/
NetworkManagerSurvival.cs
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/
NetworkManagerSurvival.cs
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using System;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using Mirror;
public enum NetworkState {Offline, Handshake, Lobby, World}
[RequireComponent(typeof(Database))]
public class NetworkManagerSurvival : NetworkManager
{
public NetworkState state = NetworkState.Offline;
public Dictionary<NetworkConnection, string> lobby = new Dictionary<NetworkConnection, string>();
[Header("UI")]
public UIPopup uiPopup;
[Serializable]
public class ServerInfo
{
public string name;
public string ip;
}
public List<ServerInfo> serverList = new List<ServerInfo>()
{
new ServerInfo{name="Testowy", ip="164.90.176.169"}
};
[Header("Logout")]
[Tooltip("Players shouldn't be able to log out instantly to flee combat. There should be a delay.")]
public float combatLogoutDelay = 5;
[Header("Database")]
public int characterLimit = 4;
public int characterNameMaxLength = 16;
public float saveInterval = 60f;
[Header("Debug")]
public bool showDebugGUI = true;
[HideInInspector] public List<GameObject> playerClasses = new List<GameObject>();
[HideInInspector] public CharactersAvailableMsg charactersAvailableMsg;
public bool IsAllowedCharacterName(string characterName)
{
return characterName.Length <= characterNameMaxLength &&
Regex.IsMatch(characterName, @"^[a-zA-Z0-9_]+$");
}
public List<GameObject> FindPlayerClasses()
{
List<GameObject> classes = new List<GameObject>();
foreach (GameObject go in spawnPrefabs)
if (go.GetComponent<Player>() != null)
classes.Add(go);
return classes;
}
public override void Awake()
{
base.Awake();
playerClasses = FindPlayerClasses();
}
void Update()
{
if (ClientScene.localPlayer != null)
state = NetworkState.World;
}
public void ServerSendError(NetworkConnection conn, string error, bool disconnect)
{
conn.Send(new ErrorMsg{text=error, causesDisconnect=disconnect});
}
void OnClientError(NetworkConnection conn, ErrorMsg message)
{
print("OnClientError: " + message.text);
uiPopup.Show(message.text);
if (message.causesDisconnect)
{
conn.Disconnect();
if (NetworkServer.active) StopHost();
}
}
public override void OnStartClient()
{
NetworkClient.RegisterHandler<ErrorMsg>(OnClientError, false);
NetworkClient.RegisterHandler<CharactersAvailableMsg>(OnClientCharactersAvailable);
}
public override void OnStartServer()
{
Database.singleton.Connect();
NetworkServer.RegisterHandler<CharacterCreateMsg>(OnServerCharacterCreate);
NetworkServer.RegisterHandler<CharacterSelectMsg>(OnServerCharacterSelect);
NetworkServer.RegisterHandler<CharacterDeleteMsg>(OnServerCharacterDelete);
Database.singleton.LoadStructures();
InvokeRepeating(nameof(Save), saveInterval, saveInterval);
}
public override void OnStopServer()
{
print("OnStopServer");
CancelInvoke(nameof(Save));
}
public bool IsConnecting() => NetworkClient.active && !ClientScene.ready;
public override void OnClientConnect(NetworkConnection conn)
{
}
public override void OnServerConnect(NetworkConnection conn)
{
string account = lobby[conn];
conn.Send(MakeCharactersAvailableMessage(account));
}
public override void OnClientSceneChanged(NetworkConnection conn) {}
CharactersAvailableMsg MakeCharactersAvailableMessage(string account)
{
List<string> names = Database.singleton.CharactersForAccount(account);
List<Player> characters = new List<Player>();
foreach (string character in names)
{
GameObject player = Database.singleton.CharacterLoad(character, playerClasses, true);
characters.Add(player.GetComponent<Player>());
}
CharactersAvailableMsg message = new CharactersAvailableMsg();
message.Load(characters);
characters.ForEach(player => Destroy(player.gameObject));
return message;
}
void OnClientCharactersAvailable(NetworkConnection conn, CharactersAvailableMsg message)
{
charactersAvailableMsg = message;
print("characters available:" + charactersAvailableMsg.characters.Length);
state = NetworkState.Lobby;
}
Player CreateCharacter(GameObject classPrefab, string characterName, string account)
{
Player player = Instantiate(classPrefab).GetComponent<Player>();
player.name = characterName;
player.account = account;
player.className = classPrefab.name;
player.transform.position = GetStartPosition().position;
for (int i = 0; i < player.inventory.size; ++i)
{
player.inventory.slots.Add(i < player.inventory.defaultItems.Length ? new ItemSlot(new Item(player.inventory.defaultItems[i].item), player.inventory.defaultItems[i].amount) : new ItemSlot());
}
for (int i = 0; i < player.equipment.slotInfo.Length; ++i)
{
EquipmentInfo info = player.equipment.slotInfo[i];
