// InstantiatePlayer void InstantiatePlayer(uLink.NetworkPlayer networkPlayer, string accountId, string playerName, Vector3 respawnPosition, float cameraYRotation, int partyId) { LogManager.General.Log(string.Format("Instantiating player prefabs for '{0}' with account ID '{1}'", playerName, accountId)); var party = GameServerParty.partyList[partyId]; // Instantiates an avatar for the player connecting to the server // The player will be the "owner" of this object. Read the manual chapter 7 for more // info about object roles: Creator, Owner and Proxy. GameObject obj = uLink.Network.Instantiate( networkPlayer, // Owner proxyPrefab, ownerPrefab, creatorPrefab, respawnPosition, Cache.quaternionIdentity, 0, // Network group accountId // Initial data ); // Player component Player player = obj.GetComponent <Player>(); player.accountId = accountId; networkPlayer.localData = player; // Send name player.networkView.RPC("ReceivePlayerName", uLink.RPCMode.All, playerName); // Async: DB requests if (isTestServer) { // This section is for quick client tests on the test server // Send other players and myself information about stats player.skillBuild = SkillBuild.GetStarterBuild(); player.customization = new CharacterCustomization(); player.networkView.RPC("ReceiveSkillBuild", uLink.RPCMode.All, player.skillBuild); player.networkView.RPC("ReceiveCharacterCustomization", uLink.RPCMode.All, player.customization); player.networkView.RPC("ReceiveCharacterStats", uLink.RPCMode.All, new CharacterStats()); player.networkView.RPC("ReceiveArtifactTree", uLink.RPCMode.All, Jboy.Json.WriteObject(ArtifactTree.GetStarterArtifactTree())); // After the skill build has been sent, switch the attunement player.networkView.RPC("SwitchWeapon", uLink.RPCMode.All, (byte)0); player.networkView.RPC("SwitchAttunement", uLink.RPCMode.All, (byte)0); } else { // Experience / Level ExperienceDB.GetExperience( accountId, data => { uint exp = 0; if (data != null) { exp = data.experience; } player.networkView.RPC("SetExperience", uLink.RPCMode.All, exp); } ); // TODO: We need to wait until this is finished in ApplyCharacterStats // Skill build SkillBuildsDB.GetSkillBuild( accountId, data => { if (data == null) { player.skillBuild = SkillBuild.GetStarterBuild(); } else { player.skillBuild = data; } // Send build player.networkView.RPC("ReceiveSkillBuild", uLink.RPCMode.All, player.skillBuild); // After the build has been sent, switch the attunement player.networkView.RPC("SwitchWeapon", uLink.RPCMode.All, (byte)0); player.networkView.RPC("SwitchAttunement", uLink.RPCMode.All, (byte)0); } ); // Character customization CharacterCustomizationDB.GetCharacterCustomization( accountId, data => { if (data == null) { player.customization = new CharacterCustomization(); } else { player.customization = data; } // Send customization player.networkView.RPC("ReceiveCharacterCustomization", uLink.RPCMode.All, player.customization); } ); // Character stats StartCoroutine(ServerGameDB.GetCharacterStats(player)); // Guild GuildsDB.GetGuildList(accountId, data => { if (data != null) { GuildsDB.GetGuild(data.mainGuildId, guild => { if (guild != null) { player.networkView.RPC("ReceiveMainGuildInfo", uLink.RPCMode.All, guild.name, guild.tag); } }); } }); // Artifacts ArtifactsDB.GetArtifactTree( accountId, data => { if (data == null) { player.artifactTree = ArtifactTree.GetStarterArtifactTree(); } else { player.artifactTree = data; } player.networkView.RPC("ReceiveArtifactTree", uLink.RPCMode.All, Jboy.Json.WriteObject(player.artifactTree)); } ); // Retrieve arena stats var statsBucket = new Bucket("AccountToStats"); statsBucket.Get( accountId, Constants.Replication.Default, (request) => { var statsInDB = request.GetValue <PlayerStats>(); LogManager.General.Log("Queried stats of account '" + accountId + "' successfully (Ranking: " + statsInDB.bestRanking + ")"); // Send ranking player.networkView.RPC("ReceiveBestRanking", uLink.RPCMode.All, statsInDB.bestRanking); }, (request) => { var statsInDB = new PlayerStats(); LogManager.General.Log("Account '" + accountId + "' aka player '" + playerName + "' doesn't have any player stats yet"); // Send ranking player.networkView.RPC("ReceiveBestRanking", uLink.RPCMode.All, statsInDB.bestRanking); } ); } if (GameManager.isArena) { player.networkView.RPC("GameMaxScore", uLink.RPCMode.Owner, gameMode.scoreNeededToWin); } // Layer if (GameManager.isPvP) { player.networkView.RPC("ChangeParty", uLink.RPCMode.All, partyId); player.networkView.RPC("ChangeLayer", uLink.RPCMode.All, party.layer); } else { player.networkView.RPC("ChangeLayer", uLink.RPCMode.All, Config.instance.openWorldPvPLayer); } // Respawn player.networkView.RPC("Respawn", uLink.RPCMode.All, respawnPosition); player.networkView.RPC("SetCameraYRotation", uLink.RPCMode.Owner, cameraYRotation); // On non account restricted servers we start the game instantly if (!GameManager.isArena || isTestServer) { player.networkView.RPC("StartGame", uLink.RPCMode.Owner); GameManager.gameStarted = true; } // Disable encryption in non-ranked games //if(!GameManager.isRankedGame) // uLink.Network.UninitializeSecurity(networkPlayer); }
// Sends data about the account to any player public static void SendPublicAccountInfo(string accountId, LobbyPlayer toPlayer) { var player = GetLobbyPlayer(accountId); // Name LobbyGameDB.GetPlayerName(accountId, data => { if (data == null) { if (player == toPlayer) { Lobby.RPC("AskPlayerName", toPlayer.peer); } } else { Lobby.RPC("ReceivePlayerName", toPlayer.peer, accountId, data); if (player == toPlayer) { if (string.IsNullOrEmpty(player.name)) { player.name = data; LobbyServer.OnReceivePlayerName(player); } } } }); // Character customization CharacterCustomizationDB.GetCharacterCustomization(accountId, data => { if (data == null) { if (player == toPlayer) { Lobby.RPC("CustomizeCharacter", toPlayer.peer, accountId); } } else { if (player != null) { player.custom = data; } Lobby.RPC("ReceiveCharacterCustomization", toPlayer.peer, accountId, data); } }); // Skill build SkillBuildsDB.GetSkillBuild(accountId, data => { if (data == null) { Lobby.RPC("ReceiveSkillBuild", toPlayer.peer, accountId, SkillBuild.GetStarterBuild()); } else { Lobby.RPC("ReceiveSkillBuild", toPlayer.peer, accountId, data); } }); // Stats LobbyGameDB.GetPlayerStats(accountId, data => { if (data == null) { data = new PlayerStats(); } // Assign stats if (player != null) { player.stats = data; } // Send the stats to the player Lobby.RPC("ReceivePlayerStats", toPlayer.peer, accountId, Jboy.Json.WriteObject(data) ); }); // FFA Stats LobbyGameDB.GetPlayerFFAStats(accountId, data => { if (data == null) { data = new PlayerStats(); } // Assign stats if (player != null) { player.ffaStats = data; } // Send the stats to the player Lobby.RPC("ReceivePlayerFFAStats", toPlayer.peer, accountId, Jboy.Json.WriteObject(data) ); }); // Character stats TraitsDB.GetCharacterStats(accountId, data => { if (data == null) { data = new CharacterStats(); } if (player != null) { player.charStats = data; } Lobby.RPC("ReceiveCharacterStats", toPlayer.peer, accountId, data); }); // Artifact inventory ArtifactsDB.GetArtifactInventory(accountId, data => { if (data == null) { data = new ArtifactInventory(); } if (player != null) { player.artifactInventory = data; } Lobby.RPC("ReceiveArtifactInventory", toPlayer.peer, accountId, Jboy.Json.WriteObject(data)); }); // Artifact tree ArtifactsDB.GetArtifactTree(accountId, data => { if (data == null) { data = ArtifactTree.GetStarterArtifactTree(); } if (player != null) { player.artifactTree = data; } Lobby.RPC("ReceiveArtifactTree", toPlayer.peer, accountId, Jboy.Json.WriteObject(data)); }); // Experience ExperienceDB.GetExperience(accountId, data => { uint exp = 0; if (data != null) { exp = data.experience; } Lobby.RPC("ReceiveExperience", toPlayer.peer, accountId, exp); }); // Item inventory ItemInventoryDB.GetItemInventory(accountId, data => { if (data == null) { data = new ItemInventory(); } if (player != null) { player.itemInventory = data; } Lobby.RPC("ReceiveItemInventory", toPlayer.peer, accountId, Jboy.Json.WriteObject(data)); }); // View profile Lobby.RPC("ViewProfile", toPlayer.peer, accountId); }