Exemple #1
0
	public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		while (_cStream.HasUnreadData)
		{
			CNetworkViewId cTurretViewId = _cStream.ReadNetworkViewId();
			GameObject cTurretObject = CNetwork.Factory.FindObject(cTurretViewId);
			
			if (cTurretObject != null)
			{
				CLaserTurretBehaviour cLaserTurretBehaviour = cTurretObject.GetComponent<CLaserTurretBehaviour>();
				ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
				
				switch (eAction)
				{
				case ENetworkAction.FireLasers:
					cLaserTurretBehaviour.FireLasers();
					break;
					
				default:
					Debug.LogError(string.Format("Unknown network action ({0})", eAction));
					break;
				}
			}
		}
	}
    void OnRecievedPlayerMicrophoneAudio(CNetworkPlayer _cPlayer, CNetworkStream _cAudioDataStream)
    {
        GameObject     playerActor  = CGamePlayers.GetPlayerActor(_cPlayer.PlayerId);
        CNetworkViewId playerViewID = playerActor.GetComponent <CNetworkView>().ViewId;

        _cAudioDataStream.SetReadOffset(0);
        byte[] streamData = _cAudioDataStream.ReadBytes(_cAudioDataStream.NumUnreadBytes);

        CNetworkStream dataStream = new CNetworkStream();

        dataStream.Write(streamData);
        dataStream.Write(playerViewID);

        Dictionary <ulong, CNetworkPlayer> players = CNetwork.Server.FindNetworkPlayers();

        foreach (ulong playerID in players.Keys)
        {
            if (m_bReturnToSender)
            {
                CNetwork.Server.TransmitMicrophoneAudio(playerID, dataStream);
            }
            else
            {
                if (_cPlayer.PlayerId != playerID)
                {
                    CNetwork.Server.TransmitMicrophoneAudio(playerID, dataStream);
                }
            }
        }
    }
Exemple #3
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cModuleGunViewId = _cStream.ReadNetworkViewId();

            GameObject cModuleGunObject = cModuleGunViewId.GameObject;
            CToolInterface cToolInterface = cModuleGunObject.GetComponent<CToolInterface>();
            CTorchLight cTorchLight = cModuleGunObject.GetComponent<CTorchLight>();

            switch (eAction)
            {
                case ENetworkAction.TurnOnLight:
                    cTorchLight.SetActive(true);
                    break;

                case ENetworkAction.TurnOffLight:
                    cTorchLight.SetActive(false);
                    break;

                case ENetworkAction.ToggleColour:
                    cTorchLight.ToggleColour();
                    break;


                default:
                    Debug.LogError("Unknown network action: " + eAction);
                    break;
            }
        }
    }
Exemple #4
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction          = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cModuleGunViewId = _cStream.ReadNetworkViewId();

            GameObject          cModuleGunObject    = cModuleGunViewId.GameObject;
            CToolInterface      cToolInterface      = cModuleGunObject.GetComponent <CToolInterface>();
            CModuleGunBehaviour cModuleGunBehaviour = cModuleGunObject.GetComponent <CModuleGunBehaviour>();

            switch (eAction)
            {
            case ENetworkAction.OpenDui:
                cModuleGunBehaviour.OpenDui(cToolInterface.OwnerPlayerActor.GetComponent <CPlayerInteractor>().TargetActorObject);
                break;

            case ENetworkAction.CloseDui:
                cModuleGunBehaviour.CloseDui();
                break;

            default:
                Debug.LogError("Unknown network action");
                break;
            }
        }
    }
Exemple #5
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            CNetworkViewId cCockpitObjectViewId = _cStream.ReadNetworkViewId();
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

            GameObject cCockpitObject = CNetwork.Factory.FindObject(cCockpitObjectViewId);

            CCockpit cCockpit = cCockpitObject.GetComponent <CCockpit>();

            switch (eAction)
            {
            case ENetworkAction.EnterCockpit:
                cCockpit.HandleEnterCockpit(_cNetworkPlayer.PlayerId);
                break;

            case ENetworkAction.LeaveCockpit:
                cCockpit.HandleLeaveCockpit(_cNetworkPlayer.PlayerId);
                break;

            default:
                Debug.LogError(string.Format("Unknown network action ({0})"));
                break;
            }
        }
    }
Exemple #6
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	public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);

		if (cPlayerActor != null)
		{
			CPlayerAirMotor cAirMotor = cPlayerActor.GetComponent<CPlayerAirMotor>();

			while (_cStream.HasUnreadData)
			{
				ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

				switch (eNetworkAction)
				{
				case ENetworkAction.UpdateStates:
					cAirMotor.m_usMovementStates = _cStream.ReadUInt();
					break;

				default:
					Debug.LogError(string.Format("Unknown network action ({0})", (int)eNetworkAction));
					break;
				}
			}
		}
	}
Exemple #7
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);

        if (cPlayerActor != null)
        {
            CPlayerAirMotor cAirMotor = cPlayerActor.GetComponent <CPlayerAirMotor>();

            while (_cStream.HasUnreadData)
            {
                ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

                switch (eNetworkAction)
                {
                case ENetworkAction.UpdateStates:
                    cAirMotor.m_usMovementStates = _cStream.ReadUInt();
                    break;

                default:
                    Debug.LogError(string.Format("Unknown network action ({0})", (int)eNetworkAction));
                    break;
                }
            }
        }
    }
Exemple #8
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject      cPlayerObject   = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);
        CPlayerBackPack cPlayerBackPack = cPlayerObject.GetComponent <CPlayerBackPack>();

        // Process stream data
        while (_cStream.HasUnreadData)
        {
            // Extract action
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

            // Handle action
            switch (eAction)
            {
            case ENetworkAction.PickupModule:
                CNetworkViewId cModuleViewId = _cStream.ReadNetworkViewId();
                cPlayerBackPack.PickupModule(_cNetworkPlayer.PlayerId, cModuleViewId);

                break;

            case ENetworkAction.DropModule:
                cPlayerBackPack.DropModule();
                break;

            case ENetworkAction.InsertCell:
                CNetworkViewId cCellSlotViewId = _cStream.ReadNetworkViewId();
                cPlayerBackPack.InsertCell(_cNetworkPlayer.PlayerId, cCellSlotViewId);
                break;
            }
        }
    }
Exemple #9
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    public static void UnserializeData(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        // While there is unread data in the stream
        while (_cStream.HasUnreadData)
        {
            // Save the first byte as the network action
            ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

            // Switch on the network action
            switch (eNetworkAction)
            {
            // New player message was sent
            case ENetworkAction.ActionSendPlayerMessage:
            {
                // Read out messages into output strings
                string strName    = _cStream.ReadString();
                string strMessage = _cStream.ReadString();

