Example #1
0
    private IEnumerator startSetup()
    {
        int playerCount = ServerManager.Instance.ConnectedUsers.Count;

        // give each player a turn to pick a region until all regions are picked
        for (int i = 0; i < MapManager.Instance.MapRegions.Keys.Count; i++)
        {
            CredentialToken player = ServerManager.Instance.ConnectedUsers[i % playerCount];

            BoltConnection nextPlayer = ServerManager.Instance.Connections[player];

            PickRegion evnt = PickRegion.Create(nextPlayer);
            evnt.Send();

            pickingRegion = true;

            yield return(new WaitUntil(() => pickingRegion == false));
        }

        EndSetup es = EndSetup.Create(Bolt.GlobalTargets.AllClients);

        es.Send();

        StartTurns();

        yield return(null);
    }
Example #2
0
    /// <summary>
    /// add user to this game session
    /// </summary>
    /// <param name="user"></param>
    public void AddToSession(CredentialToken user)
    {
        if (WasUserInSession(user.UserName) == true)
        {
            // this user was previously connected to this session, reconnect them and re-attach shit

            ConnectedUsers.Add(user);

            // also, only ONE user in the session may have this username
            // so we need to remove that user and replace with this one, if anything is different

            CredentialToken previousUser = SessionUsers.Find(x => x.UserName == user.UserName);

            if (user != previousUser)
            {
                SessionUsers.Remove(previousUser);
                SessionUsers.Add(user);
            }

            return;
        }

        if (ConnectedUsers.Contains(user) == false)
        {
            Debug.Log("adding to lobby");


            ConnectedUsers.Add(user);
            SessionUsers.Add(user);
        }
    }
Example #3
0
    private IEnumerator startTurns()
    {
        int playerCount = 0;
        int players     = ServerManager.Instance.ConnectedUsers.Count;

        // go til end
        while (true)
        {
            // assign turn

            // turn order is currently in order of who connected
            CredentialToken player = ServerManager.Instance.ConnectedUsers[playerCount % players];

            BoltConnection nextPlayer = ServerManager.Instance.Connections[player];

            TakeTurn tt = TakeTurn.Create(nextPlayer);

            tt.Send();

            takingTurn = true;

            yield return(new WaitUntil(() => takingTurn == false));


            // resolve turn
        }

        yield return(null);
    }
Example #4
0
    /// <summary>
    /// called when someone connects to server
    /// </summary>
    /// <param name="connection"></param>
    public override void Connected(BoltConnection connection)
    {
        IProtocolToken acceptToken  = connection.AcceptToken;
        IProtocolToken connectToken = connection.ConnectToken;

        var log = LogEvent.Create();
        //log.Message = string.Format("{0} connected", connection.RemoteEndPoint);

        // connected to server
        CredentialToken token = (CredentialToken)connectToken;

        if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != GameManager.Instance.MenuSceneName)
        {
            Debug.Log("client tried to connect during gameplay: " + token.UserName);
            return;
        }

        Debug.Log("token connected: " + token.UserName);

        log.message += "connected: " + token.UserName;
        log.Send();


        // maintain credential/connection database
        ServerManager.Instance.Connections.Add(token, connection);
        ServerManager.Instance.Credentials.Add(connection, token);
        ServerManager.Instance.AddToSession(token);

        // grab all connections to the server, get their credentials
        // serialize that list, and send it as an event
        List <CredentialToken> connectedCredentials = new List <CredentialToken>();

        foreach (BoltConnection conn in BoltNetwork.connections)
        {
            if (conn != connection)
            {
                connectedCredentials.Add((CredentialToken)conn.ConnectToken);
                Debug.Log(((CredentialToken)conn.ConnectToken).DisplayName);

                // tell all clients except for this one that we're joining
                var userJoined = UserJoinedLobby.Create(conn);

                userJoined.UserToken = token;

                userJoined.Send();
            }
        }

        BinaryFormatter bf = new BinaryFormatter();
        MemoryStream    ms = new MemoryStream();

        bf.Serialize(ms, connectedCredentials);

