Send() public abstract method

public abstract Send ( byte data ) : void
data byte
return void
 private void OnGetTitleData(NetworkConnection connection, GetTitleDataResult result)
 {
     //Do something cool with title data and Return back to the client.
     var output = string.Format("Recieved {0} Title Data Keys", result.Data.Keys.Count);
     Logger.Dispatch(LoggerTypes.Info, output);
     connection.Send(1002, new StringMessage()
     {
         value = string.Format(output)
     });
 }
    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        // check MaxPlayersPerConnection
        int numPlayersForConnection = 0;
        foreach (var player in conn.playerControllers)
        {
            if (player.IsValid)
                numPlayersForConnection += 1;
        }

        if (numPlayersForConnection >= maxPlayersPerConnection)
        {
            if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no more players for this connection."); }

            var errorMsg = new EmptyMessage();
            conn.Send(MsgType.LobbyAddPlayerFailed, errorMsg);
            return;
        }

        byte slot = FindSlot();
        if (slot == Byte.MaxValue)
        {
            if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no space for more players"); }

            var errorMsg = new EmptyMessage();
            conn.Send(MsgType.LobbyAddPlayerFailed, errorMsg);
            return;
        }

        var newLobbyGameObject = OnLobbyServerCreateLobbyPlayer(conn, playerControllerId);
        if (newLobbyGameObject == null)
        {
            newLobbyGameObject = (GameObject)Instantiate(playerPrefab.gameObject, Vector3.zero, Quaternion.identity);
        }

        var newLobbyPlayer = newLobbyGameObject.GetComponent<CaptainsMessPlayer>();
        newLobbyPlayer.slot = slot;
        lobbySlots[slot] = newLobbyPlayer;

        NetworkServer.AddPlayerForConnection(conn, newLobbyGameObject, playerControllerId);
    }
        public override void OnClientAuthenticate(NetworkConnection conn)
        {
            string precheckStatus;

            if (!PrecheckTicket(out precheckStatus))
            {
                logger.LogFormat(LogType.Error, "Ticket failed pre-check: {0} for {1}", precheckStatus, ticketString);
                conn.isAuthenticated = false;
                // disconnect the client - doing it synchronously hangs!
                StartCoroutine(DelayedDisconnect(conn, 0.01f));
                return;
            }
            clientStatus = "Checking ticket";
            // proceed
            AuthRequestMessage authRequestMessage = new AuthRequestMessage
            {
                ticketString = ticketString
            };

            conn.Send(authRequestMessage);
        }
Example #4
0
        /// <summary>
        ///     Call when a client connects
        /// </summary>
        /// <param name="conn"></param>
        internal static void OnServerAddClient(NetworkConnection conn)
        {
            //Sent to client the server config
            conn.Send(TCNetworkManager.Instance.serverConfig);

            //Lets just hope our transport never assigns the first connection max value of int
            if (closeServerOnFirstClientDisconnect && firstConnectionId == int.MaxValue)
            {
                firstConnectionId = conn.connectionId;
            }

            Logger.Info(
                "Client from '{Address}' connected with the connection ID of {ConnectionID}.",
                conn.address, conn.connectionId);
            IUser user = netManager.tcAuthenticator.GetAccount(conn.connectionId);

            if (user != null)
            {
                ServerChat.SendChatMessage("<b>Join</b>", user.UserName);
            }
        }
Example #5
0
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        base.OnServerAddPlayer(conn);
        if (GameStarted)
        {
            return;
        }
        Player p = conn.identity.GetComponent <Player>();

        p.Name = "Player";