                // Find all players within 'hearing' range of the source player
                foreach (CNetworkPlayer Player in CheckPlayerDistances(_cNetworkPlayer))
                {
                    // Invoke RPC call to send the message to each player
                    Instance.InvokeRpc(Player.PlayerId, "ReceivePlayerMessage", strName, strMessage);
                }

                break;
            }
            }
        }
    }
Exemple #10
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction          = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cModuleGunViewId = _cStream.ReadNetworkViewId();

            GameObject     cModuleGunObject = cModuleGunViewId.GameObject;
            CToolInterface cToolInterface   = cModuleGunObject.GetComponent <CToolInterface>();
            CTorchLight    cTorchLight      = cModuleGunObject.GetComponent <CTorchLight>();

            switch (eAction)
            {
            case ENetworkAction.TurnOnLight:
                cTorchLight.SetActive(true);
                break;

            case ENetworkAction.TurnOffLight:
                cTorchLight.SetActive(false);
                break;

            case ENetworkAction.ToggleColour:
                cTorchLight.ToggleColour();
                break;


            default:
                Debug.LogError("Unknown network action: " + eAction);
                break;
            }
        }
    }
Exemple #11
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            CNetworkViewId cTurretViewId = _cStream.ReadNetworkViewId();
            GameObject     cTurretObject = CNetwork.Factory.FindObject(cTurretViewId);

            if (cTurretObject != null)
            {
                CLaserTurretBehaviour cLaserTurretBehaviour = cTurretObject.GetComponent <CLaserTurretBehaviour>();
                ENetworkAction        eAction = (ENetworkAction)_cStream.ReadByte();

                switch (eAction)
                {
                case ENetworkAction.FireLasers:
                    cLaserTurretBehaviour.FireLasers();
                    break;

                default:
                    Debug.LogError(string.Format("Unknown network action ({0})", eAction));
                    break;
                }
            }
        }
    }
Exemple #12
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    protected void HandlePlayerConnect(RakNet.SystemAddress _cSystemAddress, RakNet.RakNetGUID _cGuid)
    {
        // Create network player instance for new player
        CNetworkPlayer cNetworkPlayer = gameObject.AddComponent <CNetworkPlayer>();

        // Check is host by matching address and connection guid
        bool bIsHost = _cGuid.g == CNetwork.Connection.RakPeer.GetMyGUID().g;

        // Initialise player instance
        cNetworkPlayer.Initialise(_cSystemAddress, _cGuid, bIsHost);

        // Store network player instance
        s_mNetworkPlayers.Add(cNetworkPlayer.Guid.g, cNetworkPlayer);

        // Join notice
        Logger.Write("A player has joined. Instance id ({0}) System address ({1}) Guid ({2})", cNetworkPlayer.PlayerId, _cSystemAddress, _cGuid);

        // Notify event observers
        if (EventPlayerConnect != null)
        {
            EventPlayerConnect(cNetworkPlayer);
        }

        // Update server info, player count
        UpdateServerInfo();

        // Tell player that he has been given the initial game state
        cNetworkPlayer.SetDownloadingInitialGameStateComplete();
    }
Exemple #13
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    public static void UnserializeData(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

        switch (eNetworkAction)
        {
        case ENetworkAction.ActionSendPlayerName:
        {
            string sPlayerName = _cStream.ReadString();

            //Send all dictionary entries to new player
            foreach (KeyValuePair <ulong, string> entry in CGamePlayers.s_cInstance.m_mPlayersNames)
            {
                //Make sure you don't send RPC to yourself. Foreach loops will not let you modify the collections object (dictionary) you are operating on.
                if (_cNetworkPlayer.PlayerId != CNetwork.PlayerId)
                {
                    CGamePlayers.s_cInstance.InvokeRpc(_cNetworkPlayer.PlayerId, "RegisterPlayerName", entry.Key, entry.Value);
                }
            }

            // Send new player name to all other players
            CGamePlayers.s_cInstance.InvokeRpcAll("RegisterPlayerName", _cNetworkPlayer.PlayerId, sPlayerName);

            break;
        }
        }
    }
Exemple #14
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    void OnPlayerDisconnect(CNetworkPlayer _cNetworkPlayer)
    {
        if (MountedPlayerId == _cNetworkPlayer.PlayerId)
        {
            //Debug.LogError("Player left cockpit" + gameObject.name);

            HandleLeaveCockpit(_cNetworkPlayer.PlayerId);
        }
    }
Exemple #15
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    public static void UnserializePlayerState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        // Retrieve player actors head
        CPlayerHead cMyActorHead = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId).GetComponent <CPlayerHead>();

        // Write my head's x-rotation
        float fRotationX = _cStream.ReadFloat();

        cMyActorHead.m_fHeadEulerX.Set(fRotationX);
    }
Exemple #16
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    public static void Unserialize(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject     cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);
        CPlayerRagdoll ragdoll      = cPlayerActor.GetComponent <CPlayerRagdoll>();

        while (_cStream.HasUnreadData)
        {
            // Extract action
            ragdoll.m_bRagdollState.Set(_cStream.ReadByte());
        }
    }
Exemple #17
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    static protected void NotifyOnEvent(CNetworkPlayer _cNetworkPlayer, CDUIElement _DUIElement, EElementNotificationType _NotificationType, object[] _Arguments)
    {
        ulong ignorePlayer = _cNetworkPlayer.PlayerId;

        foreach (ulong playerId in CNetwork.Server.FindNetworkPlayers().Keys)
        {
            if (playerId != ignorePlayer)
            {
                _DUIElement.InvokeRpc(playerId, "Invoke" + _NotificationType.ToString(), _Arguments);
            }
        }
    }
Exemple #18
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    void OnPlayerDisconnect(CNetworkPlayer _cPlayer)
    {
        CNetworkViewId cPlayerActorNetworkViewId = GetPlayerActorViewId(_cPlayer.PlayerId);

        if (cPlayerActorNetworkViewId != null)
        {
            CNetwork.Factory.DestoryObject(cPlayerActorNetworkViewId);

            // Sync unregister player actor view id with everyone
            InvokeRpcAll("UnregisterPlayerActor", _cPlayer.PlayerId);

            //Remove player from dictionary of player names
            InvokeRpcAll("UnregisterPlayerName", _cPlayer.PlayerId);

            Logger.Write("Removed Player Actor for Player Id ({0})", _cPlayer.PlayerId);
        }
    }
Exemple #19
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        if (CGamePlayers.SelfActor == null)
        {
            return;
        }

