Пример #1
0
    IEnumerator SetFriendNote(string friendName, string groupName, string note, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        LogManager.General.Log(string.Format("'{0}' sets friends list note for '{1}' to '{2}'", player.name, friendName, note));

        // Find friends group
        var selectedGroup = player.friends.GetGroupByName(groupName);

        // Get account ID
        string friendAccountId = null;

        yield return(LobbyGameDB.GetAccountIdByPlayerName(friendName, data => {
            friendAccountId = data;
        }));

        // Error getting account ID?
        if (friendAccountId == null)
        {
            Lobby.RPC("SetFriendNotePlayerDoesntExistError", info.sender, friendName);
            yield break;
        }

        // Remove player from the group
        selectedGroup.friends.Find(friend => friend.accountId == friendAccountId).note = note;

        // Save friends list in database
        yield return(FriendsDB.SetFriends(
                         player.accountId,
                         player.friends,
                         null
                         ));
    }
Пример #2
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;
        }
    }
Пример #3
0
    /// <summary>
    /// Start a new server.
    /// </summary>

    bool StartLocal(int tcpPort, int udpPort, string fileName, int lobbyPort, Type type)
    {
        // Ensure that everything has been stopped first
        if (mGame.isActive)
        {
            Disconnect();
        }

        // If there is a lobby port, we should set up the lobby server and/or link first.
        // Doing so will let us inform the lobby that we are starting a new server.

        if (lobbyPort > 0)
        {
            if (type == Type.Tcp)
            {
                mLobby = new TcpLobbyServer();
            }
            else
            {
                mLobby = new UdpLobbyServer();
            }

            // Start a local lobby server
            if (mLobby.Start(lobbyPort))
            {
                if (type == Type.Tcp)
                {
                    mUp.OpenTCP(lobbyPort);
                }
                else
                {
                    mUp.OpenUDP(lobbyPort);
                }
            }
            else
            {
                mLobby = null;
                return(false);
            }

            // Create the local lobby link
            mGame.lobbyLink = new LobbyServerLink(mLobby);
        }

        // Start the game server
        if (mGame.Start(tcpPort, udpPort))
        {
            mUp.OpenTCP(tcpPort);
            mUp.OpenUDP(udpPort);
            if (!string.IsNullOrEmpty(fileName))
            {
                mGame.LoadFrom(fileName);
            }
            return(true);
        }

        // Something went wrong -- stop everything
        Disconnect();
        return(false);
    }
Пример #4
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        public async Task OnMessage(LobbyServerConnection connection, object requestData)
        {
            var request  = (GroupInviteRequest)requestData;
            var response = new GroupInviteResponse()
            {
                ResponseId = request.RequestId, FriendHandle = request.FriendHandle
            };

            connection.SendMessage(response);

            LobbyServerConnection user = LobbyServer.GetPlayerByHandle(request.FriendHandle);
            await user.SendMessage(new GroupConfirmationRequest()
            {
                //LeaderFullHandle = connection.PlayerInfo.GetHandle(),
                //LeaderName = connection.PlayerInfo.GetHandle(),
                ConfirmationNumber = 1234,
                ExpirationTime     = TimeSpan.FromMinutes(1),
                GroupId            = 508, // TODO
                //JoinerAccountId = connection.PlayerInfo.GetAccountId(),
                //JoinerName = connection.PlayerInfo.GetHandle(),
                RequestId  = 0,
                ResponseId = 0,
                Type       = GroupConfirmationRequest.JoinType.Unicode000E
            });
        }
Пример #5
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    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;
        }
    }
Пример #6
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        public async Task OnMessage(LobbyServerConnection connection, object requestData)
        {
            ChatNotification notification = (ChatNotification)requestData;
            //notification.SenderAccountId = connection.PlayerInfo.GetAccountId();
            //notification.SenderHandle = connection.PlayerInfo.GetHandle();

            await LobbyServer.sendChatAsync(notification, connection);
        }
    IEnumerator ChangePassword(string newPassword, LobbyMessageInfo info)
    {
        // Get the account
        var player = LobbyServer.GetLobbyPlayer(info);