        ResendGameInfoData(conn);
        if (Admin == null)
        {
            Admin = p;
            conn.Send(new MessageGameStatus {
                GameStarted = false,
                Admin       = conn.identity.gameObject
            });
        }
    }
        // -------------------------------------------------------------------------------
        // RequestUserRegister
        // @Client
        // -------------------------------------------------------------------------------
        /// <summary>
        /// Protected override function <c>RequestUserRegister</c> that returns a boolean.
        /// Sends a user registration request to the server.
        /// Checks whether the user register request is valid and can be sent to the server.
        /// Returns a boolean detailing whether the request was sent or not.
        /// </summary>
        /// <param name="conn"></param>
        /// <param name="userName"></param>
        /// <param name="password"></param>
        /// <param name="usermail"></param>
        /// <returns> Returns a boolean detailing whether the request was sent to the server. </returns>
        protected override bool RequestUserRegister(NetworkConnection conn, string userName, string password, string usermail)
        {
            if (!base.RequestUserRegister(conn, userName, password, usermail))
            {
                return(false);
            }

            ClientMessageRequestUserRegister message = new ClientMessageRequestUserRegister
            {
                username = userName,
                password = Tools.GenerateHash(name, password),
                email    = usermail,
                deviceid = Tools.GetDeviceId
            };

            conn.Send(message);

            debug.LogFormat(this.name, nameof(RequestUserRegister), conn.Id(), userName);             //DEBUG

            return(true);
        }
Example #7
0
        // -------------------------------------------------------------------------------
        // RequestUserChangePassword
        // @Client
        // -------------------------------------------------------------------------------
        protected override bool RequestUserChangePassword(NetworkConnection conn, string userName, string oldpassword, string newpassword)
        {
            if (!base.RequestUserChangePassword(conn, userName, oldpassword, newpassword))
            {
                return(false);
            }

            ClientMessageRequestUserChangePassword message = new ClientMessageRequestUserChangePassword
            {
                username    = name,
                oldPassword = Tools.GenerateHash(userName, oldpassword),
                newPassword = Tools.GenerateHash(userName, newpassword)
            };

            // reset player prefs on password change
            PlayerPrefs.SetString(Constants.PlayerPrefsPassword, "");

            conn.Send(message);

            return(true);
        }
Example #8
0
        IEnumerator AddPlayerDelayed(NetworkConnection conn)
        {
            yield return(new WaitForSeconds(.5f));

            conn.Send(new SceneMessage {
                scenePath = gameScene, sceneOperation = SceneOperation.LoadAdditive
            });

            PlayerScore playerScore = conn.Identity.GetComponent <PlayerScore>();

            playerScore.playerNumber = playerId;
            playerScore.scoreIndex   = playerId / subScenes.Count;
            playerScore.matchIndex   = playerId % subScenes.Count;

            if (subScenes.Count > 0)
            {
                UnityEngine.SceneManagement.SceneManager.MoveGameObjectToScene(conn.Identity.gameObject, subScenes[playerId % subScenes.Count]);
            }

            playerId++;
        }
        IEnumerator AddPlayerDelayed(NetworkConnection conn)
        {
            yield return(new WaitForSeconds(.5f));

            conn.Send(new SceneMessage {
                sceneName = gameScene, sceneOperation = SceneOperation.LoadAdditive
            });

            base.OnServerAddPlayer(conn);

            PlayerScore playerScore = conn.identity.GetComponent <PlayerScore>();

            playerScore.playerNumber = conn.connectionId;
            playerScore.scoreIndex   = conn.connectionId / subScenes.Count;
            playerScore.matchIndex   = conn.connectionId % subScenes.Count;

            if (subScenes.Count > 0)
            {
                SceneManager.MoveGameObjectToScene(conn.identity.gameObject, subScenes[conn.connectionId % subScenes.Count]);
            }
        }
Example #10
0
        // -------------------------------------------------------------------------------
        // OnClientMessageRequestPlayerDelete
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnClientMessageRequestPlayerDelete(NetworkConnection conn, ClientMessageRequestPlayerDelete msg)
        {
            ServerMessageResponsePlayerDelete message = new ServerMessageResponsePlayerDelete
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryPlayerDeleteSoft(msg.playername, msg.username))
            {
                message.text = systemText.playerDeleteSuccess;
            }
            else
            {
                message.text    = systemText.playerDeleteFailure;
                message.success = false;
            }

            conn.Send(message);
        }
        // -------------------------------------------------------------------------------
        // RequestChangePasswordUser
        // -------------------------------------------------------------------------------
        public override bool RequestChangePasswordUser(NetworkConnection conn, string name, string oldpassword, string newpassword)
        {
            if (!base.RequestChangePasswordUser(conn, name, oldpassword, newpassword))
            {
                return(false);
            }