        CPlayerInteractor cPlayerInteractor = CGamePlayers.SelfActor.GetComponent <CPlayerInteractor>();

        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction          = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cNewTargetViewId = _cStream.ReadNetworkViewId();

            switch (eAction)
            {
            case ENetworkAction.UpdateTarget:
                if (cNewTargetViewId != null)
                {
                    cPlayerInteractor.m_cTargetActorObject = cNewTargetViewId.GameObject;
                    if (cPlayerInteractor.EventServerTargetChange != null)
                    {
                        cPlayerInteractor.EventServerTargetChange(cPlayerInteractor.m_cTargetActorObject);
                    }

                    // Debug.LogError("Found new target: " + cPlayerInteractor.m_cTargetActorObject);
                }
                else
                {
                    cPlayerInteractor.m_cTargetActorObject = null;
                    if (cPlayerInteractor.EventServerTargetChange != null)
                    {
                        cPlayerInteractor.EventServerTargetChange(null);
                    }

                    //Debug.LogError("Found new target: " + null);
                }
                break;

            default:
                Debug.LogError("Unknown network action");
                break;
            }
        }
    }
Exemple #20
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    void OnPlayerJoin(CNetworkPlayer _cPlayer)
    {
        // Send created objects to new player
        CNetwork.Factory.SyncPlayer(_cPlayer);

        // Server doesn't need this
        if (!_cPlayer.IsHost)
        {
            // Sync current players actor view ids with new player
            foreach (KeyValuePair <ulong, CNetworkViewId> tEntry in m_mPlayersActors)
            {
                InvokeRpc(_cPlayer.PlayerId, "RegisterPlayerActor", tEntry.Key, tEntry.Value);
            }
        }

        // Placeholder Test stuff
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolAk47);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolTorch);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolExtinguisher);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.Fire);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolMedical);
        //CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.BlackMatterCell);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.FuelCell);
        //CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.PlasmaCell);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.PowerCell);
        //CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.BioCell);
        //CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.ReplicatorCell);


        //Place module gun
        //GameObject tool = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolModuleGun);
        //tool.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -8.0f, -13.0f));
        //tool = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolAk47);
        //tool.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -9.0f, -13.0f));
        //Place Ratchet
        //GameObject ratchet = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolRatchet);
        //ratchet.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -11.0f, -13.0f));


        m_aUnspawnedPlayers.Add(_cPlayer.PlayerId);

        //Send all dictionary entries to all players.

        Logger.Write("Created new player actor for player id ({0})", _cPlayer.PlayerId);
    }
Exemple #21
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    public static void UnserializeBeltState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction     = (ENetworkAction)_cStream.ReadByte();
            CPlayerBelt    cPlayerBelt = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId).GetComponent <CPlayerBelt>();

            switch (eAction)
            {
            case ENetworkAction.PickupTool:
            {
                CNetworkViewId cToolViewId = _cStream.ReadNetworkViewId();
                cPlayerBelt.PickupTool(cToolViewId.GameObject);
            }
            break;
            }
        }
    }
Exemple #22
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    protected void HandlePlayerDisconnect(CNetworkPlayer _cPlayer, EDisconnectType _eDisconnectType)
    {
        Logger.Write("A client has disconnected");

        // Notify event observers
        if (EventPlayerDisconnect != null)
        {
            EventPlayerDisconnect(_cPlayer);
        }

        Component.Destroy(s_mNetworkPlayers[_cPlayer.PlayerId]);

        // Remove and delete network player
        s_mNetworkPlayers.Remove(_cPlayer.PlayerId);

        // Update server info, player count
        UpdateServerInfo();
    }
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            CNetworkViewId oxygenRefillViewId = _cStream.ReadNetworkViewId();
            ENetworkAction eAction            = (ENetworkAction)_cStream.ReadByte();

            GameObject cOxygenRefillerObject = oxygenRefillViewId.GameObject;

            COxygenRefillerBehaviour blah = cOxygenRefillerObject.GetComponent <COxygenRefillerBehaviour>();

            switch (eAction)
            {
            case ENetworkAction.RefillOxygen:
                blah.HandlePlayerOxygenRefill(_cNetworkPlayer.PlayerId);
                break;
            }
        }
    }
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            CNetworkViewId oxygenRefillViewId = _cStream.ReadNetworkViewId();
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

            GameObject cOxygenRefillerObject = oxygenRefillViewId.GameObject;

            COxygenRefillerBehaviour blah = cOxygenRefillerObject.GetComponent<COxygenRefillerBehaviour>();

            switch (eAction)
            {
                case ENetworkAction.RefillOxygen:
                    blah.HandlePlayerOxygenRefill(_cNetworkPlayer.PlayerId);
                    break;
            }
        }
    }
Exemple #25
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    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
        CNetworkViewId cMedicalSpayViewId = _cStream.ReadNetworkViewId();

        switch (eAction)
        {
            case ENetworkAction.SprayStart:
                cMedicalSpayViewId.GameObject.GetComponent<CMedicalSpray>().m_bActive.Set(true);
                break;

            case ENetworkAction.SprayEnd:
                cMedicalSpayViewId.GameObject.GetComponent<CMedicalSpray>().m_bActive.Set(false);
                break;

            default:
                Debug.LogError("Unknown network action");
                break;
        }
    }
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
        CNetworkViewId cFireExtinguisherViewId = _cStream.ReadNetworkViewId();

        switch (eAction)
        {
        case ENetworkAction.ExtinguishFireStart:
            cFireExtinguisherViewId.GameObject.GetComponent <CFireExtinguisherSpray>().m_bActive.Set(true);
            break;

        case ENetworkAction.ExtinguishFireEnd:
            cFireExtinguisherViewId.GameObject.GetComponent <CFireExtinguisherSpray>().m_bActive.Set(false);
            break;

        default:
            Debug.LogError("Unknown network action");
            break;
        }
    }
Exemple #27
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    public static void UnserializePlayerState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);

        if (cPlayerActor != null)
        {
            //while (_cStream.HasUnreadData)
            {
                // Retrieve player actor motor
                CPlayerGroundMotor cPlayerActorMotor = cPlayerActor.GetComponent <CPlayerGroundMotor>();

                ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

                switch (eNetworkAction)
                {
                case ENetworkAction.UpdateStates:
                {
                    cPlayerActorMotor.m_uiMovementStates = _cStream.ReadByte();

                    if (cPlayerActor != CGamePlayers.SelfActor)
                    {
                        cPlayerActor.transform.eulerAngles = new Vector3(0.0f, _cStream.ReadFloat(), 0.0f);
                    }
                    else
                    {
                        _cStream.ReadFloat();
                    }

                    cPlayerActorMotor.m_bStates.Set((byte)cPlayerActorMotor.m_uiMovementStates);
                }
                break;


                default:
                    Debug.LogError(string.Format("Unknown network action ({0})", (byte)eNetworkAction));
                    break;
                }
            }
        }
    }
Exemple #28
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    public static void Unserialize(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
		while (_cStream.HasUnreadData)
        {
            // Extract action
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
           
            switch (eAction)
            {
				case ENetworkAction.SetRepairState:
				{
					//Figure out which ratchet sent it's new state
					CRatchetBehaviour ratchet = _cStream.ReadNetworkViewId().GameObject.GetComponent<CRatchetBehaviour>();
					
					ratchet.m_TargetComponent = _cStream.ReadNetworkViewId().GameObject.GetComponent<CComponentInterface>();
					ratchet.m_eRepairState = (ERepairState)_cStream.ReadByte();
					
					break;
				}
			}
		}
	}
Exemple #29
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    public static void Unserialize(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            // Extract action
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

            switch (eAction)
            {
            case ENetworkAction.SetRepairState:
            {
                //Figure out which kits sent it's new state
                CCircuitryKitBehaviour CircuitryKit = _cStream.ReadNetworkViewId().GameObject.GetComponent <CCircuitryKitBehaviour>();

                CircuitryKit.m_TargetComponent = _cStream.ReadNetworkViewId().GameObject.GetComponent <CComponentInterface>();
                CircuitryKit.m_eRepairState    = (ERepairState)_cStream.ReadByte();

                break;
            }
            }
        }
    }
Exemple #30
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	static public void UnserializeSliderEvents(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		while(_cStream.HasUnreadData)
		{
			// Get the DUISlider and its network view
			CDUISlider duiSlider = CNetwork.Factory.FindObject(_cStream.ReadNetworkViewId()).GetComponent<CDUISlider>();
			
			// Get the interaction notification
			ESliderNotificationType notification = (ESliderNotificationType)_cStream.ReadByte();
			
			// Based on the notification type, update the clients of the event
			switch(notification) 
			{
			case ESliderNotificationType.OnValueChange:
				float value = _cStream.ReadFloat();
				duiSlider.SetSliderValue(value);
				break;
				
			default:break;
			}
		}
	}
Exemple #31
0
    static public void UnserializeSliderEvents(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            // Get the DUISlider and its network view
            CDUISlider duiSlider = CNetwork.Factory.FindObject(_cStream.ReadNetworkViewId()).GetComponent <CDUISlider>();

            // Get the interaction notification
            ESliderNotificationType notification = (ESliderNotificationType)_cStream.ReadByte();

            // Based on the notification type, update the clients of the event
            switch (notification)
            {
            case ESliderNotificationType.OnValueChange:
                float value = _cStream.ReadFloat();
                duiSlider.SetSliderValue(value);
                break;

            default: break;
            }
        }
    }
Exemple #32
0
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction     = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cAk47ViewId = _cStream.ReadNetworkViewId();

            switch (eAction)
            {
            case ENetworkAction.ShootStart:
                cAk47ViewId.GameObject.GetComponent <CAk47Behaviour>().m_bShoot = true;
                break;

            case ENetworkAction.ShootEnd:
                cAk47ViewId.GameObject.GetComponent <CAk47Behaviour>().m_bShoot = false;
                break;

            default:
                Debug.LogError("Unknown network action");
                break;
            }
        }
    }
Exemple #33
0
    public static void UnserializeInbound(CNetworkPlayer _cPlayer, CNetworkStream _cStream)
    {
        TPlayerStates tPlayerStates = s_cInstance.m_mPlayerStates[_cPlayer.PlayerId];

        tPlayerStates.ulPreviousInput = tPlayerStates.ulInput;
        tPlayerStates.ulInput         = _cStream.ReadULong();
        tPlayerStates.fPreviousMouseX = tPlayerStates.fMouseX;
        tPlayerStates.fPreviousMouseY = tPlayerStates.fMouseY;
        tPlayerStates.fMouseX         = _cStream.ReadFloat();
        tPlayerStates.fMouseY         = _cStream.ReadFloat();

        if (tPlayerStates.fPreviousMouseX != tPlayerStates.fMouseX)
        {
            s_cInstance.InvokeClientClientAxisEvent(EAxis.MouseX, _cPlayer.PlayerId, tPlayerStates.fMouseX);
        }

        if (tPlayerStates.fPreviousMouseY != tPlayerStates.fMouseY)
        {
            s_cInstance.InvokeClientClientAxisEvent(EAxis.MouseY, _cPlayer.PlayerId, tPlayerStates.fMouseY);
        }

        s_cInstance.ProcessClientEvents(_cPlayer.PlayerId, tPlayerStates);
    }
Exemple #34
0
    public static void ProcessPlayerSerializedData(CNetworkPlayer _cPlayer, byte[] _baData)
    {
        // Create packet stream
        CNetworkStream cStream = new CNetworkStream(_baData);

        // Ignore timestamp packet id
        cStream.IgnoreBytes(1);

        // Retrieve latency
        ulong ulLatency = RakNet.RakNet.GetTime() - cStream.ReadULong();

        // Ignmore serialized data packet id
        cStream.IgnoreBytes(1);

        // Iterate through the packet data
        while (cStream.HasUnreadData &&
               cStream.NumUnreadBits > 18)
        {
            // Extract the target identifier
            byte bTargetIdentifier = cStream.ReadByte();

            // Extract the size of the data
            ushort usBitSize  = cStream.ReadBits <ushort>(10);
            ushort usByteSize = (ushort)((float)usBitSize / 8.0f);

            // Extract the data
            byte[] baData = new byte[usByteSize];
            cStream.BitStream.ReadBits(baData, usBitSize);

            // Create stream for the control
            CNetworkStream cTargetStream = new CNetworkStream();
            cTargetStream.WriteBits(baData, usBitSize);