        // send the list of connected clients to the newly-connected client
        SendConnectedClients sendClients = SendConnectedClients.Create(connection);

        sendClients.BinaryData = ms.ToArray();

        sendClients.Send();
    }
Example #5
0
    /// <summary>
    /// Sent by: Client who is currently picking a region
    /// Received by: Server
    /// Sent after client has picked their region during setup
    /// </summary>
    /// <param name="evnt"></param>
    public override void OnEvent(RegionPicked evnt)
    {
        int regionID = evnt.RegionID;

        // find new owner of region ID
        CredentialToken newOwner = (CredentialToken)evnt.NewOwner;

        Debug.Log("new owner info: " + newOwner.DisplayName);

        // send regionchange event to all clients

        ChangeRegionOwner cro = ChangeRegionOwner.Create(Bolt.GlobalTargets.AllClients);

        cro.RegionID = regionID;
        cro.NewOwner = newOwner;

        cro.Send();

        // update owner

        MapManager.Instance.MapOwners[regionID] = newOwner;

        // change color

        Color newColor = GameManager.Instance.PlayerColors[newOwner].GetColor;

        GameObject mapRegion = MapManager.Instance.MapRegions[regionID];

        mapRegion.GetComponent <Image>().color = newColor;

        GameManager.Instance.PickRegionOver();
    }
Example #6
0
        public void ProvideOAuth2Token(string oauth2Token)
        {
            var appToken = new Token()
            {
                AccessToken  = oauth2Token,
                RefreshToken = null,
                ExpiresIn    = 20
            };

            CredentialToken = new CredentialToken(appToken, clock);
        }
Example #7
0
    /// <summary>
    /// remove user from game session
    /// </summary>
    /// <param name="user"></param>
    public void RemoveFromSession(CredentialToken user)
    {
        if (ConnectedUsers.Contains(user) == true)
        {
            Debug.Log("removing from lobby");

            ConnectedUsers.Remove(user);
        }

        //Messenger.Broadcast("UpdateLobby");
    }
Example #8
0
        private void Refresh(string credentialId, CredentialToken token)
        {
            var cache = this.Cache.Value ?? throw new InvalidOperationException($"Missing the required cache.");

            //顺延当前用户及场景对应凭证号的缓存项的过期时长
            cache.SetExpiry(this.GetCacheKeyOfUser(token.Principal.Identity.GetIdentifier(), token.Principal.Scenario), token.Principal.Expiration);

            //顺延当前凭证缓存项的过期时长
            cache.SetExpiry(this.GetCacheKeyOfCredential(credentialId), token.Principal.Expiration);

            //重置本地缓存的时间信息
            token.Reset();
        }
Example #9
0
        public async Task RefreshToken()
        {
            // TODO : Handle not success status codes (rate limit exceeded, api down, ect)
            var token = await baseUrl.AppendPathSegment("/oauth2/token").PostUrlEncodedAsync(new
            {
                grant_type    = "refresh_token",
                client_id     = clientId,
                client_secret = clientSecret,
                refresh_token = CredentialToken.RefreshToken
            }).ReceiveJson <Token>();

            CredentialToken = new CredentialToken(token, clock);
        }
Example #10
0
    public bool Equals(CredentialToken other)
    {
        if (other == null)
        {
            return(false);
        }

        if ((object)other == null)
        {
            return(false);
        }

        return(other.DisplayName == DisplayName);
    }
Example #11
0
    /// <summary>
    /// Called when a local scene change finishes.
    /// </summary>
    /// <param name="map"></param>
    /// <param name="token"></param>
    public override void SceneLoadLocalDone(string map, Bolt.IProtocolToken token)
    {
        SceneChangeToken sceneChange = (SceneChangeToken)token;

        if (sceneChange != null)
        {
            Debug.Log("loading from scene: " + sceneChange.SceneFrom);
            Debug.Log("loading to scene: " + sceneChange.SceneTo);
            Debug.Log("reason: " + sceneChange.Reason);

            if (sceneChange.Reason == "StartGame")
            {
                if (BoltNetwork.isClient)
                {
                    GameplayStartedEvent evnt        = GameplayStartedEvent.Create(Bolt.GlobalTargets.OnlyServer);
                    CredentialToken      credentials = ClientManager.Instance.Credentials;
                    evnt.CredentialsToken = credentials;
                    evnt.Send();
                }

                else
                {
                    // we're the server

                    /*
                     * BoltEntity wizard = GameManager.Instance.SpawnWizard(ClientManager.Instance.Credentials);
                     * wizard.GetComponent<WizardController>().Init();
                     * wizard.TakeControl();
                     *
                     * BoltEntity entropyManager = GameManager.Instance.SpawnEntropyManager();
                     *
                     * entropyManager.TakeControl();
                     */