            UserChangePasswordRequestMessage message = new UserChangePasswordRequestMessage
            {
                username    = name,
                oldPassword = GenerateHash(name, oldpassword),
                newPassword = GenerateHash(name, newpassword)
            };

            // reset player prefs on password change
            PlayerPrefs.SetString(Constants.PlayerPrefsPassword, "");

            conn.Send(message);

            return(true);
        }
Example #12
0
        // -------------------------------------------------------------------------------
        // OnClientMessageRequestUserChangePassword
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnClientMessageRequestUserChangePassword(NetworkConnection conn, ClientMessageRequestUserChangePassword msg)
        {
            ServerMessageResponseUserChangePassword message = new ServerMessageResponseUserChangePassword
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryUserChangePassword(msg.username, msg.oldPassword, msg.newPassword))
            {
                message.text = systemText.userChangePasswordSuccess;
            }
            else
            {
                message.text    = systemText.userChangePasswordFailure;
                message.success = false;
            }

            conn.Send(message);
        }
        // -------------------------------------------------------------------------------
        // OnUserChangePasswordRequestMessage
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnUserChangePasswordRequestMessage(NetworkConnection conn, UserChangePasswordRequestMessage msg)
        {
            ServerResponseMessage message = new ServerResponseMessage
            {
                code             = successCode,
                text             = "",
                causesDisconnect = true
            };

            if (DatabaseManager.singleton.TryUserChangePassword(msg.username, msg.oldPassword, msg.newPassword))
            {
                message.text = systemText.userChangePasswordSuccess;
            }
            else
            {
                message.text = systemText.userChangePasswordFailure;
                message.code = errorCode;
            }

            conn.Send(message);
        }
Example #14
0
        // -------------------------------------------------------------------------------
        // OnClientMessageRequestPlayerSwitchServer
        // Direction: @Client -> @Server
        // Execution: @Server
        // -------------------------------------------------------------------------------
        void OnClientMessageRequestPlayerSwitchServer(NetworkConnection conn, ClientMessageRequestPlayerSwitchServer msg)
        {
            ServerMessageResponsePlayerSwitchServer message = new ServerMessageResponsePlayerSwitchServer
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryPlayerSwitchServer(msg.playername, msg.anchorname, msg.zonename, msg.token))
            {
                message.text = systemText.playerSwitchServerSuccess;
            }
            else
            {
                message.text    = systemText.playerSwitchServerFailure;
                message.success = false;
            }

            conn.Send(message);
        }
        // -------------------------------------------------------------------------------
        // OnClientMessageRequestUserConfirm
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        /// <summary>
        /// Event <c>OnClientMessageRequestUserConfirm</c>.
        /// Triggered by the server receiving a user confirmation request from the client.
        /// </summary>
        /// <param name="conn"></param>
        /// <param name="msg"></param>
        void OnClientMessageRequestUserConfirm(NetworkConnection conn, ClientMessageRequestUserConfirm msg)
        {
            ServerMessageResponseUserConfirm message = new ServerMessageResponseUserConfirm
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (!GetIsUserLoggedIn(msg.username) && DatabaseManager.singleton.TryUserConfirm(msg.username, msg.password))
            {
                message.text = systemText.userConfirmSuccess;
            }
            else
            {
                message.text    = systemText.userConfirmFailure;
                message.success = false;
            }

            conn.Send(message);
        }
        void OnServerLeaveMatch(NetworkConnection conn, Guid matchId)
        {
            if (!NetworkServer.active)
            {
                return;
            }

            MatchInfo matchInfo = openMatches[matchId];

            matchInfo.players--;
            openMatches[matchId] = matchInfo;