            // Have the target process its data
            s_mThrottledSerializeTargets[bTargetIdentifier].nUnserializeMethod(_cPlayer, cTargetStream);
        }
    }
Exemple #35
0
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            CNetworkViewId cTurretViewId = _cStream.ReadNetworkViewId();
            GameObject     cTurretObject = CNetwork.Factory.FindObject(cTurretViewId);

            if (cTurretObject != null)
            {
                CMiningTurretBehaviour cMiningTurretBehaviour = cTurretObject.GetComponent <CMiningTurretBehaviour>();
                ENetworkAction         eAction = (ENetworkAction)_cStream.ReadByte();

                switch (eAction)
                {
                case ENetworkAction.StartFractureLaser:
                    cMiningTurretBehaviour.m_bFractureLaserButtonDown = true;
                    break;

                case ENetworkAction.StopFractureLaser:
                    cMiningTurretBehaviour.m_bFractureLaserButtonDown = false;
                    break;

                case ENetworkAction.StartExtractorBeam:
                    cMiningTurretBehaviour.m_bExtracterBeamButtonDown = true;
                    break;

                case ENetworkAction.StopExtractorBeam:
                    cMiningTurretBehaviour.m_bExtracterBeamButtonDown = false;
                    break;

                default:
                    Debug.LogError(string.Format("Unknown network action ({0})", eAction));
                    break;
                }
            }
        }
    }
Exemple #36
0
	public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		while (_cStream.HasUnreadData)
		{
			CNetworkViewId cTurretViewId = _cStream.ReadNetworkViewId();
			GameObject cTurretObject = CNetwork.Factory.FindObject(cTurretViewId);

			if (cTurretObject != null)
			{
				CMiningTurretBehaviour cMiningTurretBehaviour = cTurretObject.GetComponent<CMiningTurretBehaviour>();		
				ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

				switch (eAction)
				{
				case ENetworkAction.StartFractureLaser:
                    cMiningTurretBehaviour.m_bFractureLaserButtonDown = true;
					break;

				case ENetworkAction.StopFractureLaser:
                    cMiningTurretBehaviour.m_bFractureLaserButtonDown = false;
					break;

				case ENetworkAction.StartExtractorBeam:
                    cMiningTurretBehaviour.m_bExtracterBeamButtonDown = true;
					break;

				case ENetworkAction.StopExtractorBeam:
                    cMiningTurretBehaviour.m_bExtracterBeamButtonDown = false;
					break;

				default:
					Debug.LogError(string.Format("Unknown network action ({0})", eAction));
					break;
				}
			}
		}
	}
Exemple #37
0
    protected void ProcessOutgoingPackets()
    {
        // Increment outbound timer
        m_fPacketOutboundTimer += Time.deltaTime;

        // Compile and send out packets if its time
        if (m_fPacketOutboundTimer > m_fPacketOutboundInterval)
        {
            // Decrement timer
            m_fPacketOutboundTimer -= m_fPacketOutboundInterval;

            ++SendCounter;

            // Send player packets out
            foreach (KeyValuePair <ulong, CNetworkPlayer> tEntry in s_mNetworkPlayers)
            {
                CNetworkPlayer cNetworkPlayer     = tEntry.Value;
                CNetworkStream cNetworkViewStream = new CNetworkStream();
                cNetworkViewStream.Write((byte)RakNet.DefaultMessageIDTypes.ID_TIMESTAMP);
                cNetworkViewStream.Write(RakNet.RakNet.GetTime());
                cNetworkViewStream.Write(cNetworkPlayer.NetworkViewStream);

                // Check stream has outbound data
                if (cNetworkViewStream.ByteSize >= 11)
                {
                    //Logger.WriteError("Sent packet to player id ({0}) system address ({1}) of size ({2}) MessageId ({3})", cNetworkPlayer.PlayerId, cNetworkPlayer.SystemAddress, cNetworkViewStream.GetSize(), cNetworkViewStream.ReadByte());
                    //cNetworkViewStream.SetReadOffset(0);

                    // Dispatch data to player
                    m_cRnPeer.Send(cNetworkViewStream.BitStream, RakNet.PacketPriority.IMMEDIATE_PRIORITY, RakNet.PacketReliability.RELIABLE_SEQUENCED, (char)0, cNetworkPlayer.SystemAddress, false);

                    cNetworkPlayer.ResetNetworkViewSteam();
                }
            }
        }
    }
Exemple #38
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    static List <CNetworkPlayer> CheckPlayerDistances(CNetworkPlayer _SourcePlayer)
    {
        // Temporary return list of players within range of the source
        List <CNetworkPlayer> ReturnPlayerList = new List <CNetworkPlayer>();

        // Dictionary of all connected players
        // NOTE: This dictionary includes the source player
        Dictionary <ulong, CNetworkPlayer> PlayerList = CNetwork.Server.FindNetworkPlayers();

        // Loop to iterate through all players including the source
        foreach (KeyValuePair <ulong, CNetworkPlayer> Player in PlayerList)
        {
            // If the current player is not the source player
            if (Player.Key != _SourcePlayer.PlayerId)
            {
                // Add the source's position vector to the current player's vector
                // If the magnitude of the resulting vector is greater than 10.0f
                if ((Player.Value.transform.position + _SourcePlayer.transform.position).magnitude >= 10.0f)
                {
                    Debug.Log((Player.Value.transform.position + _SourcePlayer.transform.position).magnitude.ToString());
                    // Add the player to the return list
                    ReturnPlayerList.Add(Player.Value);
                }
            }
        }

        // If the return list is empty
        if (ReturnPlayerList.Count == 0)
        {
            // Invoke an RPC call on the source player
            Instance.InvokeRpc(_SourcePlayer.PlayerId, "ReceivePlayerMessage", "Server", "There are no players nearby who can hear your message.");
        }

        // Return list of players within range of the source
        return(ReturnPlayerList);
    }
Exemple #39
0
	void OnPlayerDisconnect(CNetworkPlayer _cPlayer)
	{
		CNetworkViewId cPlayerActorNetworkViewId = GetPlayerActorViewId(_cPlayer.PlayerId);

		if (cPlayerActorNetworkViewId != null)
		{
			CNetwork.Factory.DestoryObject(cPlayerActorNetworkViewId);
			
			// Sync unregister player actor view id with everyone
			InvokeRpcAll("UnregisterPlayerActor", _cPlayer.PlayerId);

			//Remove player from dictionary of player names
			InvokeRpcAll("UnregisterPlayerName", _cPlayer.PlayerId);

			Logger.Write("Removed Player Actor for Player Id ({0})", _cPlayer.PlayerId);
		}
	}
Exemple #40
0
	void OnPlayerJoin(CNetworkPlayer _cPlayer)
	{
		// Send created objects to new player
		CNetwork.Factory.SyncPlayer(_cPlayer);
		
		// Server doesn't need this
		if (!_cPlayer.IsHost)
		{
			// Sync current players actor view ids with new player
			foreach (KeyValuePair<ulong, CNetworkViewId> tEntry in m_mPlayersActors)
			{
				InvokeRpc(_cPlayer.PlayerId, "RegisterPlayerActor", tEntry.Key, tEntry.Value);
			}
		}
		
