public void ObtainTreasure(MessageHeader arg0) { ObtainTreasureMessage obtain = arg0 as ObtainTreasureMessage; PlayerManager.Instance.CurrentPlayer.treasureAmount += obtain.Amount; MoneyText.text = ("$" + PlayerManager.Instance.CurrentPlayer.treasureAmount).ToString(); }
internal void HandleObtainTreasure(Message message) { ObtainTreasureMessage obtainTreasureMessage = (ObtainTreasureMessage)message; lobby.You.Value.gold += obtainTreasureMessage.gold; Menu.Singleton.gameWindow.OutputText("Obtained " + obtainTreasureMessage.gold + " gold"); Menu.Singleton.gameWindow.UpdateGold(lobby.You.Value.gold); }
/// <summary> /// Send to the client how much treasure he obtained. /// </summary> private void SendObtainTreasure(int amt, List <Client> receivingClients) { var message = new ObtainTreasureMessage { Amount = (ushort)amt }; foreach (Client c in receivingClients) { server.SendMessage(message, c.Connection); } }
private void ObtainTreasure(ref DataStreamReader reader) { var message = new ObtainTreasureMessage(); message.DeserializeObject(ref reader); dataHolder.myData.score += message.Amount; dataHolder.game.cRoom.treasure.obj.SetActive(false); dataHolder.game.cRoom.treasure.SetButtons(false); //todo: update score ui? }
public void HandleTreasureClaim(ClaimTreasureRequestMessage message, int connectID) { PlayerData playerData = serverDataHolder.players.Find(x => x.playerIndex == connectID); RoomData currentRoom = serverDataHolder.rooms[playerData.roomID[0], playerData.roomID[1]]; //check treasure even has ammount if (currentRoom.treasureAmmount <= 0) { //if not then send request denied RequestDenied(message, connectID); return; } //then update treasure amount in room and transfer to player data int gainedTreasure = currentRoom.treasureAmmount; currentRoom.treasureAmmount = 0; //send obtain message back to all players in room List <int> ids = serverDataHolder.GetOtherPlayerIDsInSameRoom(playerData); ids.Add(connectID); Debug.Log("Other ids in room count " + ids.Count); ObtainTreasureMessage obtainMessage = new ObtainTreasureMessage() { Amount = (ushort)(gainedTreasure / ids.Count) }; foreach (int id in ids) { serverDataHolder.players.Find(x => x.playerIndex == id).score += gainedTreasure / ids.Count; SendMessage(obtainMessage, connections[serverDataHolder.players.Find(x => x.playerIndex == id).playerIndex]); } //next turn NextPlayerTurn(); }
public void Update() { networkJobHandle.Complete(); if (!connection.IsCreated) { return; } DataStreamReader reader; NetworkEvent.Type cmd; while ((cmd = connection.PopEvent(networkDriver, out reader)) != NetworkEvent.Type.Empty) { if (cmd == NetworkEvent.Type.Connect) { Debug.Log("Connected to server"); } else if (cmd == NetworkEvent.Type.Data) { var messageType = (Message.MessageType)reader.ReadUShort(); Debug.Log("Client Received: " + messageType + " from Host"); Message message = null; switch (messageType) { case Message.MessageType.None: break; case Message.MessageType.NewPlayer: message = new NewPlayerMessage(); break; case Message.MessageType.Welcome: message = new WelcomeMessage(); break; case Message.MessageType.RequestDenied: message = new RequestDeniedMessage(); break; case Message.MessageType.PlayerLeft: message = new PlayerLeftMessage(); break; case Message.MessageType.StartGame: message = new StartGameMessage(); break; case Message.MessageType.PlayerTurn: message = new PlayerTurnMessage(); break; case Message.MessageType.RoomInfo: message = new RoomInfoMessage(); break; case Message.MessageType.PlayerEnterRoom: message = new PlayerEnterRoomMessage(); break; case Message.MessageType.PlayerLeaveRoom: message = new PlayerLeaveRoomMessage(); break; case Message.MessageType.ObtainTreasure: message = new ObtainTreasureMessage(); break; case Message.MessageType.HitMonster: message = new HitMonserMessage(); break; case Message.MessageType.HitByMonster: message = new HitByMonserMessage(); break; case