void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Server: Hello, player " + hsMsg.player.id.ToString());
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);

            m_listOfPlayers[i].body.transform.position = puMsg.player.body.transform.position;
            ServerUpdateMsg serUpMsg = new ServerUpdateMsg();
            serUpMsg.players = m_listOfPlayers;
            SendToClient(JsonUtility.ToJson(serUpMsg), m_Connections[i]);
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
    void OnData(int i, DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.LOGIN:
            LoginMsg lMsg = JsonUtility.FromJson <LoginMsg>(recMsg);
            Debug.Log("[Server] Client login message received! : " + lMsg.clientId);
            OnClientLogIn(i, lMsg.clientId);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            //Debug.Log( "[Server] Player update message received! : " + puMsg.player.ToString() );
            GameServerManager.Instance.UpdatePlayerCommands(puMsg.player, puMsg.commands);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("[Server] Server update message received!");
            break;

        default:
            Debug.Log("[Server] Unrecognized message received!");
            break;
        }
    }
Esempio n. 3
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    void OnConnect(NetworkConnection c)
    {
        m_Connections.Add(c);
        Debug.Log("Accepted a connection");

        HandshakeMsg message = new HandshakeMsg();

        message.player.id = c.InternalId.ToString();
        SendToClient(JsonUtility.ToJson(message), c);

        NetworkObjects.NetworkPlayer nPlayer = new NetworkObjects.NetworkPlayer();

        nPlayer.id        = c.InternalId.ToString();
        nPlayer.cubeColor = UnityEngine.Random.ColorHSV(0f, 1f, 1f, 1f, 0f, 1f);
        nPlayer.cubPos    = new Vector3(UnityEngine.Random.Range(-5, 5), UnityEngine.Random.Range(-5, 5), UnityEngine.Random.Range(0, 0));

        for (int i = 0; i < m_Connections.Length; i++)
        {
            if (m_Connections[i] != c)
            {
                PlayerUpdateMsg othermessage = new PlayerUpdateMsg();
                othermessage.cmd    = Commands.PLAYER_JOINED;
                othermessage.player = nPlayer;
                SendToClient(JsonUtility.ToJson(othermessage), m_Connections[i]);
            }
        }
        PlayerList.Add(nPlayer);
        foreach (var player in PlayerList)
        {
            PlayerUpdateMsg otherothermessage = new PlayerUpdateMsg();
            otherothermessage.cmd    = Commands.PLAYER_JOINED;
            otherothermessage.player = player;
            SendToClient(JsonUtility.ToJson(otherothermessage), c);
        }
    }
Esempio n. 4
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    void OnConnect(NetworkConnection c)
    {
        m_Connections.Add(c);

        m_Players.Add(new NetworkObjects.NetworkPlayer());
        m_Players[m_Players.Count - 1].id = c.InternalId.ToString();

        //Yeah, I know I did something unreadable here.
        //But it felt more practical to assign these things simultaneously
        PlayerUpdateMsg msg = new PlayerUpdateMsg();

        msg.player.id = m_Players[m_Players.Count - 1].id;

        System.Random r = new System.Random();
        msg.player.r = m_Players[m_Players.Count - 1].r = (float)r.NextDouble();
        msg.player.g = m_Players[m_Players.Count - 1].g = (float)r.NextDouble();
        msg.player.b = m_Players[m_Players.Count - 1].b = (float)r.NextDouble();
        msg.player.x = m_Players[m_Players.Count - 1].x = r.Next(0, 16);
        msg.player.y = m_Players[m_Players.Count - 1].y = r.Next(0, 16);
        msg.player.z = m_Players[m_Players.Count - 1].z = r.Next(0, 16);

