnimationTime);
}
}
@ -114,6 +114,9 @@ public class GameManager : MonoBehaviour
foreach (PlayerData player in playerArray)
player.blockReader.Reset();
ClientList.ForEach(p => p.SendInventory());
ClientList.ForEach(p => p.ChangeScene("ClientScene"));
Debug.Log("Finished Moving");
}

+ 32
- 0
Assets/Scripts/Networking/Client/ClientObject.cs View File

@ -27,6 +27,11 @@ namespace Networking.Client
[SerializeField]
[Tooltip("Player Color")]
private Color PlayerColor;
[Header("Run Time Settings")]
[SerializeField]
[Tooltip("Client Inventory")]
protected Inventory Inventory;
#endregion Inspector Fields
@ -45,6 +50,11 @@ namespace Networking.Client
client.Configure(TransportConfigure.CreateConfigure(), 1);
client.Connect(serverAddress, port);
Inventory.Reset();
client.RegisterHandler(LogicProtocols.SendInventory, RecieveInventory);
client.RegisterHandler(LoginProtocols.SceneChange, RecieveSceneChange);
}
public void Stop()
@ -59,6 +69,28 @@ namespace Networking.Client
}
public void RecieveInventory(NetworkMessage msg)
{
Debug.Log("Recieving Inventory");
LogicProtocols.InventoryMsg inventoryMsg;
if (!msg.TryRead(out inventoryMsg))
return;
Inventory.SetItems(inventoryMsg.bagItems);
}
public void RecieveSceneChange(NetworkMessage msg)
{
LoginProtocols.SceneMsg sceneMsg;
if (!msg.TryRead(out sceneMsg))
return;
//Additive or single
UnityEngine.SceneManagement.LoadSceneMode mode = sceneMsg.Additive ? UnityEngine.SceneManagement.LoadSceneMode.Additive : UnityEngine.SceneManagement.LoadSceneMode.Single;
UnityEngine.SceneManagement.SceneManager.LoadScene(sceneMsg.Scene, mode);
}
}

+ 51
- 0
Assets/Scripts/Networking/Core/Protocols/LogicProtocols.cs View File

@ -9,6 +9,8 @@ namespace Networking
public class LogicProtocols
{
public const short SendLogicList = 200;
public const short SendInventory = 201;
public class LogicMsg : MessageBase
{
@ -50,6 +52,55 @@ namespace Networking
}
}
public class InventoryMsg : MessageBase
{
public Inventory.Data[] bagItems;
public InventoryMsg() { }
public InventoryMsg(Inventory inventory)
{
this.bagItems = inventory.BagItems.ToArray();
}
public override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(bagItems.Length);
foreach(Inventory.Data data in bagItems)
{
BlockToken token = data.element.ToToken();
byte[] bytes = Utility.ObjectToByteArray(token);
writer.WriteBytesAndSize(bytes, bytes.Length);
writer.Write(data.Count);
writer.Write(data.isInfinit);
}
}
public override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
int count = reader.ReadInt32();
bagItems = new Inventory.Data[count];
for (int i = 0; i < count; i++)
{
BlockToken token = Utility.ByteArrayToObject<BlockToken>(reader.ReadBytesAndSize());
bagItems[i] = new Inventory.Data();
bagItems[i].element = token.ToLogicBlock();
bagItems[i].Count = reader.ReadInt32();
bagItems[i].isInfinit = reader.ReadBoolean();
}
}
}
}

+ 30
- 1
Assets/Scripts/Networking/Core/Protocols/LoginProtocols.cs View File

@ -9,6 +9,7 @@ public class LoginProtocols
public const short SendingLoginDetails = 101;
public const short LoginSuccess = 102;
public const short LoginFail = 103;
public const short SceneChange = 104;
public class EmptyMsg : MessageBase { }
@ -19,7 +20,7 @@ public class LoginProtocols
public LoginMsg() { }
public LoginMsg (string Name, Color Color)
public LoginMsg(string Name, Color Color)
{
this.Name = Name;
this.Color = Color;
@ -39,6 +40,34 @@ public class LoginProtocols
Color = reader.ReadColor();
}
}
public class SceneMsg : MessageBase
{
public string Scene;
public bool Additive;
public SceneMsg() { }
public SceneMsg(string Scene, bool Additive = false)
{
this.Scene = Scene;
this.Additive = Additive;
}
public override void Serialize(NetworkWriter writer)
{
base.Serialize(writer);
writer.Write(Scene);
}
public override void Deserialize(NetworkReader reader)
{
base.Deserialize(reader);
Scene = reader.ReadString();
}
}
}