Message.MessageType.PlayerDefends: message = new PlayerDefendsMessage(); break; case Message.MessageType.PlayerLeftDungeon: message = new PlayerLeftDungeonMessage(); break; case Message.MessageType.PlayerDies: message = new PlayerDiesMessage(); break; case Message.MessageType.EndGame: break; default: break; } if (message != null) { message.DeserializeObject(ref reader); receivedMessagesQueue.Enqueue(message); } } else if (cmd == NetworkEvent.Type.Disconnect) { Debug.Log("Disconnected from server"); connection = default; } } ProcessMessagesQueue(); if (Time.time - lastSendTime > STAY_ALIVE_AFTER_SECONDS) { SendMessage(new NoneMessage()); } networkJobHandle = networkDriver.ScheduleUpdate(); }
void Update() { networkJobHandle.Complete(); for (int i = 0; i < connections.Length; ++i) { if (!connections[i].IsCreated) { connections.RemoveAtSwapBack(i); --i; } } NetworkConnection c; while ((c = networkDriver.Accept()) != default) { if (GameHasStarted) { MakeRequestDeniedMessage(c, 0); c.Disconnect(networkDriver); return; } if (connections.Length > 4) { MakeRequestDeniedMessage(c, 1); c.Disconnect(networkDriver); return; } //Accepted Connection connections.Add(c); var colour = (Color32)UnityEngine.Random.ColorHSV(); var welcomeMessage = new WelcomeMessage { PlayerID = playerID, Colour = ((uint)colour.r << 24) | ((uint)colour.g << 16) | ((uint)colour.b << 8) | colour.a }; PlayerManager.Instance.Players.Add(new Players(playerID, "", welcomeMessage.Colour)); playerID++; NetworkManager.SendMessage(networkDriver, welcomeMessage, c); } DataStreamReader reader; for (int i = 0; i < connections.Length; ++i) { if (!connections[i].IsCreated) { continue; } NetworkEvent.Type cmd; while ((cmd = networkDriver.PopEventForConnection(connections[i], out reader)) != NetworkEvent.Type.Empty) { if (cmd == NetworkEvent.Type.Data) { var messageType = (MessageHeader.MessageType)reader.ReadUShort(); switch (messageType) { case MessageHeader.MessageType.None: var noneMessage = NetworkManager.ReadMessage <StayAliveMessage>(reader, ServerMessageQueue); NetworkManager.SendMessage(networkDriver, noneMessage, connections[i]); break; case MessageHeader.MessageType.SetName: SetNameMessage setNameMessage = NetworkManager.ReadMessage <SetNameMessage>(reader, ServerMessageQueue) as SetNameMessage; PlayerManager.Instance.Players[i].clientName = setNameMessage.Name; var newPlayerMessage = new NewPlayerMessage() { PlayerID = PlayerManager.Instance.Players[i].playerID, PlayerColor = PlayerManager.Instance.Players[i].clientColor, PlayerName = setNameMessage.Name }; //looping through all the connections to send the new player message for (int j = 0; j < connections.Length; j++) { if (j != i) { NetworkManager.SendMessage(networkDriver, newPlayerMessage, connections[j]); var connectedPlayersMessage = new NewPlayerMessage() { PlayerID = PlayerManager.Instance.Players[j].playerID, PlayerColor = PlayerManager.Instance.Players[j].clientColor, PlayerName = PlayerManager.Instance.Players[j].clientName }; NetworkManager.SendMessage(networkDriver, connectedPlayersMessage, connections[i]); } } break; case MessageHeader.MessageType.PlayerLeft: PlayerLeftMessage leftMessage = NetworkManager.ReadMessage <PlayerLeftMessage>(reader, ServerMessageQueue) as PlayerLeftMessage; leftMessage.playerLeftID = (uint)i; for (int j = 0; j < connections.Length; j++) { if (leftMessage.playerLeftID != PlayerManager.Instance.Players[i].playerID) { NetworkManager.SendMessage(networkDriver, leftMessage, connections[i]); } } connections[i] = default; break; case MessageHeader.MessageType.MoveRequest: var moveRequest = NetworkManager.ReadMessage <MoveRequest>(reader, ServerMessageQueue); Debug.Log("MoveRequest"); if (CheckTileContent(i, TileContent.Monster) || CheckTileContent(i, TileContent.Both)) { MakeRequestDeniedMessage(i, 2); SendNewRoomInfo(); return; } MakeLeaveRoomMessage(i); PlayerManager.Instance.MovePlayer(moveRequest, i); MakeEnterRoommessage(i); SendNewRoomInfo(); MonsterTurn(); NewTurnMessage(); break; case