		// Placeholder Test stuff
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolAk47);
        //CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolTorch);
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolExtinguisher);
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.Fire);
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolMedical);
		//CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.BlackMatterCell);
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.FuelCell);
		//CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.PlasmaCell);
		//CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.PowerCell);
		//CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.BioCell);
		//CNetwork.Factory.CreateObject(CGameResourceLoader.ENetworkRegisteredPrefab.ReplicatorCell);


		//Place module gun
		//GameObject tool = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolModuleGun);
		//tool.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -8.0f, -13.0f));
		//tool = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolAk47);
		//tool.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -9.0f, -13.0f));
		//Place Ratchet
		//GameObject ratchet = CNetwork.Factory.CreateObject(CGameRegistrator.ENetworkPrefab.ToolRatchet);
		//ratchet.GetComponent<CNetworkView>().SetPosition(new Vector3(-10.0f, -11.0f, -13.0f));


		m_aUnspawnedPlayers.Add(_cPlayer.PlayerId);

		//Send all dictionary entries to all players.

		Logger.Write("Created new player actor for player id ({0})", _cPlayer.PlayerId);
	}
Exemple #41
0
	public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		GameObject cPlayerObject = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);
		CPlayerBackPack cPlayerBackPack = cPlayerObject.GetComponent<CPlayerBackPack>();

		// Process stream data
		while (_cStream.HasUnreadData)
		{
			// Extract action
			ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

			// Handle action
			switch (eAction)
			{
				case ENetworkAction.PickupModule:
					CNetworkViewId cModuleViewId = _cStream.ReadNetworkViewId();
					cPlayerBackPack.PickupModule(_cNetworkPlayer.PlayerId, cModuleViewId);
					
					break;

				case ENetworkAction.DropModule:
					cPlayerBackPack.DropModule();
					break;
				
				case ENetworkAction.InsertCell:
					CNetworkViewId cCellSlotViewId = _cStream.ReadNetworkViewId();
					cPlayerBackPack.InsertCell(_cNetworkPlayer.PlayerId, cCellSlotViewId);
					break;
			}
		}
	}
Exemple #42
0
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cModuleGunViewId = _cStream.ReadNetworkViewId();

            GameObject cModuleGunObject = cModuleGunViewId.GameObject;
            CToolInterface cToolInterface = cModuleGunObject.GetComponent<CToolInterface>();
            CModuleGunBehaviour cModuleGunBehaviour = cModuleGunObject.GetComponent<CModuleGunBehaviour>();

            switch (eAction)
            {
                case ENetworkAction.OpenDui:
                    cModuleGunBehaviour.OpenDui(cToolInterface.OwnerPlayerActor.GetComponent<CPlayerInteractor>().TargetActorObject);
                    break;

                case ENetworkAction.CloseDui:
                    cModuleGunBehaviour.CloseDui();
                    break;

                default:
                    Debug.LogError("Unknown network action");
                    break;
            }
        }
    }
Exemple #43
0
    static List<CNetworkPlayer> CheckPlayerDistances(CNetworkPlayer _SourcePlayer)
    {
        // Temporary return list of players within range of the source
        List<CNetworkPlayer> ReturnPlayerList = new List<CNetworkPlayer>();

        // Dictionary of all connected players
        // NOTE: This dictionary includes the source player
        Dictionary<ulong, CNetworkPlayer> PlayerList = CNetwork.Server.FindNetworkPlayers();

        // Loop to iterate through all players including the source
        foreach (KeyValuePair<ulong, CNetworkPlayer> Player in PlayerList)
        {
            // If the current player is not the source player
            if (Player.Key != _SourcePlayer.PlayerId)
            {
                // Add the source's position vector to the current player's vector
                // If the magnitude of the resulting vector is greater than 10.0f
                if ((Player.Value.transform.position + _SourcePlayer.transform.position).magnitude >= 10.0f)
                {
                    Debug.Log((Player.Value.transform.position + _SourcePlayer.transform.position).magnitude.ToString());
                    // Add the player to the return list
                    ReturnPlayerList.Add(Player.Value);
                }
            }
        }

        // If the return list is empty
        if (ReturnPlayerList.Count == 0)
        {
            // Invoke an RPC call on the source player
            Instance.InvokeRpc(_SourcePlayer.PlayerId, "ReceivePlayerMessage", "Server", "There are no players nearby who can hear your message.");
        }

        // Return list of players within range of the source
        return (ReturnPlayerList);
    }
Exemple #44
0
	void OnPlayerJoin(CNetworkPlayer _cPlayer)
	{
		// Tell connecting player which is the ship's network view id
		InvokeRpc(_cPlayer.PlayerId, "SetShipNetworkViewId", m_cShipViewId);
	}
Exemple #45
0
	public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		while (_cStream.HasUnreadData)
		{
			CNetworkViewId cCockpitObjectViewId = _cStream.ReadNetworkViewId();
			ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();

			GameObject cCockpitObject = CNetwork.Factory.FindObject(cCockpitObjectViewId);

			CCockpit cCockpit = cCockpitObject.GetComponent<CCockpit>();

			switch (eAction)
			{
				case ENetworkAction.EnterCockpit:
					cCockpit.HandleEnterCockpit(_cNetworkPlayer.PlayerId);
					break;

				case ENetworkAction.LeaveCockpit:
					cCockpit.HandleLeaveCockpit(_cNetworkPlayer.PlayerId);
					break;

				default:
					Debug.LogError(string.Format("Unknown network action ({0})"));
					break;
			}
		}
	}
Exemple #46
0
	void OnPlayerDisconnect(CNetworkPlayer _cNetworkPlayer)
	{

		if (MountedPlayerId == _cNetworkPlayer.PlayerId)
		{
			//Debug.LogError("Player left cockpit" + gameObject.name);

			HandleLeaveCockpit(_cNetworkPlayer.PlayerId);
		}
	}
Exemple #47
0
	public static void ProcessPlayerSerializedData(CNetworkPlayer _cPlayer, byte[] _baData)
	{
		// Create packet stream
		CNetworkStream cStream = new CNetworkStream(_baData);
        
        // Ignore timestamp packet id
		cStream.IgnoreBytes(1);

		// Retrieve latency
		ulong ulLatency = RakNet.RakNet.GetTime() - cStream.ReadULong();

        // Ignmore serialized data packet id
		cStream.IgnoreBytes(1);

		// Iterate through the packet data
		while (cStream.HasUnreadData &&
               cStream.NumUnreadBits > 18)
		{
			// Extract the target identifier
			byte bTargetIdentifier = cStream.ReadByte();