            PlayerInfo playerInfo = playerInfos[conn];

            playerInfo.ready   = false;
            playerInfo.matchId = Guid.Empty;
            playerInfos[conn]  = playerInfo;

            foreach (KeyValuePair <Guid, HashSet <NetworkConnection> > kvp in matchConnections)
            {
                kvp.Value.Remove(conn);
            }

            HashSet <NetworkConnection> connections = matchConnections[matchId];

            PlayerInfo[] infos = connections.Select(playerConn => playerInfos[playerConn]).ToArray();

            foreach (NetworkConnection playerConn in matchConnections[matchId])
            {
                playerConn.Send(new ClientMatchMessage {
                    clientMatchOperation = ClientMatchOperation.UpdateRoom, playerInfos = infos
                });
            }

            SendMatchList();

            conn.Send(new ClientMatchMessage {
                clientMatchOperation = ClientMatchOperation.Departed
            });
        }
Example #17
0
    public override void OnServerAddPlayer(NetworkConnection conn)
    {
        if (modoServidor == ServidorPartida)
        {
            if (SceneManager.GetActiveScene().path == lobbyScene && rondaAJugar <= maxRondas)
            {
                RoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab);
                if (indexColoresServidor < maxPlayers)
                {
                    PlayerColorMessage msg = new PlayerColorMessage();
                    msg.Color = coloresServidor[indexColoresServidor];
                    indexColoresServidor++;
                    conn.Send <PlayerColorMessage>(msg);
                }


                NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); // Esto se encarga de spawnearlo en todos los clientes también
                RoomPlayers.Add(roomPlayerInstance);

                if ((numPlayers == maxPlayers && rondaAJugar < maxRondas) || (numPlayers == maxPlayers / 2 && rondaAJugar == maxRondas))
                {
                    NextRound();
                }
            }
        }
        else if (modoServidor == ServidorCombate)
        {
            if (SceneManager.GetActiveScene().path == lobbyScene)
            {
                RoomPlayer roomPlayerInstance = Instantiate(roomPlayerPrefab);
                NetworkServer.AddPlayerForConnection(conn, roomPlayerInstance.gameObject); // Esto se encarga de spawnearlo en todos los clientes también
                RoomPlayers.Add(roomPlayerInstance);

                if (numPlayers == maxPlayers)
                {
                    StartGame();
                }
            }
        }
    }
        /// <summary>
        /// Creates a new game room.
        /// </summary>
        /// <param name="playerConnection">The network connection of the player requesting the creation of a game room.</param>
        /// <param name="msg">The network message containing the information of the game room to create.</param>
        protected virtual void CreateGameRoom(NetworkConnection playerConnection, RequestCreateGameRoomMessage msg)
        {
            var zoneServer = SelectZoneServer();

            if (zoneServer != null)
            {
                ConnectToZoneServer(zoneServer.ip, zoneServer.port)
                .Then(client =>
                {
                    awaitingPlayerConnections.Add(playerConnection);
                    msg.playerConnectionId = playerConnection.connectionId;
                    return(RequestCreateGameRoom(client, msg));
                })
                .Then(responseSpawnGameServerMessage =>
                {
                    if (!responseSpawnGameServerMessage.success)
                    {
                        var connection = awaitingPlayerConnections.Find(x => x.connectionId == responseSpawnGameServerMessage.playerConnectionId);
                        if (connection != null)
                        {
                            var responseMsg     = new ResponseCreateGameRoomMessage();
                            responseMsg.success = false;
                            connection.Send(GameRoomsNetworkProtocol.ResponseCreateGameRoom, responseMsg);
                            awaitingPlayerConnections.Remove(connection);
                        }
                    }
                })
                .Catch(e =>
                {
                    Debug.Log(e.Message);
                });
            }
            else
            {
                var responseMsg = new ResponseCreateGameRoomMessage();
                responseMsg.success = false;
                responseMsg.error   = CreateGameRoomError.ZoneServerUnavailable;
                playerConnection.Send(GameRoomsNetworkProtocol.ResponseCreateGameRoom, responseMsg);
            }
        }
Example #19
0
    public void SendTo(GameObject recipient)
    {
        if (recipient == null)
        {
            return;
        }
        NetworkConnection connection = recipient.GetComponent <NetworkIdentity>().connectionToClient;

