Esempio n. 1
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            void OnServerInitialized()
            {
                NetworkPlayerData myPlayerData = NetworkCenter.Instance.GetPlayerData();
                string            gameName     = myPlayerData != null ? myPlayerData.playerName : "guest";

                MasterServer.RegisterHost(gameIdentifier, gameName, networkHostAvailable);
                IsAnouncingServer = true;
            }
 public void ReceiveData(NetworkPlayerData data)
 {
     if (!_initialized)
     {
         Initialize();
     }
     _lastData = data;
     _dataBuffer.Add(data);
 }
Esempio n. 3
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            // When server is initialized, he's connected
            void OnServerInitialized()
            {
                NetworkPlayerData playerData = GetPlayerData();

                playerNumbers[playerData.uniqueId] = FindSlotForPlayer(playerData);
                if (playerConnectedEvent != null)
                {
                    playerConnectedEvent(UnityEngine.Network.player.guid);
                }
            }
Esempio n. 4
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            public NetworkChatMessage(string senderGuid, string text, DateTime timeStamp, NetworkChatMessageType type)
            {
                this.senderGuid = senderGuid;
                NetworkPlayerData playerData = NetworkCenter.Instance.GetPlayerData(senderGuid);

                this.senderName = playerData == null ? string.Empty : playerData.playerName;
                this.text       = text;
                this.timeStamp  = timeStamp;
                this.type       = type;
            }
Esempio n. 5
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            // A player left
            void OnPlayerDisconnectionConfirmed(string guid)
            {
                NetworkPlayerData playerData = NetworkCenter.Instance.GetPlayerData(guid);

                if (playerData != null)
                {
                    string message = getBotLeaveMessageForPlayerDelegate(playerData);
                    if (message != null)
                    {
                        AddTextMessage(message, guid, NetworkChatMessageType.botMessage);
                    }
                }
            }
Esempio n. 6
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            // A player is not ready
            void OnPlayerNotReady(string guid)
            {
                NetworkPlayerData playerData = NetworkCenter.Instance.GetPlayerData(guid);

                if (playerData != null && getBotPlayerNotReadyDelegate != null)
                {
                    string message = getBotPlayerNotReadyDelegate(playerData);
                    if (message != null)
                    {
                        AddTextMessage(message, guid, NetworkChatMessageType.botMessage);
                    }
                }
            }
Esempio n. 7
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            // Get the number of the player given it's network player data
            public int GetPlayerNumber(NetworkPlayerData playerData)
            {
                if (playerData == null)
                {
                    return(-1);
                }
                uint playerNumber;

                if (playerNumbers.TryGetValue(playerData.uniqueId, out playerNumber))
                {
                    return((int)playerNumber);
                }
                return(-1);
            }
Esempio n. 8
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    private void ClientInputUsernameOnServer(NetworkMessage message)
    {
        NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>();

        UIManager.CreateMessage("Client said his name is " + playerDataMessage.name, MessageColor.LIGHT_BLUE);

        int recentJoinedPlayerId = message.conn.connectionId;

        Room room = roomsManager.PickRoomForPlayer(recentJoinedPlayerId);

        playerDataMessage.id     = recentJoinedPlayerId;
        playerDataMessage.roomId = room.roomID;

        connections.Add(recentJoinedPlayerId, message.conn);

        NetworkServer.SendToAll(MessageConstants.INITIALIZE_PLAYER_IN_ROOM, playerDataMessage);
    }
Esempio n. 9
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    void FixedUpdate()
    {
        if (!PhotonNetwork.connected)
        {
            return;
        }

        NetworkPlayerData data = new NetworkPlayerData(
            new Vector3[] { NVRPlayer.Instance.Head.transform.position, NVRPlayer.Instance.RightHand.transform.position, NVRPlayer.Instance.LeftHand.transform.position },
            new Quaternion[] { NVRPlayer.Instance.Head.transform.rotation, NVRPlayer.Instance.RightHand.transform.rotation, NVRPlayer.Instance.LeftHand.transform.rotation });

        BinaryFormatter formatter = new BinaryFormatter();

        byte[] serializedData = SerializationToolkit.ObjectToByteArray(data);

        photonView.RPC("UpdateNetworkPlayer", PhotonTargets.Others, serializedData, personalID);
    }
Esempio n. 10
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            // Find a suitable player number for the given player
            uint FindSlotForPlayer(NetworkPlayerData playerData)
            {
                // Get all slots in use
                List <uint> slotsInUse;

                uint index;

                if (playerNumbers.TryGetValue(playerData.uniqueId, out index))
                {
                    // Theres a slot reserved to this player
                    return(index);
                }

