Beispiel #1
0
        /// <summary>
        /// Register world related network message handlers.
        /// </summary>
        /// <param name="netMessageHandler">The network message handler to register messages to.</param>
        void RegisterNetworkMessagesHandlers(NetMessageHandler netMessageHandler)
        {
            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSetPositionMessage msg) => {
                Client.Assert(netPickupables.ContainsKey(msg.id), $"Tried to move pickupable that is not spawned {msg.id}.");
                GameObject gameObject         = netPickupables[msg.id].gameObject;
                gameObject.transform.position = Utils.NetVec3ToGame(msg.position);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableActivateMessage msg) => {
                GameObject gameObject = null;
                if (netPickupables.ContainsKey(msg.id))
                {
                    gameObject = netPickupables[msg.id].gameObject;
                }

                if (msg.activate)
                {
                    Client.Assert(gameObject != null, "Tried to activate pickupable but its not spawned!");
                    gameObject.SetActive(true);
                }
                else
                {
                    if (gameObject != null)
                    {
                        gameObject.SetActive(false);
                    }
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSpawnMessage msg) => {
                SpawnPickupable(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableDestroyMessage msg) => {
                if (!netPickupables.ContainsKey(msg.id))
                {
                    return;
                }

                NetPickupable pickupable = netPickupables[msg.id];
                GameObject.Destroy(pickupable.gameObject);
                netPickupables.Remove(msg.id);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.WorldPeriodicalUpdateMessage msg) => {
                // Game reports 'next hour' - we want to have transition so correct it.
                Game.GameWorld.Instance.WorldTime = (float)msg.sunClock - 2.0f;
                Game.GameWorld.Instance.WorldDay  = (int)msg.worldDay;
                Game.GameWeatherManager.Instance.SetWeather(msg.currentWeather);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.RemoveBottleMessage msg) => {
                GameObject beerGO          = GetPickupableGameObject(msg.netId);
                Game.Objects.BeerCase beer = Game.BeerCaseManager.Instance.FindBeerCase(beerGO);
                if (beer == null)
                {
                    Logger.Log($"Player tried to drink beer, however, the beercase cannot be found.");
                    return;
                }
                beer.RemoveBottles(1);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleSynchronize(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received OpenDoorsMessage however there is no matching player {sender}! (open: {msg.open}");
                    return;
                }

                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(Utils.NetVec3ToGame(msg.position));
                if (doors == null)
                {
                    Logger.Log($"Player tried to open door, however, the door could not be found!");
                    return;
                }
                doors.Open(msg.open);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);

                // This one should never happen - if happens there is something done miserably wrong.
                Client.Assert(player != null, $"There is no player matching given steam id {sender}.");

                // Handle full world state synchronization.

                HandleFullWorldSync(msg);

                // Spawn host character.

                player.Spawn();

                // Set player state.

                player.Teleport(Utils.NetVec3ToGame(msg.spawnPosition), Utils.NetQuatToGame(msg.spawnRotation));

                if (msg.occupiedVehicleId != NetVehicle.INVALID_ID)
                {
                    var vehicle = GetVehicle(msg.occupiedVehicleId);
                    Client.Assert(vehicle != null, $"Player {player.GetName()} ({player.SteamId}) you tried to join reported that he drives car that does not exists in your game. Vehicle id: {msg.occupiedVehicleId}, passenger: {msg.passenger}");
                    player.EnterVehicle(vehicle, msg.passenger);
                }

                if (msg.pickedUpObject != NetPickupable.INVALID_ID)
                {
                    player.PickupObject(msg.pickedUpObject);
                }

                // World is loaded! Notify network manager about that.

                netManager.OnNetworkWorldLoaded();
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                WriteFullWorldSync(msgF);
                netManager.BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }

                NetVehicle vehicle = GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Error("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.LeaveVehicle();
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.HandleVehicleSync(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.PickupObject(msg.netId);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.ReleaseObject(msg.drop);
            });



            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.LightSwitchMessage msg) => {
                Game.Objects.LightSwitch light = Game.LightSwitchManager.Instance.FindLightSwitch(Utils.NetVec3ToGame(msg.pos));
                light.TurnOn(msg.toggle);
            });
        }
Beispiel #2
0
        public NetManager()
        {
            this.netManagerCreationTime = DateTime.UtcNow;
            netWorld = new NetWorld(this);

