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