                if (playersLocked)
                {
                    // include those that aren't connected
                    slotsInUse = new List <uint>(playerNumbers.Count);
                    foreach (uint val in playerNumbers.Values)
                    {
                        slotsInUse.Add(val);
                    }
                }
                else
                {
                    // filter those in use only
                    slotsInUse = new List <uint>(players.Count);
                    uint val;
                    foreach (NetworkPlayerData otherPlayerData in players.Values)
                    {
                        if (playerNumbers.TryGetValue(otherPlayerData.uniqueId, out val))
                        {
                            slotsInUse.Add(val);
                        }
                    }
                }
                // Find first slot available
                slotsInUse.Sort();
                index = 0;
                while (index < slotsInUse.Count && slotsInUse[(int)index] == index)
                {
                    ++index;
                }

                return(index);
            }
Esempio n. 11
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            // Connected
            // When the client connects to the server, we send our player data to it
            void OnConnectedToServer()
            {
                // Send our data to server
                NetworkPlayerData playerData = GetPlayerData();

                if (playerData == null)
                {
                    // Wops, we can't play without data
                    Debug.LogWarning("No Player Data to anounce to server");
                    UnityEngine.Network.Disconnect();
                    return;
                }
                byte[] data = serializer.Serialize(playerData);
                GetComponent <NetworkView>().RPC("OnClientPlayerDataAnounced", RPCMode.Server, data);

                // wait for server response
                StartCoroutine(WaitForServerData());
            }
Esempio n. 12
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    private void ClientReadyOnServer(NetworkMessage message)
    {
        NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>();

        int clientId = playerDataMessage.id;

        NetworkPlayerData[] networkPlayers = playersManager.players
                                             .FindAll(p => p.id != clientId)
                                             .Select(pd => new NetworkPlayerData(pd))
                                             .ToArray();

        NetworkUpdateRecentJoinedPlayer updateRecentJoinedPlayerMessage = new NetworkUpdateRecentJoinedPlayer(networkPlayers)
        {
            isLobbyStillActive = LobbyManager.Instance.isLobbyActive
        };

        NetworkServer.SendToClient(clientId, MessageConstants.RECENT_JOINED_PLAYER, updateRecentJoinedPlayerMessage);
    }
Esempio n. 13
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    private void PlayerJoinedInLobbyOnServer(NetworkMessage message)
    {
        NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>();

        PlayerData playerData = playersManager.FindPlayerById(playerDataMessage.id);

        if (!LobbyManager.Instance.isLobbyActive)
        {
            NetworkServer.SendToClient(playerData.id, MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Server says: Game already started, have fun!", MessageColor.BLUE));
            NetworkServer.SendToClient(playerData.id, MessageConstants.PLAYER_READY, NetworkEmptyMessage.EMPTY);
        }
        else
        {
            LobbyManager.Instance.PlayersWaiting.Add(playerData);
            NetworkServer.SendToClient(playerData.id, MessageConstants.JOIN_IN_LOBBY, NetworkEmptyMessage.EMPTY);
            NetworkServer.SendToClient(playerData.id, MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Server says: Welcome to EscapeTheRoom lobby. Waiting for others players to start game. When prepared type 'ready' or 'r'.", MessageColor.BLUE));
        }
    }
    void FixedUpdate()
    {
        if (!PhotonNetwork.inRoom)
        {
            return;
        }

        NetworkPlayerData data = new NetworkPlayerData(
            new Vector3[] { NVRPlayer.Instance.transform.position, NVRPlayer.Instance.Head.transform.localPosition,
                            NVRPlayer.Instance.RightHand.transform.localPosition, NVRPlayer.Instance.LeftHand.transform.localPosition,
                            NVRPlayer.Instance.Torso.transform.localPosition },
            new Quaternion[] { NVRPlayer.Instance.transform.rotation, NVRPlayer.Instance.Head.transform.localRotation,
                               NVRPlayer.Instance.RightHand.transform.localRotation, NVRPlayer.Instance.LeftHand.transform.localRotation,
                               NVRPlayer.Instance.Torso.transform.localRotation });

        byte[] serializedData = SerializationToolkit.ObjectToByteArray(data);

        photonView.RPC("UpdateNetworkPlayer", PhotonTargets.Others, serializedData, playerID);
    }
Esempio n. 15
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            public void Disconnect()
            {
                string guid = UnityEngine.Network.player.guid;

                // Send event notification
                if (playerDisconnectedEvent != null)
                {
                    playerDisconnectedEvent(guid);
                }

                // disconnect
                UnityEngine.Network.Disconnect();

                // Reset internal state
                NetworkPlayerData myData = players[UnityEngine.Network.player.guid];

                players.Clear();
                playerNumbers.Clear();
                SetPlayerData(myData);
            }
Esempio n. 16
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            void AddPlayerData(int playerNumber, byte[] data, NetworkPlayer sender)
            {
                NetworkPlayerData playerData = serializer.Deserialize <NetworkPlayerData>(data);

                if (playerData == null)
                {
                    // Woops, invalid player data!
                    Debug.LogWarning("Invalid player data from " + sender.ipAddress);
                    return;
                }

                playerNumbers[playerData.uniqueId] = (uint)playerNumber;
                players[sender.guid] = playerData;