        // Change name
        LogManager.General.Log("Player '" + player.name + "' has requested to change its password.");
        yield return(StartCoroutine(LobbyGameDB.SetPassword(player, newPassword)));
    }
Пример #8
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        public async static Task AddFriend(LobbyServerConnection connection, FriendUpdateRequest request)
        {
            LobbyServerConnection friend = LobbyServer.GetPlayerByHandle(request.FriendHandle);
            var friendRequest            = new FriendUpdateRequest()
            {
                //FriendHandle = connection.PlayerInfo.GetHandle(),
                //FriendAccountId = connection.PlayerInfo.GetAccountId(),
                FriendOperation = FriendOperation.Add,
                RequestId       = 0,
                ResponseId      = 0
            };
            await friend.SendMessage(friendRequest);

            // Send a "RequestSent" status to the person that wants to add a new friend
            await connection.SendMessage(new FriendStatusNotification()
            {
                FriendList = new Framework.Network.Static.FriendList()
                {
                    Friends = new Dictionary <long, Framework.Network.Static.FriendInfo>()
                    {
                        {
                            0,
                            new Framework.Network.Static.FriendInfo()
                            {
                                FriendHandle    = request.FriendHandle,
                                FriendAccountId = request.FriendAccountId,
                                FriendStatus    = Framework.Constants.Enums.FriendStatus.RequestSent,
                            }
                        }
                    },
                    IsDelta = true// set this to true to the request to tell the client to not overwrite current friend list
                }
            });

            // Send a "RequestReceived" status to the person
            await connection.SendMessage(new FriendStatusNotification()
            {
                FriendList = new Framework.Network.Static.FriendList()
                {
                    Friends = new Dictionary <long, Framework.Network.Static.FriendInfo>()
                    {
                        {
                            0,
                            new Framework.Network.Static.FriendInfo()
                            {
                                //FriendHandle = connection.PlayerInfo.GetHandle(),
                                //FriendAccountId = connection.PlayerInfo.GetAccountId(),
                                FriendStatus = Framework.Constants.Enums.FriendStatus.RequestReceived,
                            }
                        }
                    },
                    IsDelta = true // set that this request doesnt have to overwrite friendlist
                }
            });

            // TODO: SEND FRIENDSTATUSNOTIFICATION WITH STATUS REQUESTSENT
        }
Пример #9
0
    void ClientInputSettings(string inputSettingsString, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        //LogManager.General.Log("Player '" + player.name + "' sent new input settings");
        InputSettings inputSettings = Jboy.Json.ReadObject <InputSettings>(inputSettingsString);

        SettingsDB.SetInputSettings(player, inputSettings);
    }
Пример #10
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    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);
    }
Пример #11
0
    IEnumerator GuildRepresentRequest(string guildId, bool represent, LobbyMessageInfo info)
    {
        LobbyPlayer player    = LobbyServer.GetLobbyPlayer(info);
        string      accountId = player.accountId;

        // Get guild members from database
        if (!GameDB.guildIdToGuildMembers.ContainsKey(guildId))
        {
            yield return(GuildsDB.GetGuildMembers(guildId));
        }

        var guildMembers = GameDB.guildIdToGuildMembers[guildId];
        var index        = guildMembers.FindIndex(o => o.accountId == accountId);

        if (index == -1)
        {
            Lobby.RPC("GuildRepresentError", info.sender, guildId, represent);
            yield break;
        }

        // Get guild ID list
        if (player.guildList == null)
        {
            yield return(GuildsDB.GetGuildList(accountId, data => {
                if (data == null)
                {
                    player.guildList = new GuildList();
                }
                else
                {
                    player.guildList = data;
                }
            }));
        }

        // Set/unset main guild
        if (represent)
        {
            // Start representing
            player.guildList.mainGuildId = guildId;
        }
        else
        {
            // Stop representing
            if (player.guildList.mainGuildId == guildId)
            {
                player.guildList.mainGuildId = "";
            }
        }

        // Set guild ID list
        yield return(GuildsDB.SetGuildList(accountId, player.guildList));

        Lobby.RPC("GuildRepresentSuccess", info.sender, guildId, represent);
    }
    /// <summary>
    /// Stop everything.
    /// </summary>

    void Disconnect()
    {
        mGame.Stop();

        if (mLobby != null)
        {
            mLobby.Stop();
            mLobby = null;
        }
        mUp.Close();
    }
Пример #13
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    static private void CreateInstance()
    {
        GameObject lobby = new GameObject("lobby");

        lobby.hideFlags = HideFlags.HideAndDontSave;
        DontDestroyOnLoad(lobby);
        _instance = lobby.AddComponent <LobbyServer>();
        lobby.AddComponent <ServerList>();
        lobby.AddComponent <PlayerManager>();
        lobby.AddComponent <AccountManager>();
    }
Пример #14
0
    void LeaveQueue(LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Make the player leave the queue
        if (player.LeaveQueue())
        {
            // Let the player know he left the queue
            LogManager.General.Log("'" + player.name + "' left the queue");
            Lobby.RPC("LeftQueue", player.peer);
        }
    }
Пример #15
0
    void ClientCharacterStats(CharacterStats charStats, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        if (!charStats.valid)
        {
            LogManager.General.LogWarning("Detected character stat points hack on player '" + player.name + "'");
            return;
        }

