コード例 #1
0
ファイル: Server.cs プロジェクト: Stickman26/NetworkingFinal
    //when the player responds with their username
    private void OnNameIs(int cnnId, string playerName)
    {
        //Link name to connection ID
        clients.Find(x => x.connectionID == cnnId).playerName = playerName;

        NetworkStructs.NameRequestData msg = new NetworkStructs.NameRequestData(cnnId, playerName);

        //Tell everyone about new player connection
        Send(NetworkStructs.AddTag(NetworkStructs.MessageTypes.CNN, NetworkStructs.getBytes(msg)), reliableChannel, clients);
    }
コード例 #2
0
ファイル: Client.cs プロジェクト: Stickman26/NetworkingFinal
    //when the server pings the player for their name
    private void OnAskName(NetworkStructs.NameRequestData data)
    {
        //set this clients ID
        ourClientId = data.id;

        NetworkStructs.StringData msg = new NetworkStructs.StringData(playerName);

        //Send our name to the server
        Send(NetworkStructs.AddTag(NetworkStructs.MessageTypes.NAMEIS, NetworkStructs.getBytes(msg)), reliableChannel);

        string[] connectionList = data.str.Split('|');

        //Create all the other players
        for (int i = 0; i < connectionList.Length; ++i)
        {
            string[] d = connectionList[i].Split('%');
            if (int.Parse(d[1]) != ourClientId)
            {
                SpawnPlayer(d[0], int.Parse(d[1]));
            }
        }
    }
コード例 #3
0
ファイル: Server.cs プロジェクト: Stickman26/NetworkingFinal
    //when a player connects
    private void OnConnection(int cnnId)
    {
        // add connection to list
        ServerClient c = new ServerClient();

        c.connectionID = cnnId;
        c.playerName   = "TEMP";
        clients.Add(c);

        // when player joins give ID
        // request name and send name of other players
        string list = "";

        foreach (ServerClient sc in clients)
        {
            list += sc.playerName + '%' + sc.connectionID + "|";
        }
        list = list.Trim('|');

        NetworkStructs.NameRequestData msg = new NetworkStructs.NameRequestData(cnnId, list);

        Send(NetworkStructs.AddTag(NetworkStructs.MessageTypes.ASKNAME, NetworkStructs.getBytes(msg)), reliableChannel, cnnId);
    }
コード例 #4
0
ファイル: Client.cs プロジェクト: Stickman26/NetworkingFinal
    private void Update()
    {
        //make sure the player is connected to the server and if they are reveal the chatbox
        if (!isConnected)
        {
            return;
        }
        else
        {
            chatBox.SetActive(true);
        }

        //message event handlers
        int recHostId;
        int connectionId;
        int channelId;

        byte[]           recBuffer  = new byte[1024];
        int              bufferSize = 1024;
        int              dataSize;
        byte             error;
        NetworkEventType recData = NetworkTransport.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);

        switch (recData)
        {
        case NetworkEventType.DataEvent:
        {
            NetworkStructs.MessageTypes type = (NetworkStructs.MessageTypes)recBuffer[0];

            byte[] packet = new byte[1024];
            Array.Copy(recBuffer, 1, packet, 0, bufferSize - 1);

            switch (type)
            {
            case NetworkStructs.MessageTypes.ASKNAME:             //get username
            {
                NetworkStructs.NameRequestData data = NetworkStructs.fromBytes <NetworkStructs.NameRequestData>(packet);
                OnAskName(data);
            }
            break;

            case NetworkStructs.MessageTypes.CNN:             //connection
            {
                NetworkStructs.NameRequestData data = NetworkStructs.fromBytes <NetworkStructs.NameRequestData>(packet);
                SpawnPlayer(data.str, data.id);
                //CallAIs();
                SetupAIs();
            }
            break;

            case NetworkStructs.MessageTypes.DC:             //disconnection
            {
                NetworkStructs.IntData data = NetworkStructs.fromBytes <NetworkStructs.IntData>(packet);
                PlayerDisconnected(data.data);
            }
            break;

            case NetworkStructs.MessageTypes.MOVE:
            {
                NetworkStructs.PositionVelocityData data = NetworkStructs.fromBytes <NetworkStructs.PositionVelocityData>(packet);
                MovementDetected(data);
            }
            break;

            case NetworkStructs.MessageTypes.ROT:
            {
                NetworkStructs.RotationData data = NetworkStructs.fromBytes <NetworkStructs.RotationData>(packet);
                RotationgDetected(data);
            }
            break;

            case NetworkStructs.MessageTypes.MOVEAI:
            {
                NetworkStructs.AIMoveData data = NetworkStructs.fromBytes <NetworkStructs.AIMoveData>(packet);
                AIMoveDetected(data);
            }
            break;

            case NetworkStructs.MessageTypes.MESSAGE:
            {
                NetworkStructs.StringData data = NetworkStructs.fromBytes <NetworkStructs.StringData>(packet);
                recieveMessage(data);
            }
            break;

            case NetworkStructs.MessageTypes.ADMIN:
            {
                NetworkStructs.StringData data = NetworkStructs.fromBytes <NetworkStructs.StringData>(packet);
                adminCommands(data.str, ourClientId);
            }
            break;

            default:             //invalid key case
                //Debug.Log("INVALID CLIENT MESSAGE : " + msg);
                break;
            }
        }
        break;

        case NetworkEventType.BroadcastEvent:
        {
        }
        break;
        }
    }