//			only send to players that are currently controlled by a client
        if (PlayerList.Instance.ContainsConnection(connection))
        {
            connection.Send(GetMessageType(), this);
            Logger.LogTraceFormat("SentTo {0}: {1}", Category.NetMessage, recipient.name, this);
        }
        else
        {
            Logger.LogTraceFormat("Not sending message {0} to {1}", Category.NetMessage, this, recipient.name);
        }

        //Obsolete version:
        //NetworkServer.SendToClientOfPlayer(recipient, GetMessageType(), this);
    }
Example #20
0
        public async Task ShouldTriggerConnectionTerminatedWhenSending()
        {
            NetworkDirection direction = NetworkDirection.Outgoing;

            using (NetworkFixture fixture = new NetworkFixture())
                using (TcpSocket host = fixture.Pool.New())
                    using (TcpSocket socket = fixture.Pool.New())
                    {
                        TcpSocketInfo info     = host.BindAndInfo();
                        int           port     = info.Endpoint.Port;
                        IPEndPoint    endpoint = new IPEndPoint(IPAddress.Loopback, port);

                        socket.Bind();
                        host.Listen(10);

                        Task <TcpSocketAccept> task    = host.Accept();
                        TcpSocketConnect       connect = await socket.Connect(endpoint);

                        TcpSocketAccept accept = await task;

                        connect.Status.Should().Be(SocketStatus.OK);
                        accept.Status.Should().Be(SocketStatus.OK);
                        accept.Connection.Dispose();

                        NetworkConnection connection = fixture.Pool.Create(socket, direction, endpoint);
                        Trigger           handler    = Trigger.Bind(ref fixture.Hooks.OnConnectionTerminated, data =>
                        {
                            data.Remote.Should().Be(NetworkAddress.Parse(endpoint));
                            data.Connection.Should().NotBeNull();
                        });

                        for (int i = 0; i < 10; i++)
                        {
                            connection.Send(new OneByteMessage());
                        }

                        handler.Wait().Should().BeTrue();
                    }
        }
        // -------------------------------------------------------------------------------
        // OnPlayerSwitchServerRequestMessage
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnPlayerSwitchServerRequestMessage(NetworkConnection conn, PlayerSwitchServerRequestMessage msg)
        {
            ServerResponseMessage message = new ServerResponseMessage
            {
                code             = successCode,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryPlayerSwitchServer(msg.username, msg.token))
            {
                message.text = systemText.playerSwitchServerSuccess;
                eventListener.onPlayerSwitchServer.Invoke(msg.username);
            }
            else
            {
                message.text = systemText.playerSwitchServerFailure;
                message.code = errorCode;
            }

            conn.Send(message);
        }
        // -------------------------------------------------------------------------------
        // OnUserConfirmRequestMessage
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnUserConfirmRequestMessage(NetworkConnection conn, UserConfirmRequestMessage msg)
        {
            ServerResponseMessage message = new ServerResponseMessage
            {
                code             = successCode,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryUserConfirm(msg.username, msg.password))
            {
                message.text = systemText.userConfirmSuccess;
                eventListener.onUserConfirm.Invoke(msg.username);
            }
            else
            {
                message.text = systemText.userConfirmFailure;
                message.code = errorCode;
            }

            conn.Send(message);
        }
        // ======================= PUBLIC METHODS - PLAYER ================================