        //LogManager.General.Log("Player '" + player.name + "' sent new character stats " + charStats.ToString());
        TraitsDB.SetCharacterStats(player, charStats);
    }
Пример #16
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    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());
            }
        }
    }
Пример #17
0
    IEnumerator GuildKickRequest(string guildId, string accountId, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Does the player have rights to kick
        if (!Guild.CanKick(guildId, player.accountId))
        {
            Lobby.RPC("GuildKickError", info.sender, guildId, accountId);
            yield break;
        }

        // Kicking is the same as leaving
        yield return(GuildLeaveRequest(guildId, accountId, info));
    }
Пример #18
0
    IEnumerator AddFriend(string friendName, string groupName, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        LogManager.General.Log(string.Format("'{0}' added '{1}' to friend list group '{2}'", player.name, friendName, groupName));

        // Find friends group
        var selectedGroup = player.friends.GetGroupByName(groupName);

        // Get account ID
        string friendAccountId = null;

        yield return(LobbyGameDB.GetAccountIdByPlayerName(friendName, data => {
            friendAccountId = data;
        }));

        // Error getting account ID?
        if (friendAccountId == null)
        {
            Lobby.RPC("FriendAddPlayerDoesntExistError", info.sender, friendName);
            yield break;
        }

        // Trying to add yourself?
        if (friendAccountId == player.accountId)
        {
            Lobby.RPC("FriendAddCantAddYourselfError", info.sender, friendName);
            yield break;
        }

        // Already in friends list?
        if (!player.friends.CanAdd(friendAccountId))
        {
            Lobby.RPC("FriendAddAlreadyExistsError", info.sender, friendName);
            yield break;
        }

        // Add player to the group
        selectedGroup.friends.Add(new Friend(friendAccountId));

        // Send new friends list
        player.OnFriendsListLoaded();

        // Save friends list in database
        yield return(FriendsDB.SetFriends(
                         player.accountId,
                         player.friends,
                         null
                         ));
    }
Пример #19
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    private void Awake()
    {
        if (sInstance != null)
        {
            if (sInstance != this)
            {
                Destroy(gameObject);
            }
            return;
        }
        sInstance = this;

        DontDestroyOnLoad(this);
    }
Пример #20
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    IEnumerator CrystalBalanceRequest(LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        yield return(DonationsDB.GetPaymentsList(player.accountId, data => {
            if (data == null)
            {
                Lobby.RPC("ReceiveCrystalBalance", player.peer, player.accountId, 0);
            }
            else
            {
                Lobby.RPC("ReceiveCrystalBalance", player.peer, player.accountId, (int)(data.balance * 100));
            }
        }));
    }
Пример #21
0
        private void Btn_host_Click(object sender, EventArgs e)
        {
            connected();

            btn_lobbyStartGame.Enabled = true;

            connectedIP   = null;
            connectedPort = int.Parse(txt_hostPort.Text);

            playerName = txt_hostPlayerName.Text;
            lbx_lobbyPlayerList.Items.Add($"{playerName}\t\t(HOST)");
            setLobbyGameName(txt_hostGameName.Text);

            lobbyServer = new LobbyServer(txt_hostGameName.Text, connectedPort, this, playerName);
            lobbyServer.startServer();
        }
Пример #22
0
    IEnumerator RemoveFriendsGroup(string groupName, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        LogManager.General.Log(string.Format("'{0}' removed friends group called '{1}'", player.name, groupName));

        // Remove it
        player.friends.RemoveGroup(groupName);

        // Save friends list in database
        yield return(FriendsDB.SetFriends(
                         player.accountId,
                         player.friends,
                         null
                         ));
    }
Пример #23
0
    void JoinFFARequest(byte playersPerTeam, LobbyMessageInfo info)
    {
        var player = LobbyServer.GetLobbyPlayer(info);

        // If the player is in PvP already, ignore the request
        if (!player.canEnterPvP)
        {
            return;
        }