+ 5
- 3
Assets/Scripts/Networking/Core/Utility/ExtensionMethods.cs View File

@ -9,7 +9,7 @@ namespace Networking
public static class ExtensionMethods
{
public static bool TryRead<T>(this NetworkMessage msg, out T outMsg) where T : MessageBase, new()
public static bool TryRead<T>(this NetworkMessage msg, out T outMsg, bool logError = true) where T : MessageBase, new()
{
try
{
@ -19,14 +19,16 @@ namespace Networking
catch
{
outMsg = default(T);
if (logError)
Debug.LogError("Recieved unknown NetworkMessage. Expected typeof " + typeof(T).Name);
return false;
}
}
public static T TryRead<T>(this NetworkMessage msg) where T : MessageBase, new()
public static T TryRead<T>(this NetworkMessage msg, bool logError = true) where T : MessageBase, new()
{
T retval;
if (msg.TryRead(out retval))
if (msg.TryRead(out retval,logError))
return retval;
return null;
}

+ 21
- 2
Assets/Scripts/Networking/Server/ClientList.cs View File

@ -11,6 +11,8 @@ namespace Networking.Server
public class ClientList : ScriptableObject, IEnumerable<ClientData>
{
[SerializeField]
private Inventory StartInventory;
#region Public Variables
/// <summary>
@ -31,6 +33,8 @@ namespace Networking.Server
/// </summary>
public System.Action<List<ClientData>> OnClientsChange;
#endregion Public Variables
#region Private Variables
@ -96,7 +100,6 @@ namespace Networking.Server
LoginProtocols.LoginMsg loginMsg;
if (!msg.TryRead(out loginMsg))
{
Debug.Log("Recieved unknown message from client");
msg.conn.Send(LoginProtocols.LoginFail, new LoginProtocols.EmptyMsg());
return;
}
@ -118,6 +121,7 @@ namespace Networking.Server
{
Debug.Log("new Connection: " + loginMsg.Name);
newClient = new ClientData();
newClient.Inventory = Inventory.Clone(StartInventory);
}
@ -129,9 +133,10 @@ namespace Networking.Server
newClient.conn.Send(LoginProtocols.LoginSuccess, new LoginProtocols.LoginMsg(newClient.Name, newClient.Color));
OnClientsChange.Invoke(ConnectedClients);
newClient.SendInventory();
newClient.ChangeScene("WaitScene");
}
#region IEnumerable Implementation
public IEnumerator<ClientData> GetEnumerator()
{
@ -189,5 +194,19 @@ namespace Networking.Server
public Inventory Inventory;
public void SendInventory()
{
Debug.Log("Sending inventory");
conn.SendByChannel(LogicProtocols.SendInventory, new LogicProtocols.InventoryMsg(Inventory), TransportConfigure.ReliableFragmented);
}
public void ChangeScene(string scene, bool Additive = false)
{
conn.Send(LoginProtocols.SceneChange, new LoginProtocols.SceneMsg(scene,Additive));
}
}
}

+ 0
- 3
Assets/Scripts/Networking/Server/NetworkedClient.cs View File

@ -24,10 +24,7 @@ public class NetworkedClient : MonoBehaviour
{
LogicProtocols.LogicMsg logicMsg;
if (!msg.TryRead(out logicMsg))
{
Debug.Log("Recieved unknown message");
return;
}
input.blockReader.LogicChain = new List<LogicBlock>(logicMsg.elements);
input.ReadAll();

