コード例 #1
0
    IEnumerator ClientArtifactEquip(int itemId, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Wait for all actions to execute
        while (player.artifactsEditingFlag)
        {
            yield return(null);
        }

        try {
            var arti = new Artifact(itemId);

            player.artifactsEditingFlag = true;
            if (player.artifactTree.AddArtifact(itemId))
            {
                player.artifactInventory.RemoveArtifact(arti);
                Lobby.RPC("ArtifactEquip", player.peer, itemId);

                // Save changes
                yield return(ArtifactsDB.SetArtifactTree(
                                 player,
                                 player.artifactTree
                                 ));

                yield return(ArtifactsDB.SetArtifactInventory(
                                 player,
                                 player.artifactInventory
                                 ));
            }
        } finally {
            player.artifactsEditingFlag = false;
        }
    }
コード例 #2
0
    IEnumerator ClientArtifactDiscard(byte level, byte slotId, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Wait for all actions to execute
        while (player.artifactsEditingFlag)
        {
            yield return(null);
        }

        try {
            player.artifactsEditingFlag = true;
            player.artifactInventory.bags[level].RemoveItemSlot(slotId);
            Lobby.RPC("ArtifactDiscard", player.peer, level, slotId);

            // Save changes
            yield return(ArtifactsDB.SetArtifactTree(
                             player,
                             player.artifactTree
                             ));

            yield return(ArtifactsDB.SetArtifactInventory(
                             player,
                             player.artifactInventory
                             ));
        } finally {
            player.artifactsEditingFlag = false;
        }
    }
コード例 #3
0
    void ClientArtifactTree(string jsonTree, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);
        //LogManager.General.Log(jsonTree);

        ArtifactTree tree = Jboy.Json.ReadObject <ArtifactTree>(jsonTree);

        LogManager.General.Log("Player '" + player.name + "' sent new artifact tree " + tree.ToString());
        ArtifactsDB.SetArtifactTree(player, tree);
    }
コード例 #4
0
    IEnumerator LeaveInstance(bool gameEnded, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        if (player.inMatch)
        {
            LogManager.General.Log("Player '" + player.name + "' returned from a match");

            if (gameEnded)
            {
                // Send him his new stats
                LobbyGameDB.GetPlayerStats(player);

                // Send him his new artifact inventory
                ArtifactsDB.GetArtifactInventory(player);

                // Update ranking list cache
                if (!player.match.updatedRankingList)
                {
                    RankingsServer.instance.StartRankingListCacheUpdate(player.match);
                    player.match.updatedRankingList = true;
                }
            }

            LeaveMatch(player);
        }
        else if (player.inFFA)
        {
            // Send him his new stats
            //StartCoroutine(lobbyGameDB.GetPlayerStats(player));

            // Update ranking list cache

            /*if(!player.match.updatedRankingList) {
             *      RankingsServer.instance.StartRankingListCacheUpdate(player.match);
             *      player.match.updatedRankingList = true;
             * }*/

            LeaveMatch(player);
        }
        else if (player.inTown || player.inWorld)
        {
            player.gameInstance = null;

            if (AccountManager.Master.IsLoggedIn(player.peer))
            {
                yield return(AccountManager.Master.LogOut(info.sender).WaitUntilDone());
            }
        }
    }
コード例 #5
0
    IEnumerator ClientArtifactUnequip(byte level, byte slotIndex, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Wait for all actions to execute
        while (player.artifactsEditingFlag)
        {
            yield return(null);
        }

        var slot = player.artifactTree.slots[level][slotIndex];

        if (slot.artifact == null)
        {
            yield break;
        }

        try {
            player.artifactsEditingFlag = true;
            player.artifactInventory.AddArtifact(slot.artifact);
            slot.artifact = null;
            Lobby.RPC("ArtifactUnequip", player.peer, level, slotIndex);

            // Save changes
            yield return(ArtifactsDB.SetArtifactTree(
                             player,
                             player.artifactTree
                             ));

            yield return(ArtifactsDB.SetArtifactInventory(
                             player,
                             player.artifactInventory
                             ));
        } finally {
            player.artifactsEditingFlag = false;
        }
    }
コード例 #6
0
ファイル: ServerInit.cs プロジェクト: whztt07/battleofmages
    // InstantiatePlayer
    void InstantiatePlayer(uLink.NetworkPlayer networkPlayer, string accountId, string playerName, Vector3 respawnPosition, float cameraYRotation, int partyId)
    {
        LogManager.General.Log(string.Format("Instantiating player prefabs for '{0}' with account ID '{1}'", playerName, accountId));

        var party = GameServerParty.partyList[partyId];

        // Instantiates an avatar for the player connecting to the server
        // The player will be the "owner" of this object. Read the manual chapter 7 for more
        // info about object roles: Creator, Owner and Proxy.
        GameObject obj = uLink.Network.Instantiate(
            networkPlayer,                                      // Owner
            proxyPrefab,
            ownerPrefab,
            creatorPrefab,
            respawnPosition,
            Cache.quaternionIdentity,
            0,                                                          // Network group
            accountId                                                   // Initial data
            );