			// Extract the size of the data
            ushort usBitSize = cStream.ReadBits<ushort>(10);
            ushort usByteSize = (ushort)((float)usBitSize / 8.0f);

			// Extract the data
            byte[] baData = new byte[usByteSize];
            cStream.BitStream.ReadBits(baData, usBitSize);

			// Create stream for the control
			CNetworkStream cTargetStream = new CNetworkStream();
            cTargetStream.WriteBits(baData, usBitSize);

			// Have the target process its data
			s_mThrottledSerializeTargets[bTargetIdentifier].nUnserializeMethod(_cPlayer, cTargetStream);
		}
	}
Exemple #48
0
    protected void HandlePlayerDisconnect(CNetworkPlayer _cPlayer, EDisconnectType _eDisconnectType)
    {
        Logger.Write("A client has disconnected");

        // Notify event observers
        if (EventPlayerDisconnect != null)
        {
            EventPlayerDisconnect(_cPlayer);
        }

		Component.Destroy(s_mNetworkPlayers[_cPlayer.PlayerId]);

		// Remove and delete network player
		s_mNetworkPlayers.Remove(_cPlayer.PlayerId);

        // Update server info, player count
        UpdateServerInfo();
    }
Exemple #49
0
 public static void UnserializeCockpitInteractions(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
 {
 }
Exemple #50
0
	public static void UnserializePlayerState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		// Retrieve player actors head
		CPlayerHead cMyActorHead = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId).GetComponent<CPlayerHead>();

		// Write my head's x-rotation
		float fRotationX = _cStream.ReadFloat();

		cMyActorHead.m_fHeadEulerX.Set(fRotationX);
	}
Exemple #51
0
	public void SyncPlayer(CNetworkPlayer _cNetworkPlayer)
    {
		// Ensure only servers call this function
		Logger.WriteErrorOn(!CNetwork.IsServer, "Only the server can sync players");

        // Sync new player with all the current game objects are their network var values
        if (!_cNetworkPlayer.IsHost)
        {
            Logger.Write("A Player joined. Sending them the objects and states");

            foreach (KeyValuePair<CNetworkViewId, TObjectInfo> tEntry in m_mCreatedObjects)
            {
                // Tell player to instantiate already created object
                InvokeRpc(_cNetworkPlayer.PlayerId, "CreateLocalObject", tEntry.Value.usPrefab, tEntry.Key);
            }
			
			// Sync parents for each transform
			foreach (KeyValuePair<CNetworkViewId, TObjectInfo> tEntry in m_mCreatedObjects)
			{
				if (tEntry.Value.cGameObject == null)
				{
					Debug.LogError(string.Format("Gameobject({0}) is null. PrefabId({1})", tEntry.Value.cGameObject, tEntry.Value.usPrefab));
				}


				if (tEntry.Value.cGameObject.GetComponent<CNetworkView>() == null)
				{
					Debug.LogError(string.Format("Gameobject({0}) does not have a networkview. PrefabId({1})", tEntry.Value.cGameObject, tEntry.Value.usPrefab));
				}

				// Extract the network view from this object
				CNetworkView cSelfView = tEntry.Value.cGameObject.GetComponent<CNetworkView>();

				// Only sync if position is not default
				if (tEntry.Value.cGameObject.transform.position != Vector3.zero)
				{
					cSelfView.SyncTransformPosition();
				}

				// Sync if rotation is not default
				if (tEntry.Value.cGameObject.transform.eulerAngles != Vector3.zero)
				{
					cSelfView.SyncTransformRotation();
				}
				
				// Sync if scale is not default
				if (tEntry.Value.cGameObject.transform.localScale != Vector3.zero)
				{
					// Sync object's scale
					cSelfView.SyncTransformScale();
				}
			}

			// Sync network vars last
			foreach (KeyValuePair<CNetworkViewId, TObjectInfo> tEntry in m_mCreatedObjects)
			{
				// Extract the network view from this object
				CNetworkView cNetworkView = tEntry.Value.cGameObject.GetComponent<CNetworkView>();

				// Tell object to sync all their network vars with the player
				cNetworkView.SyncNetworkVarsWithPlayer(_cNetworkPlayer.PlayerId);

				// Have children network views to sync their values
				foreach (KeyValuePair<byte, CNetworkView> tEntity in cNetworkView.ChildrenNetworkViews)
				{
					tEntity.Value.SyncNetworkVarsWithPlayer(_cNetworkPlayer.PlayerId);
				}
			}
        }
    }
	void OnRecievedPlayerMicrophoneAudio(CNetworkPlayer _cPlayer, CNetworkStream _cAudioDataStream)
	{		
		GameObject playerActor = CGamePlayers.GetPlayerActor(_cPlayer.PlayerId);
		CNetworkViewId playerViewID = playerActor.GetComponent<CNetworkView>().ViewId;
			
		_cAudioDataStream.SetReadOffset(0);		
		byte[] streamData =  _cAudioDataStream.ReadBytes(_cAudioDataStream.NumUnreadBytes);
		
		CNetworkStream dataStream = new CNetworkStream();
		dataStream.Write(streamData);
		dataStream.Write(playerViewID);		
				
		Dictionary<ulong,CNetworkPlayer> players = CNetwork.Server.FindNetworkPlayers();
					
		foreach(ulong playerID in players.Keys)
		{
			if(m_bReturnToSender)
			{
				CNetwork.Server.TransmitMicrophoneAudio(playerID, dataStream); 	
			}
			else
			{
				if(_cPlayer.PlayerId != playerID)
				{
					CNetwork.Server.TransmitMicrophoneAudio(playerID, dataStream); 		
				}
			}
		}
	}
Exemple #53
0
    public static void UnserializeBeltState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
            CPlayerBelt cPlayerBelt = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId).GetComponent<CPlayerBelt>();

            switch (eAction)
            {
                case ENetworkAction.PickupTool:
                    {
                        CNetworkViewId cToolViewId = _cStream.ReadNetworkViewId();
                        cPlayerBelt.PickupTool(cToolViewId.GameObject);
                    }
                    break;
            }
        }
    }
Exemple #54
0
	public static void UnserializeData(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();
		
		switch (eNetworkAction)
		{
			case ENetworkAction.ActionSendPlayerName:
			{
				string sPlayerName = _cStream.ReadString();

				//Send all dictionary entries to new player
				foreach (KeyValuePair<ulong, string> entry in CGamePlayers.s_cInstance.m_mPlayersNames) 
				{
					//Make sure you don't send RPC to yourself. Foreach loops will not let you modify the collections object (dictionary) you are operating on.
					if(_cNetworkPlayer.PlayerId != CNetwork.PlayerId)
					{
						CGamePlayers.s_cInstance.InvokeRpc(_cNetworkPlayer.PlayerId, "RegisterPlayerName", entry.Key, entry.Value);
					}
				}
						