        // -------------------------------------------------------------------------------
        // RequestPlayerLogin
        // @Client
        // -------------------------------------------------------------------------------
        /// <summary>
        /// Protected override function <c>RequestPlayerLogin</c> that returns a boolean.
        /// Sends a player login request to the server.
        /// Checks whether the player login request is valid and can be sent to the server.
        /// Returns a boolean detailing whether the request was sent or not.
        /// </summary>
        /// <param name="conn"></param>
        /// <param name="playername"></param>
        /// <param name="username"></param>
        /// <returns> Returns a boolean detailing whether the request was sent to the server. </returns>
        protected override bool RequestPlayerLogin(NetworkConnection conn, string playername, string username)
        {
            if (!base.RequestPlayerLogin(conn, playername, username))
            {
                return(false);
            }

            ClientMessageRequestPlayerLogin message = new ClientMessageRequestPlayerLogin
            {
                playername = playername,
                username   = username
            };

            // must be readied here, not in the response - otherwise it generates a warning
            ClientScene.Ready(conn);

            conn.Send(message);

            debug.LogFormat(this.name, nameof(RequestPlayerLogin), conn.Id(), username, playername);             //DEBUG

            return(true);
        }
Example #24
0
    public override void OnClientAuthenticate(NetworkConnection conn)
    {
        // send login packet with hashed password, so that the original one
        // never leaves the player's computer.
        //
        // it's recommended to use a different salt for each hash. ideally we
        // would store each user's salt in the database. to not overcomplicate
        // things, we will use the account name as salt (at least 16 bytes)
        //
        // Application.version can be modified under:
        // Edit -> Project Settings -> Player -> Bundle Version
        string   hash    = Utils.PBKDF2Hash(loginPassword, passwordSalt + loginAccount);
        LoginMsg message = new LoginMsg {
            account = loginAccount, password = hash, version = Application.version
        };

        conn.Send(message);
        print("login message was sent");

        // set state
        manager.state = NetworkState.Handshake;
    }
    public void SendDataIfReady(ref NetworkConnection connection, ref UdpNetworkDriver driver, List <PersistentPlayerInfo> allPlayerInfo)
    {
        if (sendQueue == null)
        {
            return;
        }

        // Heart beat every once in a while to prevent disconnects for no reason
        if (timeSinceLastHeartBeat * 1000 + heartbeatFrequencyMs <= Time.time * 1000)
        {
            timeSinceLastHeartBeat = Time.time;
            sendQueue.Enqueue((byte)LOBBY_CLIENT_REQUESTS.HEARTBEAT);
        }

        // Not time to send yet.
        if (timeSinceLastSend * 1000 + sendFrequencyMs > Time.time * 1000)
        {
            return;
        }

        timeSinceLastSend = Time.time;


        if (sendQueue.Count <= 0 || driver.GetConnectionState(connection) != NetworkConnection.State.Connected)
        {
            return;
        }

        // Send eveyrthing in the queue
        using (var writer = new DataStreamWriter(sendQueue.Count, Allocator.Temp))
        {
            while (sendQueue.Count > 0)
            {
                writer.Write(sendQueue.Dequeue());
            }

            connection.Send(driver, writer);
        }
    }
    public override void OnClientConnect(NetworkConnection conn)
    {
        base.OnClientConnect(conn);

        Debug.Log("Connected to server!");
        if (ConnectionEstablished != null)
        {
            ConnectionEstablished();
        }

        AddHybridPlayerMessage msg = new AddHybridPlayerMessage();

        msg.playerControllerId = 0;
        msg.PlayerType         = Utils.CurrentPlayerType;
        if (msg.PlayerType == Utils.PlayerType.HoloLens)
        {
            msg.AlignmentPosition = markerTransform.position;
            msg.AlignmentRotation = alignmentYRotation;
        }

        conn.Send(CustomMsgType.AddHybridPlayer, msg);
    }
Example #27
0
        // ======================== MESSAGE HANDLERS - PLAYER ============================