        // Player component
        Player player = obj.GetComponent <Player>();

        player.accountId        = accountId;
        networkPlayer.localData = player;

        // Send name
        player.networkView.RPC("ReceivePlayerName", uLink.RPCMode.All, playerName);

        // Async: DB requests
        if (isTestServer)
        {
            // This section is for quick client tests on the test server

            // Send other players and myself information about stats
            player.skillBuild    = SkillBuild.GetStarterBuild();
            player.customization = new CharacterCustomization();

            player.networkView.RPC("ReceiveSkillBuild", uLink.RPCMode.All, player.skillBuild);
            player.networkView.RPC("ReceiveCharacterCustomization", uLink.RPCMode.All, player.customization);
            player.networkView.RPC("ReceiveCharacterStats", uLink.RPCMode.All, new CharacterStats());
            player.networkView.RPC("ReceiveArtifactTree", uLink.RPCMode.All, Jboy.Json.WriteObject(ArtifactTree.GetStarterArtifactTree()));

            // After the skill build has been sent, switch the attunement
            player.networkView.RPC("SwitchWeapon", uLink.RPCMode.All, (byte)0);
            player.networkView.RPC("SwitchAttunement", uLink.RPCMode.All, (byte)0);
        }
        else
        {
            // Experience / Level
            ExperienceDB.GetExperience(
                accountId,
                data => {
                uint exp = 0;

                if (data != null)
                {
                    exp = data.experience;
                }

                player.networkView.RPC("SetExperience", uLink.RPCMode.All, exp);
            }
                );

            // TODO: We need to wait until this is finished in ApplyCharacterStats
            // Skill build
            SkillBuildsDB.GetSkillBuild(
                accountId,
                data => {
                if (data == null)
                {
                    player.skillBuild = SkillBuild.GetStarterBuild();
                }
                else
                {
                    player.skillBuild = data;
                }

                // Send build
                player.networkView.RPC("ReceiveSkillBuild", uLink.RPCMode.All, player.skillBuild);

                // After the build has been sent, switch the attunement
                player.networkView.RPC("SwitchWeapon", uLink.RPCMode.All, (byte)0);
                player.networkView.RPC("SwitchAttunement", uLink.RPCMode.All, (byte)0);
            }
                );

            // Character customization
            CharacterCustomizationDB.GetCharacterCustomization(
                accountId,
                data => {
                if (data == null)
                {
                    player.customization = new CharacterCustomization();
                }
                else
                {
                    player.customization = data;
                }

                // Send customization
                player.networkView.RPC("ReceiveCharacterCustomization", uLink.RPCMode.All, player.customization);
            }
                );

            // Character stats
            StartCoroutine(ServerGameDB.GetCharacterStats(player));

            // Guild
            GuildsDB.GetGuildList(accountId, data => {
                if (data != null)
                {
                    GuildsDB.GetGuild(data.mainGuildId, guild => {
                        if (guild != null)
                        {
                            player.networkView.RPC("ReceiveMainGuildInfo", uLink.RPCMode.All, guild.name, guild.tag);
                        }
                    });
                }
            });

            // Artifacts
            ArtifactsDB.GetArtifactTree(
                accountId,
                data => {
                if (data == null)
                {
                    player.artifactTree = ArtifactTree.GetStarterArtifactTree();
                }
                else
                {
                    player.artifactTree = data;
                }

                player.networkView.RPC("ReceiveArtifactTree", uLink.RPCMode.All, Jboy.Json.WriteObject(player.artifactTree));
            }
                );

            // Retrieve arena stats
            var statsBucket = new Bucket("AccountToStats");
            statsBucket.Get(
                accountId,
                Constants.Replication.Default,
                (request) => {
                var statsInDB = request.GetValue <PlayerStats>();

                LogManager.General.Log("Queried stats of account '" + accountId + "' successfully (Ranking: " + statsInDB.bestRanking + ")");

                // Send ranking
                player.networkView.RPC("ReceiveBestRanking", uLink.RPCMode.All, statsInDB.bestRanking);
            }, (request) => {
                var statsInDB = new PlayerStats();

                LogManager.General.Log("Account '" + accountId + "' aka player '" + playerName + "' doesn't have any player stats yet");

                // Send ranking
                player.networkView.RPC("ReceiveBestRanking", uLink.RPCMode.All, statsInDB.bestRanking);
            }
                );
        }

        if (GameManager.isArena)
        {
            player.networkView.RPC("GameMaxScore", uLink.RPCMode.Owner, gameMode.scoreNeededToWin);
        }

        // Layer
        if (GameManager.isPvP)
        {
            player.networkView.RPC("ChangeParty", uLink.RPCMode.All, partyId);
            player.networkView.RPC("ChangeLayer", uLink.RPCMode.All, party.layer);
        }
        else
        {
            player.networkView.RPC("ChangeLayer", uLink.RPCMode.All, Config.instance.openWorldPvPLayer);
        }