        // Start new server if needed
        LobbyFFA ffaInstance = LobbyFFA.PickFFAInstance(player);

        // Connect the player once the instance is ready
        StartCoroutine(player.ConnectToGameInstanceDelayed(ffaInstance));
    }
Пример #24
0
    void ClientSkillBuild(SkillBuild build, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // TODO: Check the build for hacks

        SkillBuildsDB.SetSkillBuild(
            player.accountId,
            build,
            data => {
            if (data == null)
            {
                Lobby.RPC("SkillBuildSaveError", info.sender);
            }
        }
            );
    }
Пример #25
0
    void ClientCharacterCustomization(CharacterCustomization custom, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        LogManager.General.Log(string.Format("Account '{0}' sent character customization!", player.account.name));

        CharacterCustomizationDB.SetCharacterCustomization(
            player.accountId,
            custom,
            data => {
            if (data != null)
            {
                player.custom = data;
                Lobby.RPC("ReceiveCharacterCustomization", player.peer, player.accountId, player.custom);
            }
        }
            );
    }
Пример #26
0
    void AcceptMatch(bool accept, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        if (player.instanceAwaitingAccept == null)
        {
            return;
        }

        if (accept)
        {
            player.AcceptMatch();
        }
        else
        {
            player.DenyMatch();
        }
    }
Пример #27
0
        static void Main(string[] args)
        {
            string read = string.Empty;

            LobbyServer server = new LobbyServer(100);

            while (server.Socket.IsBound)
            {
                read = Console.ReadLine().ToLower();
                if (read == "s" || read == "stop")
                {
                    lock (server)
                    {
                        Console.WriteLine("Server stopped.");
                        server.Dispose();
                    }
                }
            }
        }
Пример #28
0
 // Sets the player name
 public static Coroutine SetPlayerName(LobbyPlayer player, string playerName)
 {
     return(GameDB.instance.StartCoroutine(GameDB.Set <string>(
                                               "AccountToName",
                                               player.accountId,
                                               playerName,
                                               data => {
         if (data == null)
         {
             Lobby.RPC("PlayerNameChangeError", player.peer);
         }
         else
         {
             player.name = data;
             Lobby.RPC("ReceivePlayerName", player.peer, player.accountId, player.name);
             LobbyServer.OnReceivePlayerName(player);
         }
     }
                                               )));
 }
Пример #29
0
    IEnumerator GuildDisbandRequest(string guildId, LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Get guild members from database
        if (!GameDB.guildIdToGuildMembers.ContainsKey(guildId))
        {
            yield return(GuildsDB.GetGuildMembers(guildId));
        }

        // Does the player have rights to disband?
        if (!Guild.CanDisband(guildId, player.accountId))
        {
            Lobby.RPC("GuildDisbandError", info.sender, guildId);
            yield break;
        }

        // We checked whether the player has the right to disband the guild.
        // Now we need to do this:

        // 1.) Remove the guild from the players' guild list (AccountToGuilds).
        // 2.) Remove the member list for that guild (GuildToMembers).
        // 3.) Remove the guild entry itself (Guilds).
        // 4.) Remove the cache data about that guild (automatically done in 2 and 3).

        // 1.) Remove the guild from the players' guild list (AccountToGuilds)
        foreach (GuildMember member in GameDB.guildIdToGuildMembers[guildId])
        {
            // Update guild ID list
            StartCoroutine(RemoveGuildFromGuildList(guildId, member.accountId, info.sender));
        }

        // 2.) Remove the member list for that guild (GuildToMembers)
        yield return(GuildsDB.RemoveGuildMembers(guildId));

        // 3.) Remove the guild entry itself (Guilds)
        yield return(GuildsDB.RemoveGuild(guildId));

        // Notify the player who requested it
        Lobby.RPC("GuildDisbandSuccess", info.sender, guildId);
    }
Пример #30
0
    IEnumerator GuildInvitationsListRequest(LobbyMessageInfo info)
    {
        LobbyPlayer player = LobbyServer.GetLobbyPlayer(info);

        // Get guild invitations
        if (player.guildInvitations == null)
        {
            yield return(GuildsDB.GetGuildInvitations(player.accountId, data => {
                if (data == null)
                {
                    player.guildInvitations = new List <string>();
                }
                else
                {
                    player.guildInvitations = data;
                }
            }));
        }

        Lobby.RPC("ReceiveGuildInvitationsList", player.peer, player.guildInvitations.ToArray(), true);
    }