        SendToClient(JsonUtility.ToJson(msg), c);
        Debug.Log("Accepted a connection! ID: " + c.InternalId.ToString() +
                  ".\nTotal players connected: " + m_Connections.Length.ToString());
        //Create Cube message:
        SendUpdateMessage();
        PrintReport();
    }
 void UpdatePlayers()
 {
     if (latestGameState.GameUpdate.Count > 0)
     {
         foreach (NetworkObjects.NetworkPlayer player in latestGameState.GameUpdate)
         {
             string playerID = player.id;
             //No more disco cube
             //currentPlayers[player.id].GetComponent<Renderer>().material.color = new Color(player.color.R, player.color.G, player.color.B);
             //This makes sure that the server doesn't change my position back to where it was
             if (player.id != myAddress)
             {   //This is how you see the updated position of other players
                 currentPlayers[player.id].GetComponent <Transform>().position = new Vector3(player.cubPos.x, player.cubPos.y, player.cubPos.z);
             }
         }
         //Sending the server information of our cubes position so that they can update other cubes of our location. Pretty cool man!
         foreach (NetworkObjects.NetworkPlayer player in latestGameState.GameUpdate)
         {
             if (player.id == myAddress)
             {    //Getting the transform of the players cube to send to server
                 PlayerUpdateMsg playerLocalPosition = new PlayerUpdateMsg();
                 playerLocalPosition.player.id       = player.id;
                 playerLocalPosition.player.cubPos.x = currentPlayers[player.id].GetComponent <Transform>().position.x;
                 playerLocalPosition.player.cubPos.y = currentPlayers[player.id].GetComponent <Transform>().position.y;
                 playerLocalPosition.player.cubPos.z = currentPlayers[player.id].GetComponent <Transform>().position.z;
                 //Making the position into a json and sending it to the server
                 //string positionBytes = JsonUtility.ToJson(playerLocalPosition);
                 //Byte[] sendingPositionBytes = Encoding.UTF8.GetBytes(positionBytes);
                 //udp.Send(sendingPositionBytes, sendingPositionBytes.Length);
                 SendToServer(JsonUtility.ToJson(playerLocalPosition));
             }
         }
         latestGameState.GameUpdate = new List <NetworkObjects.NetworkPlayer>();
     }
 }
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp); // Convert the stream into bytes

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());    // Convert bytes into string
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg); // Convert the string into a json object

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            clients[puMsg.player.id].cubPos = puMsg.player.cubPos;
            //clients[puMsg.player.id].cubeColor = puMsg.player.cubeColor;
            Debug.Log("Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
    void OnData(DataStreamReader stream, int i, NetworkConnection client)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp); //Where to store bytes data

        stream.ReadBytes(bytes);                                                          //Get bytes data from stream
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());                 //convert bytes data to string(JSON)
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);              //convert JSON to c# object

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Got " + puMsg.player.id + " player Info");
            UpdateClientInfo(puMsg);
            //Debug.Log("Player update message received!");
            //Debug.Log("Got data from client, Player Pos: " + puMsg.player.pos);
            //TestSendBack(client, puMsg);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
Esempio n. 8
0
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");
            UpdatePlayerInfo(puMsg.player);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
Esempio n. 9
0
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);                                             //Get bytes
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());    //convert bytes to JSON string
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg); //convert JSON to c# class

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_INTERNALID:
            PlayerUpdateMsg internalId = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Got internalId from server");
            playerInfo.player.id      = internalId.player.id;
            playerInternalIdText.text = playerInfo.player.id;
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            //Debug.Log("Player update message received!");
            Debug.Log("Got data from server, player Pos: " + puMsg.player.pos);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            UpdateClientsInfo(suMsg);
            break;

        //To spawn existed players
        case Commands.SPAWN_EXISTED_PLAYERS:
            ServerUpdateMsg existedPlayerInfo = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("existed player info received!");
            SpawnExistedPlayer(existedPlayerInfo);
            break;

        //Spawn new player
        case Commands.SPAWN_NEW_PLAYER:
            PlayerUpdateMsg newPlayerInfo = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("new client info received!");
            SpawnNewPlayer(newPlayerInfo);
            break;

        //handle disconnected player
        case Commands.DISCONNECTED_PLAYER:
            DisconnectedPlayersMsg dpm = JsonUtility.FromJson <DisconnectedPlayersMsg>(recMsg);
            Debug.Log("Disconnected player info recieved!");
            DeleteDisconnectPlayer(dpm);
            break;

        default:
            Debug.Log("Unrecognized message received!");
            break;
        }
    }
Esempio n. 10
0
 void UpdatePlayers()
 {
     if (lastestGameState.GameState.Count > 0)
     {
         foreach (NetworkObjects.NetworkPlayer player in lastestGameState.GameState)
         {
             string playerID = player.id;
             Debug.Log("Game State ID: " + player.id + " Our InternalID: " + myAddress);
             //currentPlayers[player.id].GetComponent<Renderer>().material.color = new Color(player.cubeColor.r, player.cubeColor.g, player.cubeColor.b);
             if (player.id != myAddress)
             {
                 Debug.Log("Setting Position of random ass player");
                 currentPlayers[player.id].GetComponent <Transform>().position = new Vector3(player.cubPos.x, player.cubPos.y, player.cubPos.z);
             }
         }
         foreach (NetworkObjects.NetworkPlayer player in lastestGameState.GameState)
         {
             if (player.id == myAddress)
             {
                 Debug.Log("Yeeting my position to the server");
                 PlayerUpdateMsg playerData = new PlayerUpdateMsg();
                 //playerData.player.pulse = DateTime.Now;
                 playerData.player.id       = player.id;
                 playerData.player.cubPos.x = currentPlayers[player.id].GetComponent <Transform>().position.x;
                 playerData.player.cubPos.y = currentPlayers[player.id].GetComponent <Transform>().position.y;
                 playerData.player.cubPos.z = currentPlayers[player.id].GetComponent <Transform>().position.z;
                 SendToServer(JsonUtility.ToJson(playerData));
             }
         }
         lastestGameState.GameState = new List <NetworkObjects.NetworkPlayer>();
     }
 }
Esempio n. 11
0
    private IEnumerator UploadClientDataRoutine(float timeInterval)
    {
        PlayerUpdateMsg updateMsg = new PlayerUpdateMsg();

