Returns the index number for this network player.
public static void client_authenticate_switch_handler(string dataObject, NetworkPlayer np) { PurpleDebug.Log("Authentication Switch received: #" + np.ToString()); if(np.ToString() == Constants.SERVER_ID_STRING && Network.isServer) return; _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject); bool validationResult = false; string newToken = string.Empty; // TODO... }
public static void client_authenticate_handler(string dataObject, NetworkPlayer np) { PurpleDebug.Log("Authentication received: #" + np.ToString()); if(np.ToString() == Constants.SERVER_ID_STRING && Network.isServer) return; _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject); bool validationResult = false; string newToken = string.Empty; if(string.IsNullOrEmpty(authObject.ClientPassword)) { validationResult = AccountHelper.ValidateAuthentication (authObject.ClientName, authObject.ClientToken); if(validationResult) newToken = AccountHelper.GenerateToken(authObject.ClientName, authObject.ClientToken, np); } else { validationResult = AccountHelper.Login (authObject.ClientName, authObject.ClientPassword, np, out newToken); } authObject.validate = validationResult; authObject.timestamp = DateTime.Now; // save 2 spaces if monitoring is allowed otherwise just one for Admin/Mod/GM int maxAllowedConnections = PurpleServer.CurrentConfig.ServerMaxClients; maxAllowedConnections -= (PurpleServer.CurrentConfig.ServerAllowMonitoring) ? 2 : 1; authObject.ClientPassword = String.Empty; authObject.ClientToken = String.Empty; authObject.ClientAuthenticated = false; if(validationResult && PurpleServer.UserList.Count <= maxAllowedConnections) { authObject.ClientToken = newToken; authObject.ClientAuthenticated = true; } else if(validationResult) { PurpleNetworkUser playerReference = get_network_player_reference(np); if (playerReference.UserType != UserTypes.User) { authObject.ClientToken = newToken; authObject.ClientAuthenticated = true; } } AccountHelper.AddLog(get_network_player_reference(np).UserName, "client_authenticate_handler " + authObject.ClientName + " - "+ authObject.ClientAuthenticated); PurpleDebug.Log("Authentication result: " + authObject.ClientName + ": " + authObject.ClientAuthenticated); PurpleNetwork.ToPlayer(np, "server_authenticate_result", authObject); }
// HANDLER ///////////////////////// // ACCOUNT ///////////////////////// public static void client_validate_username_handler(string dataObject, NetworkPlayer np) { PurpleDebug.Log("Username validation received: #" + np.ToString()); _PMBasic.Data basicData = PurpleSerializer.StringToObjectConverter<_PMBasic.Data> (dataObject); basicData.validate = AccountHelper.IsUniqueUsername (basicData.data); PurpleNetwork.ToPlayer (np, "server_validate_username_result", basicData); }
public static string getDebugName(NetworkPlayer player) { string address = formatAddress(player.ipAddress, player.port); string externalAddress = "(Ext:" + formatAddress(player.externalIP, player.externalPort) + ")"; string guid = "[" + player.guid + "]"; return string.Join(" ", new string[] {address, externalAddress, guid, player.ToString()}); }
void OnPlayerConnected(NetworkPlayer player) { Debug.Log ("Client connected: " + player.ToString()); OccludedPlayer newOplayer = new OccludedPlayer(player); _players.Add(newOplayer); }
/// <summary> /// Called by UserManagementObjectController on the server whenever a new player has successfully connected. /// </summary> /// <param name="player">Newly connected player</param> /// <param name="isClient">True if Client connected</param> public void AddNewPlayer(NetworkPlayer player,bool isClient) { if (!networkPlayerMap.ContainsKey(player)) { int playerCounter = 1; while (networkPlayerMap.ContainsValue("player" + System.Convert.ToString(playerCounter))) { playerCounter++; } Debug.Log("UserManager Unity player " + player.ToString() + "added as UserManager player" + System.Convert.ToString(playerCounter)); networkPlayerMap.Add(player,"player" + System.Convert.ToString(playerCounter)); if(isClient) { Debug.Log("RPC Call setname sent to player"+System.Convert.ToString(playerCounter)); GameObject.Find("GUIObj").networkView.RPC("setName", player, "player" + System.Convert.ToString(playerCounter)); } else { Debug.Log("Server setname sent to player"+System.Convert.ToString(playerCounter)); GameObject.Find("GUIObj").GetComponent<MobileNetworkGUI>().setName("player" + System.Convert.ToString(playerCounter)); } } }