        // -------------------------------------------------------------------------------
        // OnClientMessageRequestPlayerAutoLogin
        // Direction: @Client -> @Server
        // Execution: @Server
        // -------------------------------------------------------------------------------
        void OnClientMessageRequestPlayerAutoLogin(NetworkConnection conn, ClientMessageRequestPlayerAutoLogin msg)
        {
            ServerMessageResponsePlayerAutoLogin message = new ServerMessageResponsePlayerAutoLogin
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryPlayerAutoLogin(msg.playername, msg.username))
            {
                AutoLoginPlayer(conn, msg.username, msg.playername, msg.token);
                message.text = systemText.playerLoginSuccess;
            }
            else
            {
                message.text    = systemText.playerLoginFailure;
                message.success = false;
            }

            conn.Send(message);
        }
    /// <summary>
    /// 链接成功的客户端回调
    /// </summary>
    /// <param name="conn"></param>
    public override void OnClientConnect(NetworkConnection conn)
    {
        print("OnClientConnect");

        // setup handlers
        // the following workaround was needed to avoid a exception in Unity 5.2
        //var client = NetworkClient.allClients[0]; <- not needed in 5.3 anymore
        client.RegisterHandler(CharactersAvailableMsg.MsgId, OnClientCharactersAvailable);
        client.RegisterHandler(ErrorMsg.MsgId, OnClientReceivePopup);

        // send login packet
        var msg = new LoginMsg();

        msg.id = id;
        msg.pw = pw;
        conn.Send(LoginMsg.MsgId, msg);
        print("login msg was sent");

        // call base function to make sure that client becomes "ready"
        //base.OnClientConnect(conn);
        ClientScene.Ready(conn); // from bitbucket OnClientConnect source
    }
Example #29
0
        // -------------------------------------------------------------------------------
        // OnClientMessageRequestUserRegister
        // @Client -> @Server
        // -------------------------------------------------------------------------------
        void OnClientMessageRequestUserRegister(NetworkConnection conn, ClientMessageRequestUserRegister msg)
        {
            ServerMessageResponseUserRegister message = new ServerMessageResponseUserRegister
            {
                success          = true,
                text             = "",
                causesDisconnect = false
            };

            if (DatabaseManager.singleton.TryUserRegister(msg.username, msg.password, msg.email, msg.deviceid))
            {
                DatabaseManager.singleton.SaveDataUser(msg.username, false);
                message.text = systemText.userRegisterSuccess;
            }
            else
            {
                message.text    = systemText.userRegisterFailure;
                message.success = false;
            }

            conn.Send(message);
        }
Example #30
0
    public void ResendGameInfoData(NetworkConnection conn = null)
    {
        MessageGameInfo info = new MessageGameInfo {
            VictimVision           = VictimVision,
            VictimLives            = VictimLives,
            VictimSpeed            = VictimSpeed,
            HunterVision           = HunterVision,
            HunterKillCooldown     = HunterKillCooldown,
            HunterSpeed            = HunterSpeed,
            Hunters                = Hunters,
            DisplayHunters         = DisplayHunters,
            VictimTaskDistance     = VictimTaskDistance,
            HunterKillDistance     = HunterKillDistance,
            HunterVisionOnCooldown = HunterVisionOnCooldown,
            VictimCommonTasks      = VictimCommonTasks,
            VictimLongTasks        = VictimLongTasks,
            VictimShortTasks       = VictimShortTasks,
            TimeLimit              = TimeLimit,
            DefaultColor           = DefaultColor,
            TasksBalancedDamage    = TasksBalancedDamage
        };

        if (NetworkServer.active)
        {
            if (conn != null)
            {
                conn.Send(info);
            }
            else
            {
                NetworkServer.SendToAll(info);
            }
        }
        else
        {
            NetworkClient.Send(info);
        }
    }
Example #31
0
    public void SendDataIfReady(ref NetworkConnection connection, ref UdpNetworkDriver driver, Dictionary <int, ObjectWithDelta> IdToClientControlledObjectDictionary)
    {
        CreateQueueIfNecessary();

        // Heart beat every once in a while to prevent disconnects
        if (timeSinceLastHeartBeat * 1000 + heartbeatFrequencyMs <= Time.time * 1000)
        {
            timeSinceLastHeartBeat = Time.time;
            sendQueue.Enqueue((byte)GAME_CLIENT_REQUESTS.HEARTBEAT);
        }