        if (m_thisClientID != 0)
        {
            while (bUpdateServer)
            {
                if (bVerboseDebug)
                {
                    Debug.Log("[Routine] Updating server with local character data.");
                }

                //Inserting player data in message
                updateMsg.player.clientID        = m_thisClientID;
                updateMsg.player.cubePosition    = m_clientIDDict[m_thisClientID].position;
                updateMsg.player.cubeOrientation = m_clientIDDict[m_thisClientID].eulerAngles;
                updateMsg.player.cubeColor       = Color.white;
                updateMsg.player.bUnassignedData = false;

                //Sending message
                SendToServer(JsonUtility.ToJson(updateMsg));

                yield return(new WaitForSeconds(timeInterval));
            }
        }
        else
        {
            Debug.LogError("[Error] local client ID unassigned (0). Aborting operation...");
        }
    }
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("[Client] Handshake message received! " + hsMsg.player.id);
            GameplayManager.Instance.SpawnPlayer(hsMsg.player, true);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("[Client] Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("[Client] Server update message received!" + suMsg.players.ToArrayString());
            GameplayManager.Instance.UpdatePlayers(suMsg.players);
            break;

        default:
            Debug.Log("[Client] Unrecognized message received!");
            break;
        }
    }
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string         recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkMessage header = JsonUtility.FromJson <NetworkMessage>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            AddPlayer(hsMsg);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            UpdatePlayer(puMsg);
            break;

        case Commands.DISCONNECT:
            DisconnectMsg dcMsg = JsonUtility.FromJson <DisconnectMsg>(recMsg);
            RemovePlayer(dcMsg);
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.NEW_CLIENT:
            NewClientMsg ncMsg = JsonUtility.FromJson <NewClientMsg>(recMsg);
            Debug.Log("Server msg: New Client message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Server msg: Player update message received!");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            ServerMessage(suMsg);
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
Esempio n. 15
0
    void SpawnNewPlayer(PlayerUpdateMsg data)
    {
        GameObject avatar = Instantiate(clientAvatar);

        listOfClients[data.player.id] = avatar;
        avatar.GetComponentInChildren <TextMesh>().text = data.player.id;
    }
 void UpdateClient(PlayerUpdateMsg data)
 {
     if (allClients.ContainsKey(data.player.id))
     {
         allClients[data.player.id].cubPos = data.player.cubPos;
     }
 }
Esempio n. 17
0
    void OnData(DataStreamReader stream, int i, NetworkConnection client)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player position " + puMsg.player.pos);
            UpdatePlayerInfo(puMsg);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg ServerUpdateMessage = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server Update.");
            break;

        default:
            Debug.Log("ServerError (Default Log)");
            break;
        }
    }
Esempio n. 18
0
    // on data received
    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        // player handshake
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            SpawnPlayer(hsMsg.player);
            Debug.Log("Handshake message received!");
            break;

        // player update
        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            ClientPlayerUpdate(puMsg.players);
            Debug.Log("Player update message received!");
            break;

        // server update
        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        // player list update
        case Commands.PLAYER_LIST:
            ClientListMsg listMsg = JsonUtility.FromJson <ClientListMsg>(recMsg);
            for (int p = 0; p < listMsg.players.Length; p++)
            {
                SpawnPlayer(listMsg.players[p]);
            }
            Debug.Log("Player list message received!");
            break;

        // player disconnect
        case Commands.PLAYER_DISCONNECT:
            DiscPlayerMsg discMsg = JsonUtility.FromJson <DiscPlayerMsg>(recMsg);
            RemoveClientPlayer(discMsg.players);
            Debug.Log("Player disconnect message received!");
            break;