MessageHeader.MessageType.AttackRequest: var request = NetworkManager.ReadMessage <AttackRequestMessage>(reader, serverMessagesQueue); Debug.Log(DebugTileContent(i)); if (!CheckTileContent(i, TileContent.Monster) && !CheckTileContent(i, TileContent.Both)) { Debug.Log(CheckTileContent(i, TileContent.Monster)); Debug.Log(CheckTileContent(i, TileContent.Both)); MakeRequestDeniedMessage(i, 4); SendNewRoomInfo(); return; } if (CheckTileContent(i, TileContent.Monster)) { SetTileContent(i, TileContent.None); } if (CheckTileContent(i, TileContent.Both)) { SetTileContent(i, TileContent.Treasure); } var message = new HitMonsterMessage(); NetworkManager.SendMessage(networkDriver, message, connections[i]); SendNewRoomInfo(); NewTurnMessage(); MonsterTurn(); break; case MessageHeader.MessageType.DefendRequest: NetworkManager.ReadMessage <DefendRequestMessage>(reader, serverMessagesQueue); PlayerManager.Instance.Players[i].DefendOneTurn = true; var playerDefendMessage = new PlayerDefendsMessage() { PlayerID = PlayerManager.Instance.Players[i].playerID }; Debug.Log(connections.Length); for (int j = 0; j < connections.Length; j++) { NetworkManager.SendMessage(networkDriver, playerDefendMessage, connections[j]); } SendNewRoomInfo(); NewTurnMessage(); MonsterTurn(); break; case MessageHeader.MessageType.ObtainTreasureRequest: NetworkManager.ReadMessage <ClaimTreasureRequestMessage>(reader, serverMessagesQueue); if (!CheckTileContent(i, TileContent.Treasure) && !CheckTileContent(i, TileContent.Both)) { MakeRequestDeniedMessage(i, 5); SendNewRoomInfo(); return; } if (CheckTileContent(i, TileContent.Both)) { MakeRequestDeniedMessage(i, 6); SendNewRoomInfo(); return; } Dictionary <Players, uint> players = PlayerManager.Instance.ClaimTreasureDivideItForPlayers(i); uint amount; int SendedItem = 0; foreach (KeyValuePair <Players, uint> item in players) { amount = item.Value; ObtainTreasureMessage obtainTreasure = new ObtainTreasureMessage() { Amount = (ushort)amount }; for (int j = 0; j < PlayerManager.Instance.Players.Count; j++) { if (PlayerManager.Instance.Players[j].playerID == item.Key.playerID) { NetworkManager.SendMessage(networkDriver, obtainTreasure, connections[j]); SendedItem++; } } } SetTileContent(i, TileContent.None); SendNewRoomInfo(); MonsterTurn(); NewTurnMessage(); break; case MessageHeader.MessageType.LeaveDungeonRequest: NetworkManager.ReadMessage <LeaveDungeonRequest>(reader, serverMessagesQueue); PlayerManager.Instance.PlayersWhoLeft.Add(PlayerManager.Instance.Players[i]); PlayerLeftDungeonMessage playerLeftDungeonMessage = new PlayerLeftDungeonMessage() { playerID = i }; PlayerManager.Instance.Players.RemoveAt(i); for (int j = 0; j < connections.Length; j++) { if (i != j) { NetworkManager.SendMessage(networkDriver, playerLeftDungeonMessage, connections[j]); } } if (PlayerManager.Instance.Players.Count < 1) { EndGameMessage endGameMessage = new EndGameMessage(); for (int j = 0; j < PlayerManager.Instance.PlayersWhoLeft.Count; j++) { endGameMessage.playerID.Add(PlayerManager.Instance.PlayersWhoLeft[j].playerID); endGameMessage.highScorePairs.Add((ushort)PlayerManager.Instance.PlayersWhoLeft[j].treasureAmount); NetworkManager.SendMessage(networkDriver, endGameMessage, connections[j]); connections[j].Disconnect(networkDriver); } } else { MonsterTurn(); SendNewRoomInfo(); NewTurnMessage(); } break; } } else if (cmd == NetworkEvent.Type.Disconnect) { PlayerLeftMessage leftMessage = new PlayerLeftMessage(); leftMessage.playerLeftID = (uint)i; for (int j = 0; j < connections.Length; j++) { if (leftMessage.playerLeftID != PlayerManager.Instance.Players[j].playerID) { NetworkManager.SendMessage(networkDriver, leftMessage, connections[j]); } } Debug.Log("Client disconnected"); connections[i] = default; } } } networkJobHandle = networkDriver.ScheduleUpdate(); ProcessMessagesQueue(); }