                    // enable the start of setup for the game
                    GameManager.Instance.StartSetup();
                }

                ServerManager.Instance.InitUserStats();

                //GameTypeManager.Instance.RoundStart();

                //StartMenuGUIManager.Instance.FSM.Transition("Init");

                GameGUIManager.Instance.BoltLoadGameScene();
            }
        }
    }
Example #12
0
        public async Task GenerateToken(string username, string password, Scope[] scopes = null)
        {
            var scope = string.Join(" ", scopes?.Select(s => s.Value) ?? new string[0]);

            // TODO : Handle not success status codes (rate limit exceeded, api down, ect)
            var token = await baseUrl.AppendPathSegment("/oauth2/token").PostUrlEncodedAsync(new
            {
                grant_type    = "password",
                client_id     = clientId,
                client_secret = clientSecret,
                username,
                password,
                scope
            }).ReceiveJson <Token>();

            CredentialToken = new CredentialToken(token, clock);
        }
Example #13
0
    public override void Disconnected(BoltConnection connection)
    {
        var log = LogEvent.Create();

        log.message = string.Format("{0} disconnected", connection.RemoteEndPoint.Address.ToString());
        log.Send();

        Debug.Log("token disconnected: " + connection.RemoteEndPoint.Address.ToString());

        // get token connected with connection's ip

        //CredentialToken disconnectToken = ServerManager.Instance.GetConnectedTokenByIP(connection.RemoteEndPoint.Address.ToString());
        CredentialToken disconnectToken = (CredentialToken)connection.ConnectToken;

        // tell all clients that a user is leaving the lobby so that they may update their GUIs and such

        var userDisconnected = UserDisconnectedLobby.Create();

        userDisconnected.UserToken = disconnectToken;
        userDisconnected.Send();
    }
Example #14
0
    /// <summary>
    /// Sent by: Server
    /// Received by: All clients
    /// Update client data when a region changes hands from one client to another
    /// </summary>
    /// <param name="evnt"></param>
    public override void OnEvent(ChangeRegionOwner evnt)
    {
        int regionID = evnt.RegionID;

        CredentialToken newOwner = (CredentialToken)evnt.NewOwner;

        // update owner

        MapManager.Instance.MapOwners[regionID] = newOwner;

        // change color


        Color newColor = GameManager.Instance.PlayerColors[newOwner].GetColor;



        GameObject mapRegion = MapManager.Instance.MapRegions[regionID];

        mapRegion.GetComponent <Image>().color = newColor;
    }
Example #15
0
        public async Task <string> GetCredentialAsync(Options.IAppSetting app)
        {
            if (app == null)
            {
                throw new ArgumentNullException(nameof(app));
            }

            var key = GetCredentalKey(app.Id);

            //首先从本地内存缓存中获取凭证标记,如果获取成功并且凭证未过期则返回该凭证号
            if (_localCache.TryGetValue(key, out var token) && !token.IsExpired)
            {
                return(token.Key);
            }

            var credentialId = this.Cache.GetValue <string>(key);

            if (string.IsNullOrEmpty(credentialId))
            {
                token = await this.GetRemoteCredentialAsync(app.Id, app.Secret);

                if (this.Cache.SetValue(key, token.Key, token.Expiry))
                {
                    _localCache[key] = token;
                }

                return(token.Key);
            }
            else
            {
                var expiry = this.Cache.GetExpiry(key);

                if (expiry.HasValue)
                {
                    _localCache[key] = new CredentialToken(credentialId, DateTime.UtcNow.Add(expiry.Value));
                }

                return(credentialId);
            }
        }
Example #16
0
    public override bool Equals(object obj)
    {
        /*
         * // existence is merely a social construct. nothing is equal.
         * if(obj != null)
         * {
         *  return false;
         * }
         */

        if (obj == null)
        {
            return(false);
        }

        CredentialToken other = obj as CredentialToken;

        if ((object)obj == null)
        {
            return(false);
        }

        return(other.DisplayName == DisplayName);
    }