        // Respawn
        player.networkView.RPC("Respawn", uLink.RPCMode.All, respawnPosition);
        player.networkView.RPC("SetCameraYRotation", uLink.RPCMode.Owner, cameraYRotation);

        // On non account restricted servers we start the game instantly
        if (!GameManager.isArena || isTestServer)
        {
            player.networkView.RPC("StartGame", uLink.RPCMode.Owner);
            GameManager.gameStarted = true;
        }

        // Disable encryption in non-ranked games
        //if(!GameManager.isRankedGame)
        //	uLink.Network.UninitializeSecurity(networkPlayer);
    }
コード例 #7
0
    // Sends data about the account to any player
    public static void SendPublicAccountInfo(string accountId, LobbyPlayer toPlayer)
    {
        var player = GetLobbyPlayer(accountId);

        // Name
        LobbyGameDB.GetPlayerName(accountId, data => {
            if (data == null)
            {
                if (player == toPlayer)
                {
                    Lobby.RPC("AskPlayerName", toPlayer.peer);
                }
            }
            else
            {
                Lobby.RPC("ReceivePlayerName", toPlayer.peer, accountId, data);

                if (player == toPlayer)
                {
                    if (string.IsNullOrEmpty(player.name))
                    {
                        player.name = data;
                        LobbyServer.OnReceivePlayerName(player);
                    }
                }
            }
        });

        // Character customization
        CharacterCustomizationDB.GetCharacterCustomization(accountId, data => {
            if (data == null)
            {
                if (player == toPlayer)
                {
                    Lobby.RPC("CustomizeCharacter", toPlayer.peer, accountId);
                }
            }
            else
            {
                if (player != null)
                {
                    player.custom = data;
                }
                Lobby.RPC("ReceiveCharacterCustomization", toPlayer.peer, accountId, data);
            }
        });

        // Skill build
        SkillBuildsDB.GetSkillBuild(accountId, data => {
            if (data == null)
            {
                Lobby.RPC("ReceiveSkillBuild", toPlayer.peer, accountId, SkillBuild.GetStarterBuild());
            }
            else
            {
                Lobby.RPC("ReceiveSkillBuild", toPlayer.peer, accountId, data);
            }
        });

        // Stats
        LobbyGameDB.GetPlayerStats(accountId, data => {
            if (data == null)
            {
                data = new PlayerStats();
            }

            // Assign stats
            if (player != null)
            {
                player.stats = data;
            }

            // Send the stats to the player
            Lobby.RPC("ReceivePlayerStats", toPlayer.peer,
                      accountId,
                      Jboy.Json.WriteObject(data)
                      );
        });

        // FFA Stats
        LobbyGameDB.GetPlayerFFAStats(accountId, data => {
            if (data == null)
            {
                data = new PlayerStats();
            }

            // Assign stats
            if (player != null)
            {
                player.ffaStats = data;
            }

            // Send the stats to the player
            Lobby.RPC("ReceivePlayerFFAStats", toPlayer.peer,
                      accountId,
                      Jboy.Json.WriteObject(data)
                      );
        });

        // Character stats
        TraitsDB.GetCharacterStats(accountId, data => {
            if (data == null)
            {
                data = new CharacterStats();
            }

            if (player != null)
            {
                player.charStats = data;
            }

            Lobby.RPC("ReceiveCharacterStats", toPlayer.peer, accountId, data);
        });

        // Artifact inventory
        ArtifactsDB.GetArtifactInventory(accountId, data => {
            if (data == null)
            {
                data = new ArtifactInventory();
            }

            if (player != null)
            {
                player.artifactInventory = data;
            }

            Lobby.RPC("ReceiveArtifactInventory", toPlayer.peer, accountId, Jboy.Json.WriteObject(data));
        });

        // Artifact tree
        ArtifactsDB.GetArtifactTree(accountId, data => {
            if (data == null)
            {
                data = ArtifactTree.GetStarterArtifactTree();
            }

            if (player != null)
            {
                player.artifactTree = data;
            }

            Lobby.RPC("ReceiveArtifactTree", toPlayer.peer, accountId, Jboy.Json.WriteObject(data));
        });

        // Experience
        ExperienceDB.GetExperience(accountId, data => {
            uint exp = 0;

            if (data != null)
            {
                exp = data.experience;
            }

            Lobby.RPC("ReceiveExperience", toPlayer.peer, accountId, exp);
        });

        // Item inventory
        ItemInventoryDB.GetItemInventory(accountId, data => {
            if (data == null)
            {
                data = new ItemInventory();
            }

            if (player != null)
            {
                player.itemInventory = data;
            }

            Lobby.RPC("ReceiveItemInventory", toPlayer.peer, accountId, Jboy.Json.WriteObject(data));
        });

        // View profile
        Lobby.RPC("ViewProfile", toPlayer.peer, accountId);
    }