player.equipment.slots.Add(info.defaultItem.item != null ? new ItemSlot( new Item(info.defaultItem.item), info.defaultItem.amount) : new ItemSlot());
}
for (int i = 0; i < player.hotbar.size; ++i)
{
player.hotbar.slots.Add(i < player.hotbar.defaultItems.Length ? new ItemSlot(new Item(player.hotbar.defaultItems[i])) : new ItemSlot());
}
foreach (Energy energy in player.GetComponents<Energy>())
energy.current = energy.max;
return player;
}
void OnServerCharacterCreate(NetworkConnection conn, CharacterCreateMsg message)
{
if (lobby.ContainsKey(conn))
{
if (IsAllowedCharacterName(message.name))
{
string account = lobby[conn];
if (!Database.singleton.CharacterExists(message.name))
{
if (Database.singleton.CharactersForAccount(account).Count < characterLimit)
{
if (0 <= message.classIndex && message.classIndex < playerClasses.Count)
{
Player player = CreateCharacter(playerClasses[message.classIndex], message.name, account);
Database.singleton.CharacterSave(player, false);
Destroy(player.gameObject);
conn.Send(MakeCharactersAvailableMessage(account));
}
else
{
ServerSendError(conn, "character invalid class", false);
}
}
else
{
ServerSendError(conn, "character limit reached", false);
}
}
else
{
ServerSendError(conn, "name already exists", false);
}
}
else
{
ServerSendError(conn, "character name not allowed", false);
}
}
else
{
ServerSendError(conn, "CharacterCreate: not in lobby", true);
}
}
public override void OnServerAddPlayer(NetworkConnection conn) { Debug.LogWarning("Use the CharacterSelectMsg instead"); }
void OnServerCharacterSelect(NetworkConnection conn, CharacterSelectMsg message)
{
if (lobby.ContainsKey(conn))
{
string account = lobby[conn];
List<string> characters = Database.singleton.CharactersForAccount(account);
if (0 <= message.value && message.value < characters.Count)
{
GameObject go = Database.singleton.CharacterLoad(characters[message.value], playerClasses, false);
NetworkServer.AddPlayerForConnection(conn, go);
lobby.Remove(conn);
}
else
{
print("invalid character index: " + account + " " + message.value);
ServerSendError(conn, "invalid character index", false);
}
}
else
{
print("AddPlayer: not in lobby" + conn);
ServerSendError(conn, "AddPlayer: not in lobby", true);
}
}
void OnServerCharacterDelete(NetworkConnection conn, CharacterDeleteMsg message)
{
if (lobby.ContainsKey(conn))
{
string account = lobby[conn];
List<string> characters = Database.singleton.CharactersForAccount(account);
if (0 <= message.value && message.value < characters.Count)
{
print("delete character: " + characters[message.value]);
Database.singleton.CharacterDelete(characters[message.value]);
conn.Send(MakeCharactersAvailableMessage(account));
}
else
{
print("invalid character index: " + account + " " + message.value);
ServerSendError(conn, "invalid character index", false);
}
}
else
{
print("CharacterDelete: not in lobby: " + conn);
ServerSendError(conn, "CharacterDelete: not in lobby", true);
}
}
void Save()
{
Database.singleton.CharacterSaveMany(Player.onlinePlayers.Values);
if (Player.onlinePlayers.Count > 0) Debug.Log("saved " + Player.onlinePlayers.Count + " player(s)");
Database.singleton.SaveStorages(Storage.storages.Values);
if (Storage.storages.Count > 0) Debug.Log("saved " + Storage.storages.Count + " storage(s)");
Database.singleton.SaveFurnaces(Furnace.furnaces.Values);
if (Furnace.furnaces.Count > 0) Debug.Log("saved " + Furnace.furnaces.Count + " furnace(s)");
Database.singleton.SaveStructures(Structure.structures);
if (Structure.structures.Count > 0) Debug.Log("saved " + Structure.structures.Count + " structure(s)");
}
public override void OnServerDisconnect(NetworkConnection conn)
{
print("OnServerDisconnect " + conn);
float delay = 0;
if (conn.identity != null)
{
Player player = conn.identity.GetComponent<Player>();
delay = (float)player.remainingLogoutTime;
}
StartCoroutine(DoServerDisconnect(conn, delay));
}
IEnumerator<WaitForSeconds> DoServerDisconnect(NetworkConnection conn, float delay)
{
yield return new WaitForSeconds(delay);
if (conn.identity != null)
{
Database.singleton.CharacterSave(conn.identity.GetComponent<Player>(), false);
print("saved:" + conn.identity.name);
}
lobby.Remove(conn);
base.OnServerDisconnect(conn);
}
public override void OnClientDisconnect(NetworkConnection conn)
{
print("OnClientDisconnect");
Camera mainCamera = Camera.main;
if (mainCamera.transform.parent != null)
mainCamera.transform.SetParent(null);
uiPopup.Show("Disconnected.");
base.OnClientDisconnect(conn);
state = NetworkState.Offline;
}
public static void Quit()
{
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
public override void OnValidate()
{
base.OnValidate();
if (!Application.isPlaying && networkAddress != "")
networkAddress = "Use the Server List below!";
}
}