            // Setup local player.
            players[0] = new NetLocalPlayer(this, netWorld, Steamworks.SteamUser.GetSteamID());

            p2pSessionRequestCallback = Steamworks.Callback <Steamworks.P2PSessionRequest_t> .Create((Steamworks.P2PSessionRequest_t result) => {
                if (!Steamworks.SteamNetworking.AcceptP2PSessionWithUser(result.m_steamIDRemote))
                {
                    Logger.Log("Accepted p2p session with " + result.m_steamIDRemote.ToString());
                }
            });

            gameLobbyJoinRequestedCallback = Steamworks.Callback <Steamworks.GameLobbyJoinRequested_t> .Create(OnGameLobbyJoinRequested);

            lobbyCreatedCallResult = new Steamworks.CallResult <Steamworks.LobbyCreated_t>((Steamworks.LobbyCreated_t result, bool ioFailure) => {
                if (result.m_eResult != Steamworks.EResult.k_EResultOK)
                {
                    Logger.Log("Oh my f*****g god i failed to create a lobby for you. Please forgive me. (result: " + result.m_eResult + ")");

                    MPGUI.Instance.ShowMessageBox("Failed to create lobby due to steam error.\n" + result.m_eResult, () => {
                        MPController.Instance.LoadLevel("MainMenu");
                    });
                    return;
                }

                Logger.Log("Hey you! I have lobby id for you! " + result.m_ulSteamIDLobby);

                mode           = Mode.Host;
                state          = State.Playing;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                netWorld.RegisterPickupables();
            });

            lobbyEnterCallResult = new Steamworks.CallResult <Steamworks.LobbyEnter_t>((Steamworks.LobbyEnter_t result, bool ioFailure) => {
                if (result.m_EChatRoomEnterResponse != (uint)Steamworks.EChatRoomEnterResponse.k_EChatRoomEnterResponseSuccess)
                {
                    Logger.Log("Oh my f*****g god i failed to join the lobby for you. Please forgive me. (reponse: " + result.m_EChatRoomEnterResponse + ")");

                    players[1] = null;
                    return;
                }

                Logger.Log("Oh hello! " + result.m_ulSteamIDLobby);

                mode           = Mode.Player;
                state          = State.LoadingGameWorld;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                SendHandshake();
            });

            // TODO: Move message handlers to some class.

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HandshakeMessage msg) => {
                remoteClock = msg.clock;
                HandleHandshake(sender, msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                if (players[1] == null)
                {
                    Logger.Log("Received synchronization packet but no remote player is currently connected.");
                    return;
                }

                players[1].HandleSynchronize(msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatMessage msg) => {
                var message         = new Messages.HeartbeatResponseMessage();
                message.clientClock = msg.clientClock;
                message.clock       = GetNetworkClock();
                BroadcastMessage(message, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatResponseMessage msg) => {
                ping = (uint)(GetNetworkClock() - msg.clientClock);

                // TODO: Some smart lag compensation.
                remoteClock = msg.clock;

                timeSinceLastHeartbeat = 0.0f;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.DisconnectMessage msg) => {
                HandleDisconnect(false);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = players[1];
                // 1.5 is a length of the ray used to check interaction with doors in game scripts.
                Vector3 interactionPosition = player.GetPosition() + player.GetRotation() * Vector3.forward * 1.5f;
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(interactionPosition);
                if (doors == null)
                {
                    Logger.Log($"Player tried to open doors however he is not close to any: {interactionPosition}.");
                    return;
                }
                doors.Open(msg.open);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                netWorld.HandleFullWorldSync(msg);

                // Now spawn player.

                if (players[1] != null)
                {
                    players[1].Spawn();
                }

                // World loaded we are playing!

                state = State.Playing;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                netWorld.WriteFullWorldSync(msgF);
                BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                NetVehicle vehicle = netWorld.GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Log("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.LeaveVehicle();
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                player.HandleVehicleSync(msg);
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.PickupObject(msg.netId);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.ReleaseObject(msg.drop);
            });
        }