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152 lines
4.7 KiB
C#
152 lines
4.7 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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private ClientWebSocket sock;
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private Task writeTask;
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private Task<WebSocketReceiveResult> readTask;
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private ArraySegment<byte> readBuffer;
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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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readBuffer = new ArraySegment<byte>(new byte[32000]);
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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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}
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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(string username, string password) {
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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 = username;
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login.password = password;
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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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sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
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}
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async public void CheckForMessages() {
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if (readTask != null) {
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return;
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}
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readTask = sock.ReceiveAsync(readBuffer, CancellationToken.None);
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WebSocketReceiveResult result = await readTask;
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readTask = null;
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string msg = Encoding.UTF8.GetString(readBuffer.Array, 0, result.Count);
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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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Debug.LogFormat("spawn a soul: {0}", parts[1]);
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SpawnSoul ss = JsonUtility.FromJson<SpawnSoul>(parts[1]);
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GameObject soul = Instantiate(soulPrefab, ss.position, Quaternion.identity);
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SoulController sc = soul.GetComponent<SoulController>();
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sc.playerName = ss.playerName;
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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 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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private 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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}
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