/// <summary>
        ///     Destroys given QNetPlayer.
        /// </summary>
        public static void DestroyQNetPlayer([NotNull] QNetPlayer player)
        {
            if (player == null)
            {
                throw new ArgumentNullException(nameof(player));
            }
            InternalQNetPlayers.Remove(player);

            // rebuild array
            QNetPlayers = InternalQNetPlayers.ToArray();
        }
Beispiel #2
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        /// <summary>
        ///     Prepare new connection.
        ///     Preparing process includes all data that connection need to work with server and base map loading.
        ///     After preparing, connection will receive all QNetObjects that are currently created.
        /// </summary>
        public static void PrepareNewConnection(QNetConnection connection)
        {
            var qNetPlayer = QNetPlayer.GetQNetPlayer(connection.ConnectionIdentity);

            if (qNetPlayer == null)
            {
                JEMLogger.LogError("Newly received connection don't have his QNetPlayer instance. Disconnecting!");
                QNetManager.Server.CloseConnection(connection, "InternalQNetPlayerError");
            }
            else
            {
                JEMLogger.Log($"Preparing newly received connection called {qNetPlayer.Nickname}.");
                var writer = QNetManager.Server.GenerateOutgoingMessage((ushort)QNetUnityLocalHeader.LEVEL_LOADING);
                writer.WriteString(QNetLevelLoader.LevelName);
                QNetManager.Server.Send(connection, QNetLocalChannel.DEFAULT, QNetMessageMethod.ReliableOrdered,
                                        writer);
            }
        }
        /// <summary>
        ///     Creates new QNetPlayer instance based on given connection identity.
        /// </summary>
        /// <param name="connectionIdentity">Connection identity of player.</param>
        /// <param name="nickname">Nickname of player.</param>
        /// <param name="token"></param>
        public static QNetPlayer CreateQNetPlayer(short connectionIdentity, string nickname, uint token)
        {
            var connection = QNetManager.Server.GetConnection(connectionIdentity);

            if (connection.Equals(default(QNetConnection)))
            {
                throw new InvalidOperationException(
                          $"System was unable to create QNetPlayer on server. Connection of identity {connectionIdentity} not exist.");
            }

            var player = new QNetPlayer(connection, nickname, token);

            if (GetQNetPlayer(player.ConnectionIdentity) != null)
            {
                throw new InvalidOperationException(
                          "System is trying to create QNetPlayer of identity that already exist in this machine.");
            }

            InternalQNetPlayers.Add(player);

            // rebuild array
            QNetPlayers = InternalQNetPlayers.ToArray();
            return(player);
        }
Beispiel #4
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        /// <summary>
        ///     Starts local server based on given or local configuration.
        /// </summary>
        public static void StartServer(QNetConfiguration configuration = null)
        {
            if (IsServerActive)
            {
                throw new InvalidOperationException(
                          "QNet is unable to start server while there is already active instance of server.");
            }
            if (configuration == null)
            {
                configuration = new QNetConfiguration();
            }

            var hostIsActive = IsHostActive;

            Server = new QNetServer();
            Server = InternalStartPeer(Server, configuration, () =>
            {
                QNetHandlerStack.RegisterServerHandlers(Server);
                OnServerRegisterHeaders?.Invoke();
            });
            OnServerPrepare?.Invoke();

            Server.OnBeforeMessage += message =>
            {
                // server should always send the server frame to the client!
                message.Write(QNetTime.ServerFrame);
            };

            Server.OnConnectionAuthorizing += (QNetConnection connection, QNetMessageWriter writer, ref bool refuse) =>
            {
                writer.WriteInt32(QNetTime.TickRate);
                writer.WriteUInt32(QNetTime.ServerFrame);

                OnServerAuthorizePlayer?.Invoke(connection, writer, ref refuse);
            };

            Server.OnConnectionReady += reader =>
            {
                // read player nickname and create its QNetPlayer instance
                var nickname = reader.ReadString();
                var token    = reader.ReadUInt32();
                var version  = reader.ReadString();
                if (JEMBuild.BuildVersion != version)
                {
                    JEMLogger.LogError(
                        $"Newly received connection don't have right version of the game -> {version} ( is {JEMBuild.BuildVersion} )");
                    Server.CloseConnection(reader.Connection, "InvalidBuildVersion");
                }
                else
                {
                    if (IsHostActive && (reader.Connection.ConnectionIdentity == 0 ||
                                         reader.Connection.ConnectionIdentity == Client.ConnectionIdentity))
                    {
                        HostClientConnection = reader.Connection;
                        JEMLogger.Log("QNetUnity received host client connection.");
                    }

                    if (QNetPlayer.GetQNetPlayerByToken(token) != null)
                    {
                        JEMLogger.LogError("Newly received connection is using already used token. Disconnecting!");
                        Server.CloseConnection(reader.Connection, "TokenAlreadyInUse");
                        return;
                    }

                    var qNetPlayer = QNetPlayer.CreateQNetPlayer(reader.Connection.ConnectionIdentity, nickname, token);
                    if (qNetPlayer == null)
                    {
                        JEMLogger.LogError(
                            "Newly received connection don't have his QNetPlayer instance. Disconnecting!");
                        Server.CloseConnection(reader.Connection, "InternalQNetPlayerError");
                        return;
                    }

                    OnServerNewPlayer?.Invoke(qNetPlayer, reader);
                    QNetServerConnectionInit.PrepareNewConnection(reader.Connection);
                }
            };

            Server.OnConnectionLost += (connection, reason) =>
            {
                var qNetPlayer = QNetPlayer.GetQNetPlayer(connection);
                if (qNetPlayer != null) // if QNetPlayer of this connection not exists, just ignore
                {
                    OnServerPlayerLost?.Invoke(qNetPlayer, reason);

                    // the only thing to do here is to tag player as not ready (if ready)
                    if (qNetPlayer.Ready)
                    {
                        qNetPlayer.TagAsNotReady();
                    }

                    // and remove QNetPlayer from local machine
                    QNetPlayer.DestroyQNetPlayer(qNetPlayer);
                }
            };

            Server.OnServerStop += reason =>
            {
                // server has been stopped, try to de-initialize game
                if (!ShuttingDownByApplicationQuit)
                {
                    QNetGameInitializer.DeInitialize(() => { OnServerShutdown?.Invoke(hostIsActive); });
                }
                else
                {
                    OnServerShutdown?.Invoke(hostIsActive);
                }

                IsServerActive = false;
                IsHostActive   = false;
            };

            IsServerActive = true;
            OnServerStarted?.Invoke();
        }