				// Send new player name to all other players
				CGamePlayers.s_cInstance.InvokeRpcAll("RegisterPlayerName", _cNetworkPlayer.PlayerId, sPlayerName);
				
				break;
			}
		}
	}
Exemple #55
0
	public static void UnserializePlayerState(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);

		if (cPlayerActor != null)
		{
            
            //while (_cStream.HasUnreadData)
            {
                // Retrieve player actor motor  
                CPlayerGroundMotor cPlayerActorMotor = cPlayerActor.GetComponent<CPlayerGroundMotor>();

                ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

                switch (eNetworkAction)
                {
                    case ENetworkAction.UpdateStates:
                        {
                            cPlayerActorMotor.m_uiMovementStates = _cStream.ReadByte();

                            if (cPlayerActor != CGamePlayers.SelfActor)
                            {
                                cPlayerActor.transform.eulerAngles = new Vector3(0.0f, _cStream.ReadFloat(), 0.0f);
                            }
                            else
                            {
                                _cStream.ReadFloat();
                            }

                            cPlayerActorMotor.m_bStates.Set((byte)cPlayerActorMotor.m_uiMovementStates);
                        }
                        break;


                    default:
                        Debug.LogError(string.Format("Unknown network action ({0})", (byte)eNetworkAction));
                        break;
                }
            }
		}
	}
Exemple #56
0
    public static void UnserializeData(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        // While there is unread data in the stream
        while (_cStream.HasUnreadData)
        {
            // Save the first byte as the network action
            ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();

            // Switch on the network action
            switch (eNetworkAction)
            {
                    // New player message was sent
                case ENetworkAction.ActionSendPlayerMessage:
                {
                    // Read out messages into output strings
                    string strName    = _cStream.ReadString();
                    string strMessage = _cStream.ReadString();

                    // Find all players within 'hearing' range of the source player
                    foreach (CNetworkPlayer Player in CheckPlayerDistances(_cNetworkPlayer))
                    {
                        // Invoke RPC call to send the message to each player
                        Instance.InvokeRpc(Player.PlayerId, "ReceivePlayerMessage", strName, strMessage);
                    }

                    break;
                }
            }
        }
    }
Exemple #57
0
    public static void UnserializeInbound(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        if (CGamePlayers.SelfActor == null)
        {
            return;
        }

        CPlayerInteractor cPlayerInteractor = CGamePlayers.SelfActor.GetComponent<CPlayerInteractor>();

        while (_cStream.HasUnreadData)
        {
            ENetworkAction eAction = (ENetworkAction)_cStream.ReadByte();
            CNetworkViewId cNewTargetViewId = _cStream.ReadNetworkViewId();

            switch (eAction)
            {
                case ENetworkAction.UpdateTarget:
                    if (cNewTargetViewId != null)
                    {
                        cPlayerInteractor.m_cTargetActorObject = cNewTargetViewId.GameObject;
                        if (cPlayerInteractor.EventServerTargetChange != null) cPlayerInteractor.EventServerTargetChange(cPlayerInteractor.m_cTargetActorObject);

                       // Debug.LogError("Found new target: " + cPlayerInteractor.m_cTargetActorObject);
                    }
                    else
                    {
                        cPlayerInteractor.m_cTargetActorObject = null;
                        if (cPlayerInteractor.EventServerTargetChange != null) cPlayerInteractor.EventServerTargetChange(null);

                        //Debug.LogError("Found new target: " + null);
                    }
                    break;

                default:
                    Debug.LogError("Unknown network action");
                    break;
            }
        }
    }
Exemple #58
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    public static void Unserialize(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
    {
        GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);
        CPlayerRagdoll ragdoll = cPlayerActor.GetComponent<CPlayerRagdoll>();

        while (_cStream.HasUnreadData)
        {
            // Extract action
            ragdoll.m_bRagdollState.Set(_cStream.ReadByte());
        }
    }
Exemple #59
0
	public static void UnserializeIKTarget(CNetworkPlayer _cNetworkPlayer, CNetworkStream _cStream)
	{
		GameObject cPlayerActor = CGamePlayers.GetPlayerActor(_cNetworkPlayer.PlayerId);
		
		if (cPlayerActor != null)
		{			
			CPlayerIKController cPlayerIKController = cPlayerActor.GetComponent<CPlayerIKController>();
			
			ENetworkAction eNetworkAction = (ENetworkAction)_cStream.ReadByte();
			
			switch (eNetworkAction)
			{
			case ENetworkAction.SetRightTransform:
			{
				Vector3 pos = new Vector3();
				Vector3 rot = new Vector3();

				pos.x = _cStream.ReadFloat();
				pos.y = _cStream.ReadFloat();
				pos.z = _cStream.ReadFloat();

				cPlayerIKController.m_RightHandTarget.position = pos;

				rot.x = _cStream.ReadFloat();
				rot.y = _cStream.ReadFloat();
				rot.z = _cStream.ReadFloat();	

				cPlayerIKController.m_RightHandTarget.rotation = Quaternion.Euler(rot);
				
				cPlayerIKController.m_RightHandNetworkedPos.Set(cPlayerIKController.m_RightHandTarget.position);              
				cPlayerIKController.m_RightHandNetworkedRot.Set(cPlayerIKController.m_RightHandTarget.rotation.eulerAngles);
			}
				break;

			case ENetworkAction.SetLeftTransform:
			{
				Vector3 pos = new Vector3();
				Vector3 rot = new Vector3();
				
				pos.x = _cStream.ReadFloat();
				pos.y = _cStream.ReadFloat();
				pos.z = _cStream.ReadFloat();
				
				cPlayerIKController.m_LeftHandTarget.position = pos;
				
				rot.x = _cStream.ReadFloat();
				rot.y = _cStream.ReadFloat();
				rot.z = _cStream.ReadFloat();	
				
				cPlayerIKController.m_LeftHandTarget.rotation = Quaternion.Euler(rot);
				
				cPlayerIKController.m_RightHandNetworkedPos.Set(cPlayerIKController.m_LeftHandTarget.position);              
				cPlayerIKController.m_RightHandNetworkedRot.Set(cPlayerIKController.m_LeftHandTarget.rotation.eulerAngles);
			}
				break;
				
			default:
				Debug.LogError(string.Format("Unknown network action ({0})", (byte)eNetworkAction));
				break;
			}
		}		
	}