        // player connect
        case Commands.PLAYER_JOIN:
            HandshakeMsg nhsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            ClientPlayerID = nhsMsg.player.id;
            SpawnPlayer(nhsMsg.player);
            break;

        default:
            Debug.Log("Unrecognized message received!");
            break;
        }
    }
Esempio n. 19
0
    private void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("[Notice] Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:     //shouldnt happen
            Debug.LogError("[Error] Player update message received! Client shouldn't receive messages from clients.");
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            //Debug.Log("[Routine] Server update message received!");
            UpdateRemotePlayers(suMsg.players);
            break;

        case Commands.PONG:
            if (bVerboseDebug)
            {
                //Debug.Log("[Routine] Pong message received!");
            }
            break;

        case Commands.SERVER_HANDSHAKE:
            ServerHandshakeMsg shMsg = JsonUtility.FromJson <ServerHandshakeMsg>(recMsg);
            Debug.Log("[Notice] Handshake from server received!");

            m_clientIDDict.Add(shMsg.clientID, localClientCharacterRef);     //Add local character to player dictionary
            m_thisClientID = shMsg.clientID;                                 //keep a reference to local player ID
            SpawnRemotePlayers(shMsg.players);                               //Spawn remote players
            StartCoroutine(UploadClientDataRoutine(m_clientUpdateInterval)); //Start routinely updating server with local cube character data
            break;

        case Commands.NEW_PLAYER:
            PlayerUpdateMsg puMSg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("[Notice] A new player has connected. (" + puMSg.player.clientID + ")");
            SpawnRemotePlayer(puMSg.player);
            break;

        case Commands.PLAYER_DISCONNECT:
            PlayerIDMsg pdMSg = JsonUtility.FromJson <PlayerIDMsg>(recMsg);
            Debug.Log("[Notice] A player has disconnected. (" + pdMSg.clientID + ")");
            RemoveRemotePlayer(pdMSg.clientID);
            break;

        default:
            Debug.LogError("[Error] Unrecognized message received!");
            break;
        }
    }
    void OnData(DataStreamReader stream, int i)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg);

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Player update message received!");

            Debug.Log("Player List: " + serverPlayerList);
            foreach (NetworkObjects.NetworkPlayer player in serverPlayerList)
            {
                if (player.id == puMsg.player.id)
                {
                    player.cubeColor = puMsg.player.cubeColor;
                    player.cubPos    = puMsg.player.cubPos;
                    player.cubRot    = puMsg.player.cubRot;
                }
            }
            break;

        case Commands.PLAYER_BULLET:
            PlayerBulletMsg pbMsg = JsonUtility.FromJson <PlayerBulletMsg>(recMsg);
            Debug.Log("Player Bullet Fired!");
            FireBulletForPlayers(pbMsg, m_Connections[i]);
            break;

        case Commands.PLAYER_JOINED:
            PlayerJoinMessage pjMsg = JsonUtility.FromJson <PlayerJoinMessage>(recMsg);
            Debug.Log("Player join message received!");
            CreatePlayer(pjMsg, m_Connections[i]);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            break;

        case Commands.PLAYER_LEFT:
            PlayerLeaveMsg plMsg = JsonUtility.FromJson <PlayerLeaveMsg>(recMsg);
            Debug.Log("Player leave message recieved!");
            OnDisconnect(int.Parse(plMsg.player.id));
            break;

        default:
            Debug.Log("SERVER ERROR: Unrecognized message received!");
            break;
        }
    }
Esempio n. 21
0
    public void SendPosition(Vector3 pos)
    {
        //Debug.Log("Update Player Position: " + pos);
        PlayerUpdateMsg m = new PlayerUpdateMsg();

        m.player.pos = pos;
        SendToServer(JsonUtility.ToJson(m));
    }
Esempio n. 22
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    void SpawnNewPlayer(PlayerUpdateMsg puMsg)
    {
        GameObject cube = Instantiate(playerCube);

        connectedClientsDict[puMsg.player.id] = cube;
        cube.GetComponentInChildren <TextMeshProUGUI>().SetText(puMsg.player.id);
        cube.GetComponent <PlayerController>().isMe = false; // stops new cubes from being controlled by this client
    }
 void UpdateClientInfo(PlayerUpdateMsg puMsg)
 {
     if (listOfClients.ContainsKey(puMsg.player.id))
     {
         listOfClients[puMsg.player.id].id  = puMsg.player.id;
         listOfClients[puMsg.player.id].pos = puMsg.player.pos;
     }
 }
Esempio n. 24
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    // Sends curent player cube position to server
    void UpdateClientPlayer()
    {
        PlayerUpdateMsg playerUpdate = new PlayerUpdateMsg();

