Example #1
0
    public void VerifyResponse(NetWorker networker, NetworkingPlayer player, BMSByte response, System.Action <NetworkingPlayer> authUserAction, System.Action <NetworkingPlayer> rejectUserAction)
    {
        uint id;

        switch (status)
        {
        case Server.AuthStatus.Available:
            id = response.GetBasicType <uint>();

            BinaryFormatter binFor    = new BinaryFormatter();
            MemoryStream    memStream = new MemoryStream();

            byte[] bytes = response.GetByteArray(sizeof(uint));
            memStream.Write(bytes, 0, bytes.Length);
            memStream.Position = 0;

            List <uint> ids = binFor.Deserialize(memStream) as List <uint>;

            if (ids.Contains(id))
            {
                ids.Remove(id);
                authUserAction(player);
                status     = Server.AuthStatus.Checking;
                allowedIds = ids;
            }
            else
            {
                rejectUserAction(player);
            }

            //uint[] ids = ObjectMapper.Instance.Map<uint[]>(response);
            break;

        case Server.AuthStatus.Checking:
            id = response.GetBasicType <uint>();
            if (allowedIds.Contains(id))
            {
                authUserAction(player);
                allowedIds.Remove(id);
            }
            else
            {
                rejectUserAction(player);
            }
            return;

        case Server.AuthStatus.Closed:
            rejectUserAction(player);
            return;
        }
    }
Example #2
0
    public void AcceptChallenge(NetWorker networker, BMSByte challenge, Action <BMSByte> authServerAction, Action rejectServerAction)
    {
        Server.AuthStatus status = challenge.GetBasicType <Server.AuthStatus>();

        switch (status)
        {
        case Server.AuthStatus.Available:

            List <uint> memberIds = new List <uint>();

            /*foreach (Friend f in ourLobby.Members)
             * {
             *  memberIds.Add(f.Id.AccountId);
             * }*/

            BMSByte response = ObjectMapper.BMSByte(SteamClient.SteamId.AccountId);

            BinaryFormatter binFor    = new BinaryFormatter();
            MemoryStream    memStream = new MemoryStream();
            binFor.Serialize(memStream, memberIds);

            //response.Append(ObjectMapper.BMSByte(memberIds.ToArray()));
            response.Append(ObjectMapper.BMSByte(memStream.ToArray()));
            authServerAction(response);

            memStream.Close();
            return;

        case Server.AuthStatus.Checking:
            authServerAction(ObjectMapper.BMSByte(SteamClient.SteamId.AccountId));
            return;

        case Server.AuthStatus.Closed:
            rejectServerAction();
            return;
        }

        /*
         * BMSByte by = new BMSByte();
         * var binFormatter = new BinaryFormatter();
         * var mStream = new MemoryStream();
         * binFormatter.Serialize(mStream, allowedSteamIDs);
         *
         * var data = ObjectMapper.BMSByte(mStream.ToArray());
         *
         * authServerAction(data);
         */
    }
Example #3
0
    void ResetServer()
    {
        if (NetworkManager.Instance != null && NetworkManager.Instance.Networker != null)
        {
            if (networkObject != null)
            {
                networkObject.SendRpc(RPC_ALL_PLAYERS_LEAVE_LOBBY, Receivers.All);
            }

            DeleteObjects();

            Debug.Log("about to disconnect server.");

            lock (NetworkManager.Instance.Networker.Players)
            {
                foreach (var player in NetworkManager.Instance.Networker.Players)
                {
                    if (player != null)
                    {
                        ((IServer)NetworkManager.Instance.Networker).Disconnect(player, true);
                    }
                }
                ((IServer)NetworkManager.Instance.Networker).CommitDisconnects();
            }

            NetworkManager.Instance.Disconnect();
            Debug.Log("server disconnected.");


            StartCoroutine(BootUpServerAgain());

            Debug.Log("booting up server again...");

            serverHasBeenReset = true;
            status             = Server.AuthStatus.Available;
        }
    }