networking

master
Jordan Orelli 5 years ago
parent 5c6da34d98
commit 0ddb5ac5a0

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@ -17,7 +17,7 @@ public class CameraController : MonoBehaviour {
// Update is called once per frame
void Update() {
if (player) {
transform.position = new Vector3(player.position.x-2, player.position.y+2, player.position.z-10);
transform.position = new Vector3(player.position.x-2, player.position.y+4, player.position.z-10);
transform.LookAt(player.transform.position + player.up * 4f);
}
}

@ -20,13 +20,9 @@ public class Networking : ScriptableObject {
public LoginInfo loginInfo;
private ClientWebSocket sock;
private Task writeTask;
private Task<WebSocketReceiveResult> readTask;
private ArraySegment<byte> readBuffer;
private int seq;
async public void Connect() {
readBuffer = new ArraySegment<byte>(new byte[32000]);
if (sock != null) {
if (sock.State == WebSocketState.Open) {
@ -46,6 +42,9 @@ public class Networking : ScriptableObject {
Debug.LogFormat("Connecting to: {0}", b.Uri);
await sock.ConnectAsync(b.Uri, CancellationToken.None);
Debug.LogFormat("Finished connection task with status: {0}", sock.State);
if (loginInfo.playerName != "" && loginInfo.password != "") {
SendLogin();
}
return;
}
@ -83,11 +82,13 @@ public class Networking : ScriptableObject {
loginInfo.loginError = "";
string msg = JsonUtility.ToJson(login);
ArraySegment<byte> buf = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
Debug.LogFormat("sending login user: {0} pass: {1}", loginInfo.playerName, loginInfo.password);
sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
}
public IEnumerator ReadMessages() {
Task<WebSocketReceiveResult> readTask = null; // = sock.ReceiveAsync(readBuffer, CancellationToken.None);
ArraySegment<byte> readBuffer = new ArraySegment<byte>(new byte[32000]);
Task<WebSocketReceiveResult> readTask = null;
while (true) {
if (!isConnected()) {
@ -109,7 +110,9 @@ public class Networking : ScriptableObject {
continue;
case TaskStatus.RanToCompletion:
parseMessage(readTask.Result);
WebSocketReceiveResult result = readTask.Result;
string msg = Encoding.UTF8.GetString(readBuffer.Array, 0, result.Count);
parseMessage(msg);
break;
case TaskStatus.Canceled:
@ -122,8 +125,7 @@ public class Networking : ScriptableObject {
}
}
private void parseMessage(WebSocketReceiveResult message) {
string msg = Encoding.UTF8.GetString(readBuffer.Array, 0, message.Count);
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);
@ -157,7 +159,11 @@ public class Networking : ScriptableObject {
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);
if (spawn.playerName != "") {
soul.name = spawn.playerName;
} else {
soul.name = "FUCK";
}
GameObject allSouls = GameObject.Find("Souls");
if (allSouls == null) {
@ -172,7 +178,11 @@ public class Networking : ScriptableObject {
private void onSoulCollected(CollectSoul collected) {
Debug.LogFormat("a soul was collected: {0}", collected);
GameObject soul = GameObject.Find("Souls/"+collected.playerName);
string objName = "Souls/" + collected.playerName;
if (collected.playerName == "") {
objName = "Souls/FUCK";
}
GameObject soul = GameObject.Find(objName);
Destroy(soul);
if (collected.playerName == loginInfo.playerName) {

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