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252 lines
8.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.WebSockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Networking;
[CreateAssetMenu(fileName = "Data", menuName = "ScriptableObjects/Networking", order = 1)]
public class Networking : ScriptableObject {
public string host;
public string path;
public int port;
public GameObject soulPrefab;
public GameObject playerPrefab;
public LoginInfo loginInfo;
private ClientWebSocket sock;
private int seq;
async public void Connect() {
if (sock != null) {
if (sock.State == WebSocketState.Open) {
return;
}
sock = null;
}
Application.quitting += autoDisconnect;
sock = new ClientWebSocket();
UriBuilder b = new UriBuilder();
b.Scheme = "ws";
b.Host = host;
b.Port = port;
b.Path = path;
Debug.LogFormat("Connecting to: {0}", b.Uri);
await sock.ConnectAsync(b.Uri, CancellationToken.None);
Debug.LogFormat("Finished connection task with status: {0}", sock.State);
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if (loginInfo.playerName != "" && loginInfo.password != "") {
SendLogin();
}
return;
}
public void SendCollectSoul(string playerName, Vector3 position) {
seq++;
CollectSoul info;
info.seq = seq;
info.cmd = "collect-soul";
info.playerName = playerName;
info.position = position;
string msg = JsonUtility.ToJson(info);
ArraySegment<byte> buf = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
}
public void SendDeath(Vector3 position) {
seq++;
Death death;
death.seq = seq;
death.cmd = "death";
death.position = position;
string msg = JsonUtility.ToJson(death);
ArraySegment<byte> buf = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
}
public void SendLogin() {
seq++;
Login login;
login.seq = seq;
login.cmd = "login";
login.username = loginInfo.playerName;
login.password = loginInfo.password;
loginInfo.sentLogin = true;
loginInfo.loginError = "";
string msg = JsonUtility.ToJson(login);
ArraySegment<byte> buf = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
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Debug.LogFormat("sending login user: {0} pass: {1}", loginInfo.playerName, loginInfo.password);
sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
}
public IEnumerator ReadMessages() {
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ArraySegment<byte> readBuffer = new ArraySegment<byte>(new byte[32000]);
Task<WebSocketReceiveResult> readTask = null;
while (true) {
if (!isConnected()) {
yield return null;
continue;
}
if (readTask == null) {
readTask = sock.ReceiveAsync(readBuffer, CancellationToken.None);
}
switch (readTask.Status) {
case TaskStatus.Created:
case TaskStatus.WaitingForActivation:
case TaskStatus.WaitingToRun:
case TaskStatus.Running:
case TaskStatus.WaitingForChildrenToComplete:
yield return null;
continue;
case TaskStatus.RanToCompletion:
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WebSocketReceiveResult result = readTask.Result;
string msg = Encoding.UTF8.GetString(readBuffer.Array, 0, result.Count);
parseMessage(msg);
break;
case TaskStatus.Canceled:
break;
case TaskStatus.Faulted:
break;
}
readTask = null;
yield return null;
}
}
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private void parseMessage(string msg) {
string[] parts = msg.Split(new char[]{' '}, 2);
if (parts.Length != 2) {
Debug.LogFormat("dunno how to handle this msg: {0}", msg);
return;
}
switch (parts[0]) {
case "spawn-soul":
SpawnSoul spawned = JsonUtility.FromJson<SpawnSoul>(parts[1]);
onSpawnSoul(spawned);
break;
case "soul-collected":
CollectSoul collected = JsonUtility.FromJson<CollectSoul>(parts[1]);
onSoulCollected(collected);
break;
case "login-result":
LoginResult login = JsonUtility.FromJson<LoginResult>(parts[1]);
onLoginResult(login);
break;
case "tick":
break;
default:
Debug.LogFormat("also can't handle this one: {0} {1}", parts[0], parts[1]);
break;
}
}
private void onSpawnSoul(SpawnSoul spawn) {
Debug.LogFormat("spawn a soul: {0} at {1}", spawn.playerName, spawn.position);
GameObject soul = Instantiate(soulPrefab, spawn.position, Quaternion.identity);
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if (spawn.playerName != "") {
soul.name = spawn.playerName;
} else {
soul.name = "FUCK";
}
GameObject allSouls = GameObject.Find("Souls");
if (allSouls == null) {
Debug.LogError("unable to find souls container!");
} else {
soul.transform.SetParent(allSouls.transform);
SoulController sc = soul.GetComponent<SoulController>();
sc.playerName = spawn.playerName;
}
}
private void onSoulCollected(CollectSoul collected) {
Debug.LogFormat("a soul was collected: {0}", collected);
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string objName = "Souls/" + collected.playerName;
if (collected.playerName == "") {
objName = "Souls/FUCK";
}
GameObject soul = GameObject.Find(objName);
Destroy(soul);
if (collected.playerName == loginInfo.playerName) {
GameObject currentPlayer = GameObject.Find("Player");
if (currentPlayer == null) {
GameObject player = Instantiate(playerPrefab, loginInfo.startPosition, Quaternion.identity);
Camera cam = Camera.main;
CameraController cc = cam.GetComponent<CameraController>();
cc.player = player.transform;
}
}
}
private void onLoginResult(LoginResult result) {
Debug.LogFormat("received login result: {0}", result);
loginInfo.sentLogin = false;
if (result.passed) {
loginInfo.isLoggedIn = true;
} else {
loginInfo.loginError = result.error;
Debug.LogErrorFormat("failed login: {0}", result.error);
}
}
private void autoDisconnect() {
if (isConnected()) {
Debug.Log("disconnecting websocket via autoDisconnect");
Task task = sock.CloseAsync(WebSocketCloseStatus.NormalClosure, "closed", CancellationToken.None);
task.Wait();
}
}
public bool isConnected() {
return sock != null && sock.State == WebSocketState.Open;
}
private struct CollectSoul {
public int seq;
public string cmd;
public string playerName;
public Vector3 position;
}
private struct Death {
public int seq;
public string cmd;
public Vector3 position;
}
private struct SpawnSoul {
public string playerName;
public Vector3 position;
}
private struct Login {
public int seq;
public string cmd;
public string username;
public string password;
}
private struct LoginResult {
public bool passed;
public string error;
}
}