        playerUpdate.player.id  = clientPlayer.id;
        playerUpdate.player.pos = FindPlayerCube(clientPlayer).transform.position;
        SendToServer(JsonUtility.ToJson(playerUpdate));
    }
    void UpdatePlayersToClient()
    {
        PlayerUpdateMsg updatedPlayerMsg = new PlayerUpdateMsg(players);

        foreach (NetworkConnection c in m_Connections)
        {
            SendToClient(JsonUtility.ToJson(updatedPlayerMsg), c);
        }
    }
    void ClientUpdate()
    {
        PlayerUpdateMsg playerUpdateMsg = new PlayerUpdateMsg(playerList);

        foreach (NetworkConnection c in m_Connections)
        {
            SendToClient(JsonUtility.ToJson(playerUpdateMsg), c);
        }
    }
 void UpdateClientStats(PlayerUpdateMsg puMsg) //done
 {
     if (clientLookUpTable.ContainsKey(puMsg.player.id))
     {
         clientLookUpTable[puMsg.player.id].id        = puMsg.player.id;
         clientLookUpTable[puMsg.player.id].cubPos    = puMsg.player.cubPos;
         clientLookUpTable[puMsg.player.id].heartBeat = Time.time;
     }
 }
Esempio n. 28
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 void UpdatePlayerInfo(PlayerUpdateMsg puMsg)
 {
     if (ConnectedPlayers.ContainsKey(puMsg.player.id))
     {
         ConnectedPlayers[puMsg.player.id].id        = puMsg.player.id;
         ConnectedPlayers[puMsg.player.id].pos       = puMsg.player.pos;
         ConnectedPlayers[puMsg.player.id].isDropped = puMsg.player.isDropped;
     }
 }
Esempio n. 29
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    void OnData(DataStreamReader stream)
    {
        NativeArray <byte> bytes = new NativeArray <byte>(stream.Length, Allocator.Temp);

        stream.ReadBytes(bytes);                                             //Get bytes
        string        recMsg = Encoding.ASCII.GetString(bytes.ToArray());    //convert bytes to JSON string
        NetworkHeader header = JsonUtility.FromJson <NetworkHeader>(recMsg); //convert JSON to c# class

        switch (header.cmd)
        {
        case Commands.HANDSHAKE:
            HandshakeMsg hsMsg = JsonUtility.FromJson <HandshakeMsg>(recMsg);
            Debug.Log("Handshake message received!");
            break;

        case Commands.PLAYER_WHOAMI:
            PlayerUpdateMsg internalId = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Got internalId from server");
            playerInfo.player.id = internalId.player.id;
            playerIDText.SetText(playerInfo.player.id);
            myIDLabel.SetText(playerInfo.player.id);
            break;

        case Commands.PLAYER_UPDATE:
            PlayerUpdateMsg puMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("Got data from server, player Pos: " + puMsg.player.pos);
            break;

        case Commands.SERVER_UPDATE:
            ServerUpdateMsg suMsg = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("Server update message received!");
            UpdateClientsInfo(suMsg);
            break;

        case Commands.ALREADY_HERE_PLAYERS:
            ServerUpdateMsg alreadyHerePlayerInfo = JsonUtility.FromJson <ServerUpdateMsg>(recMsg);
            Debug.Log("existed player info received!");
            SpawnPlayersAlreadyHere(alreadyHerePlayerInfo);
            break;

        case Commands.SPAWN_NEW_PLAYER:
            PlayerUpdateMsg newPlayerMsg = JsonUtility.FromJson <PlayerUpdateMsg>(recMsg);
            Debug.Log("new client info received!");
            SpawnNewPlayer(newPlayerMsg);
            break;

        case Commands.DISCONNECTED_PLAYER:
            DisconnectedPlayersMsg dpMsg = JsonUtility.FromJson <DisconnectedPlayersMsg>(recMsg);
            Debug.Log("Player disconnected :(");
            DeleteDisconnectPlayer(dpMsg);
            break;

        default:
            Debug.Log("Unrecognized message received!");
            break;
        }
    }
 void UpdateClientInfo(PlayerUpdateMsg puMsg)
 {
     if (connectedClientsDict.ContainsKey(puMsg.player.id))
     {
         connectedClientsDict[puMsg.player.id].id     = puMsg.player.id;
         connectedClientsDict[puMsg.player.id].pos    = puMsg.player.pos;
         connectedClientsDict[puMsg.player.id].isDead = puMsg.player.isDead;
     }
 }