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108 lines
3.2 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;
private ClientWebSocket sock;
private Task connectTask;
private Task writeTask;
private int seq;
public void Connect() {
if (isConnected()) {
return;
}
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);
connectTask = sock.ConnectAsync(b.Uri, CancellationToken.None);
connectTask.ContinueWith((x) => {
Debug.LogFormat("Finished connection task with status: {0}", sock.State);
});
}
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(string username, string password) {
seq++;
Login login;
login.seq = seq;
login.cmd = "login";
login.username = username;
login.password = password;
string msg = JsonUtility.ToJson(login);
ArraySegment<byte> buf = new ArraySegment<byte>(Encoding.UTF8.GetBytes(msg));
sock.SendAsync(buf, WebSocketMessageType.Text, true, CancellationToken.None);
}
private void autoDisconnect() {
if (isConnected()) {
Task task = sock.CloseAsync(WebSocketCloseStatus.NormalClosure, "closed", CancellationToken.None);
task.Wait();
}
}
private 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 Login {
public int seq;
public string cmd;
public string username;
public string password;
}
}