                // Send notification
                if (playerConnectedEvent != null)
                {
                    playerConnectedEvent(sender.guid);
                }
            }
Esempio n. 17
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    ///////////////////////////////////
    private void InitializePlayerOnClient(NetworkMessage message)
    {
        NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>();

        Room room = roomsManager.FindRoomById(playerDataMessage.roomId);

        PlayerData player = playersManager.CreatePlayer(playerDataMessage.id, playerDataMessage.name, room);

        if (!playersManager.IsActivePlayerSet && isPlayerNameReady)
        {
            playersManager.activePlayer      = player;
            playersManager.IsActivePlayerSet = true;
        }

        room.playersInRoom.Add(player);

        if (playersManager.activePlayer.id == playerDataMessage.id)
        {
            SendMessageToServer(MessageConstants.RECENT_JOINED_PLAYER, new NetworkPlayerData(player));
        }
    }
Esempio n. 18
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    private void PlayerReadyOnServer(NetworkMessage message)
    {
        NetworkPlayerData playerDataMessage = message.ReadMessage <NetworkPlayerData>();

        PlayerData playerData = playersManager.FindPlayerById(playerDataMessage.id);

        playerData.ready = true;

        LobbyManager lobbyManager = LobbyManager.Instance;

        if (lobbyManager.IsEveryoneReady())
        {
            lobbyManager.ClearState();

            NetworkServer.SendToAll(MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Servers says: Enough players in lobby, game will start soon.", MessageColor.BLUE));

            StartCoroutine(GameAboutToStartMessage());
        }

        NetworkServer.SendToAll(MessageConstants.MESSAGE, new NetworkConsoleMessage(0, "Servers says: " + playerData.playerName + " is ready.", MessageColor.BLUE));
    }
Esempio n. 19
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            void OnClientPlayerDataAnounced(byte[] data, NetworkMessageInfo info)
            {
                // ignore if not server
                if (!UnityEngine.Network.isServer)
                {
                    return;
                }

                // Deserialize data
                NetworkPlayerData playerData = serializer.Deserialize <NetworkPlayerData>(data);

                if (playerData == null)
                {
                    // Woops, invalid player data! Disconnect it
                    Debug.LogWarning("Invalid player data from " + info.sender.ipAddress);
                    TryCloseConnection(info.sender);
                    return;
                }

                // Then see if we have room for this user
                uint playerNumber = FindSlotForPlayer(playerData);

                if (playerNumber > UnityEngine.Network.maxConnections)
                {
                    // No room for it
                    Debug.Log("No room in server for " + playerData.playerName);
                    TryCloseConnection(info.sender);
                    return;
                }

                // Everything went well
                byte[] allPlayersData    = serializer.Serialize(players);
                byte[] allPlayerNumsData = serializer.Serialize(playerNumbers);

                // send current players to the newcomer
                GetComponent <NetworkView>().RPC("SetAllPlayersData", info.sender, allPlayersData, allPlayerNumsData);

                // and notify all players about the newcomer as well
                GetComponent <NetworkView>().RPC("AddPlayerData", RPCMode.All, (int)playerNumber, data, info.sender);
            }
Esempio n. 20
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 public void ReceiveData(NetworkPlayerData data)
 {
     _lastData = data;
     _dataBuffer.Add(data);
 }
Esempio n. 21
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 // Default bot not ready message
 private static string DefaultBotNotReadyMessageForPlayer(NetworkPlayerData playerData)
 {
     return(playerData.playerName + " is not ready");
 }
Esempio n. 22
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 // Default bot ready message
 private static string DefaultBotReadyMessageForPlayer(NetworkPlayerData playerData)
 {
     //int playerNum = NetworkCenter.Instance.GetPlayerNumber(playerData);
     return(playerData.playerName + " is ready");
 }
Esempio n. 23
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 // Default bot leave message
 private static string DefaultBotLeaveMessageForPlayer(NetworkPlayerData playerData)
 {
     return(playerData.playerName + " left");
 }
Esempio n. 24
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 // Default bot enter message
 private static string DefaultBotEnterMessageForPlayer(NetworkPlayerData playerData)
 {
     //int playerNum = NetworkCenter.Instance.GetPlayerNumber(playerData);
     return(playerData.playerName + " joined");                //with player number: " + NetworkCenter.Instance.GetPlayerNumber(playerData);
 }
Esempio n. 25
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 // Set our own player data
 public void SetPlayerData(NetworkPlayerData data)
 {
     players[UnityEngine.Network.player.guid] = data;
 }
Esempio n. 26
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            // Get the number of the player given it's network instance
            public int GetPlayerNumber(NetworkPlayer player)
            {
                NetworkPlayerData data = GetPlayerData(player);

                return(GetPlayerNumber(data));
            }
Esempio n. 27
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            // Get the number of the player given it's network guid
            public int GetPlayerNumber(string playerGuid)
            {
                NetworkPlayerData data = GetPlayerData(playerGuid);

                return(GetPlayerNumber(data));
            }