+ 3
- 2
Assets/Scripts/UI/BagItem.cs View File

@ -9,13 +9,15 @@ public class BagItem : LogicElementHolder
#region Inspector Elements
[SerializeField]
private Transform LogicElementLocation;
[SerializeField]
private LogicElementUI LogicElementPrefab;
#endregion Inspector Elements
#region Private Variables
private int Count;
protected Inventory.Data InventoryData;
private TextMeshProUGUI CountText;
private LogicElementUI LogicElementPrefab;
#endregion Private Variables
#region Class Functionality
@ -23,7 +25,6 @@ public class BagItem : LogicElementHolder
public void Initialise(Inventory.Data data)
{
InventoryData = data;
LogicElementPrefab = data.element.UIPrefab;
if (CountText == null)
CountText = GetComponentInChildren<TextMeshProUGUI>();

+ 10
- 0
Assets/Scripts/UI/InventoryUI.cs View File

@ -19,6 +19,16 @@ public class InventoryUI : MonoBehaviour
UpdateUI();
}
private void OnEnable()
{
inventory.OnItemsUpdated += UpdateUI;
}
private void OnDisable()
{
inventory.OnItemsUpdated -= UpdateUI;
}
[ContextMenu("Update UI")]
public void UpdateUI()
{

+ 23
- 0
Assets/Scripts/UI/NetworkedUIManager.cs View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using Networking;
using Networking.Client;
@ -8,7 +9,17 @@ public class NetworkedUIManager : PlayerUIManager
{
[SerializeField]
private ClientObject Client;
[SerializeField]
private TMPro.TextMeshProUGUI TimeText;
[SerializeField]
private RectTransform Title;
[SerializeField]
private float TotalTime;
private float StartTime;
private BlockReader reader;
protected override void Awake()
@ -16,6 +27,16 @@ public class NetworkedUIManager : PlayerUIManager
base.Awake();
reader = new BlockReader();
TrayUI.SetBlockReader(reader);
StartTime = Time.time;
ShowPosition.y -= Title.rect.height;
}
private void Update()
{
TimeText.text = ((int)(TotalTime - (Time.time - StartTime))).ToString();
if (Time.time - StartTime > TotalTime)
OnClick_Play();
}
public override void OnClick_Play()
@ -25,6 +46,8 @@ public class NetworkedUIManager : PlayerUIManager
Debug.Log("sending on " + LogicProtocols.SendLogicList);
Client.client.SendByChannel(LogicProtocols.SendLogicList, msg, TransportConfigure.ReliableFragmented);
UnityEngine.SceneManagement.SceneManager.LoadScene("WaitScene");
}
}

+ 3
- 4
Assets/Scripts/UI/PlayerUIManager.cs View File

@ -6,7 +6,7 @@ public abstract class PlayerUIManager : MonoBehaviour
{
[SerializeField]
private InventoryUI Inventory;
protected InventoryUI Inventory;
[SerializeField]
private float AnimationSpeed = 0.5f;
@ -14,7 +14,7 @@ public abstract class PlayerUIManager : MonoBehaviour
[SerializeField]
protected LogicTrayUI TrayUI;
private Vector3 ShowPosition;
protected Vector3 ShowPosition;
private Vector3 HidePosition;
private RectTransform inventoryRect { get { return Inventory.transform as RectTransform; } }
@ -22,8 +22,7 @@ public abstract class PlayerUIManager : MonoBehaviour
{
ShowPosition = new Vector3(0, -inventoryRect.rect.height / 2, 0);
HidePosition = new Vector3(0, inventoryRect.rect.height/2, 0);
inventoryRect.anchoredPosition = HidePosition;
inventoryRect.anchoredPosition = HidePosition;
}
[ContextMenu("Show")]

+ 2
- 2
ProjectSettings/EditorBuildSettings.asset View File

@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:88d9f08941b47a69507b753a69d9ac66a0476ae2803df22e24904f0e7667efcf
size 1316
oid sha256:3d923cbd2ad4e5d16251c73d41f14240e9040e46c3adb2ea24c5fe9907a591e2
size 1428

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