        // Not time to send yet.
        if (timeSinceLastSend * 1000 + sendFrequencyMs > Time.time * 1000)
        {
            return;
        }

        timeSinceLastSend = Time.time;

        HandleObjectDiff(IdToClientControlledObjectDictionary);


        if (sendQueue.Count <= 0)
        {
            return;
        }

        // Send eveyrthing in the queue
        using (var writer = new DataStreamWriter(sendQueue.Count, Allocator.Temp))
        {
            while (sendQueue.Count > 0)
            {
                writer.Write(sendQueue.Dequeue());
            }

            connection.Send(driver, writer);
        }
    }
    public async void OnAuthRequestMessage(NetworkConnection conn, AuthRequestMessage msg)
    {
        bool isValid = await loginService.Validate(msg.accessToken);

        if (!isValid)
        {
            StartCoroutine(DelayedDisconnect(conn, "Invalid access token."));
            return;
        }

        Jwt jwt = new Jwt(msg.accessToken);

        string[] allowedUserIds = GameState.singleton.gameServerModel.allowedUserIds;
        if (allowedUserIds.Length > 0 && !allowedUserIds.Contains(jwt.payload.user._id))
        {
            StartCoroutine(DelayedDisconnect(conn, "User not allowed."));
            return;
        }
        Debug.Log("User is allowed.");

        // Set authenticationData for other scripts to use.
        GroupModel groupModel = await GetGroupModel(msg.groupId, jwt.payload.user._id);

        conn.authenticationData = new AuthenticationData {
            groupModel = groupModel,
            userModel  = jwt.payload.user
        };

        // Create and send msg to client so it knows to proceed.
        AuthResponseMessage authResponseMessage = new AuthResponseMessage {
            code    = 200,
            message = "Success"
        };

        conn.Send(authResponseMessage);

        OnServerAuthenticated.Invoke(conn);
    }
Example #33
0
 public void KickPlayer(NetworkConnection conn)
 {
     conn.Send(MsgKicked, new KickMsg());
 }
Example #34
0
 public override void OnServerConnect(NetworkConnection conn)
 {
     conn.Send(MyMsgType.UpdateSeed, new StringMessage(GameController.seed));
     base.OnServerConnect(conn);
 }
    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        //UIConsole.Log ("OnServerAddPlayer " + Application.loadedLevelName);
        if (CheckIfLobbyScene ())
        {
            base.OnServerAddPlayer (conn, playerControllerId);
            if(_lobbyInfo!=null)
                NetworkServer.Destroy(_lobbyInfo.gameObject);

            _lobbyInfo = ((GameObject)Instantiate(lobbyInfoPrefab)).GetComponent<LobbyPlayerInfo>();
            NetworkServer.Spawn(_lobbyInfo.gameObject);
        }
        else
        {
            int num = 0;
            foreach (PlayerController current in conn.playerControllers)
            {
                if (current.IsValid)
                {
                    num++;
                }
            }
            if (num > this.maxPlayersPerConnection)
            {
                UnityEngine.Networking.NetworkSystem.EmptyMessage msg = new UnityEngine.Networking.NetworkSystem.EmptyMessage ();
                conn.Send (45, msg);
                return;
            }

            if(resetSpawnPointsOnSceneChange)
            {
                GameObject.Find("RespawnManager").GetComponent<RespawnPointsManager>().SetupInitialSpawnPoints();
                resetSpawnPointsOnSceneChange = false;
            }

            Vector3 spawnPos = GameObject.Find("RespawnManager").GetComponent<RespawnPointsManager>().GetInitialSpawnPoint();
            //UIConsole.Log());
            GameObject player = (GameObject)Object.Instantiate(onlinePlayerPrefab,spawnPos,Quaternion.identity);
            NetworkServer.AddPlayerForConnection(conn,player,playerControllerId);
                //UIConsole.Log("FAILED TO ADD PLAYER");

        }
    }