void DisconnectPlayer(NetworkPlayer player) { if(Network.isClient) { Debug.Log("Player Disconnected: " + player.ToString()); } // now we have to do the reverse lookup from // the NetworkPlayer --> GameObject // this is easy with the Hashtable if(players.ContainsKey(player)) { // we check to see if the gameobject exists // or not first just as a safety measure // trying to destory a gameObject that // doesn't exist causes a runtime error if((GameObject)players[player]) { Destroy((GameObject)players[player]); } // we also have to remove the Hashtable entry players.Remove(player); } }
public void ServerPlaceBlock( NetworkPlayer sender, int x, int y, int z, int chunkx, int chunky, int chunkz, int data ) { if (EnableDebugLog) Debug.Log ("UniblocksServer: Received PlaceBlock from player " + sender.ToString()); // You can check whether the change sent by the client is valid here // if (true) { DistributeChange (sender, x,y,z, chunkx, chunky,chunkz, data, false); // } }
void PlayerLeft(NetworkPlayer player) { string key = player.ToString(); if(PlayerNamesScript.names.ContainsKey (key)) PlayerNamesScript.names.Remove(key); else Debug.Log ("Player we didn't know about left the game!?"); }
void SyncMyPosition(NetworkPlayer np, Vector3 position) { foreach(NetworkPlayer npp in Network.connections){ if(npp.ToString() == np.ToString()){ transform.position = position; break; } } }
void SpawnPlayer(NetworkPlayer player) { string tempPlayerString = player.ToString (); int playerNumber = Convert.ToInt32(tempPlayerString); Transform newPlayerTransform = (Transform)Network.Instantiate (playerPrefab, transform.position, transform.rotation, playerNumber); playerScripts.Add (newPlayerTransform.GetComponent ("CubeScriptAuthoritative"));//that's the authoritative movement script NetworkView theNetworkView = newPlayerTransform.networkView; theNetworkView.RPC ("SetPlayer", RPCMode.AllBuffered, player); }
void AddPlayerToList(NetworkPlayer nPlayer) { //Create a new entry in the PlayerList and supply the players Network ID as the first entry PlayerDataClass capture = new PlayerDataClass(); capture.networkPlayer = int.Parse(nPlayer.ToString()); PlayerList.Add (capture); }
void SpawnPlayer (Transform prefab, NetworkPlayer player, Vector3 position) { string tempPlayerString = player.ToString (); int playerNumber = Convert.ToInt32 (tempPlayerString); Transform newPlayerTransform = (Transform)Network.Instantiate (prefab, position, transform.rotation, playerNumber); newPlayerTransform.GetComponent<Character>().charID = charNumber++; playerScripts.Add (newPlayerTransform.GetComponent<Hero> ()); NetworkView theNetworkView = newPlayerTransform.networkView; theNetworkView.RPC ("SetPlayer", RPCMode.AllBuffered, player); }
void EditPlayerListWithTeam(NetworkPlayer nPlayer, string pTeam) { for(int i = 0; i < PlayerList.Count; i++) { if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ())) { PlayerList[i].playerTeam = pTeam; } } }
void EditPlayerListWithScore(NetworkPlayer nPlayer, int pScore) { for(int i = 0; i < PlayerList.Count; i++) { if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ())) { PlayerList[i].playerScore = pScore; } } }
void EditPlayerListWithName(NetworkPlayer nPlayer, string pName) { for(int i = 0; i < PlayerList.Count; i++) { if(PlayerList[i].networkPlayer == int.Parse (nPlayer.ToString ())) { PlayerList[i].playerName = pName; } } }
void RemovePlayer(NetworkPlayer player) { string tempPlayerString = player.ToString(); int playerNumber = Convert.ToInt32(tempPlayerString); GameObject go = (GameObject)players[playerNumber]; Network.RemoveRPCs(go.networkView.viewID); Network.Destroy(go); players.Remove(player); }
void AddPlayerToLobby(NetworkPlayer player, string name, bool isMaster = false) { string tempPlayerString = player.ToString (); int playerNumber = 0; if (int.TryParse (tempPlayerString, out playerNumber)) { Player playerObj = new Player(); playerObj.createPlayer(playerNumber, name); playerList.Add(playerObj); } }
void AddPlayer(NetworkPlayer player) { string tempPlayerString = player.ToString(); int playerNumber = int.Parse(tempPlayerString); GameObject newPlayerTransform = (GameObject)Network.Instantiate(Resources.Load("Player"), Vector3.zero, transform.rotation, playerNumber); NetworkView theNetworkView = newPlayerTransform.GetComponent<MoveDude>().networkView; theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player); }
void AddPlayerNameToList(NetworkPlayer rpcNetPlayer)//takes the onplayerconncted(netplayer.tostring) ID. { for(int i = 0; i<OBplayer.Count; i++) { if(OBplayer[i].PlayerIndex == int.Parse (rpcNetPlayer.ToString())) { OBplayer[i].PlayerName = setPlayerName; //this setPlayerName was set globally from menumanager RPC also nameset = true so it fires } } }
void RemovePlayerFromList(NetworkPlayer rpcNetPlayer) { for(int i = 0; i<OBplayer.Count; i++) { if(OBplayer[i].PlayerIndex == int.Parse (rpcNetPlayer.ToString())) { OBplayer.RemoveAt(i); } } }
void OnPlayerConnected(NetworkPlayer player) { Debug.Log("Player connected " + player.ToString()); if (Network.connections.Length > numMaxGamers) { Debug.Log("No es permitido mas usuarios."); } else { //SendInfoToClient (); GetComponent<NetworkView>().RPC("SendInfoToClient",RPCMode.All); } }
//TODO: test public static void client_disable_handler(string dataObject, NetworkPlayer np) { PurpleDebug.Log("Authentication received: #" + np.ToString()); _PMClient.Authentication authObject = PurpleSerializer.StringToObjectConverter<_PMClient.Authentication> (dataObject); _PMBasic.Boolean returnData = new _PMBasic.Boolean (); returnData.value = AccountHelper.Disable (authObject.ClientName, authObject.ClientPassword, np); AccountHelper.AddLog(get_network_player_reference(np).UserName, "client_disable_handler " + authObject.ClientName + " - " + returnData.value.ToString()); PurpleNetwork.ToPlayer (np, "server_disable_result", returnData); }
void EditPlayerListWithName(NetworkPlayer nPlayer, string pName) { //Find the player in the player list based on their networkPlayer IP and add their name to the list for(int i = 0; i < PlayerList.Count; i++) { if(PlayerList[i].networkPlayer == int.Parse(nPlayer.ToString())) { PlayerList[i].playerName = pName; } } }
void MovePlayer(NetworkPlayer player) { int playerID = int.Parse(player.ToString()); Transform playerTransform = (Transform)Network.Instantiate(playerPrefab, transform.position, transform.rotation, playerID); NetworkView playerObjNetWorkView = playerTransform.networkView; list.Add(playerTransform.GetComponent("PlayerControl")); playerObjNetWorkView.RPC("SetPlayer", RPCMode.AllBuffered, player); }
void EditPlayerListWithScore(NetworkPlayer nPlayer, int pScore) { // Find the player in the player list based on their // networkplayer ID and then edit their score to the list for(int i = 0; i < PlayerList.Count; i++) { if(PlayerList[i].networkPlayer == int.Parse(nPlayer.ToString())) { PlayerList[i].playerScore = pScore; } } }
void SpawnPlayer(NetworkPlayer player) { string tempPlayerString = player.ToString (); int playerNumber = 0; if (int.TryParse (tempPlayerString, out playerNumber)) { Transform newPlayerTransform = (Transform)Network.Instantiate(playerPrefab, transform.position + new Vector3(0, 10, 0), transform.rotation, playerNumber); playerScripts.Add (newPlayerTransform.GetComponent ("Player")); NetworkView theNetworkView = newPlayerTransform.networkView; theNetworkView.RPC ("setOwner", RPCMode.AllBuffered, player); } }
void SpawnPlayer(NetworkPlayer player) { string tempPlayerString = player.ToString(); int playerNumber = Convert.ToInt32(tempPlayerString); GameObject playerObject = (GameObject)Network.Instantiate(playerPrefab, transform.position, transform.rotation, playerNumber); playerScripts.Add(playerObject.transform.GetComponent("PlayerMoveAuthoritative")); players.Add(playerNumber, playerObject); NetworkView theNetworkView = playerObject.networkView; theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player); }
void SpawnPlayer(NetworkPlayer player) { string tempPlayerString = player.ToString(); int playerNumber = System.Convert.ToInt32(tempPlayerString); Transform newPlayerTransform = (Transform)Network.Instantiate(playerPrefab_Net, transform.position, transform.rotation, playerNumber); //newPlayerTransform.gameObject.GetComponent<SpriteRenderer>().sortingOrder = 1; playerScripts.Add(newPlayerTransform.GetComponent("NetworkedPlayerControls")); NetworkView theNetworkView = newPlayerTransform.networkView; theNetworkView.RPC("SetPlayer", RPCMode.AllBuffered, player); //tell the client to create the model for this player //theNetworkView.RPC("CreateModel", RPCMode.OthersBuffered, player); //networkplayer }
void FeedMyMecanimRemotely(NetworkPlayer np, float h, float v, bool s, bool j, bool c, bool sh,bool r) { foreach(NetworkPlayer npp in Network.connections){ if(npp.ToString() == np.ToString()){ Animator _anim = GetComponent<Animator>(); _anim.SetFloat("speed",v); _anim.SetFloat("direction",h); _anim.SetBool("canSprint",s); _anim.SetBool("canJump",j); _anim.SetBool("canClimb",c); _anim.SetBool("shoot",sh); _anim.SetBool("rifleActivated",r); break; } } }
static bool NetworkPlayer_ToString(JSVCall vc, int argc) { int len = argc; if (len == 0) { UnityEngine.NetworkPlayer argThis = (UnityEngine.NetworkPlayer)vc.csObj; JSApi.setStringS((int)JSApi.SetType.Rval, argThis.ToString()); JSMgr.changeJSObj(vc.jsObjID, argThis); } return(true); }