/// <summary> /// Handler for authentication requests /// </summary> /// <param name="client">client the requested to be authenticated</param> /// <param name="args">arguments containing raw data</param> private void OnClientAuthRequest(NetPeer client, NetEventArgs args) { PacketAuth packet = PacketBase.Read <PacketAuth>((NetDataReader)(args.Data)); //refuse if ID not 0 if (packet.Sender != 0) { UnityEngine.Debug.Log("[SERVER] Client already has an ID"); server.Disconnect(client, "Authentication failed."); return; } PlayerBuffer players = server.Players; //refuse if there's no available slot if (players.IsFull()) { UnityEngine.Debug.Log("[SERVER] players list full"); server.Disconnect(client, "Server full."); return; } //refuse if the ID getter fails (it shouldn't though) int id; if (!players.FirstEmptyID(out id)) { UnityEngine.Debug.Log("[SERVER] no available id"); server.Disconnect(client, "Authentication failed."); return; } //otherwise welcome new player Player newPlayer = new Player(id, packet.Message); PacketAuth response = new PacketAuth(server.ID, "WLCM", newPlayer.ID); GameServer.Send(response, client); //send already connected players to the new client foreach (Player p in players) { PacketBase playerPacket = new PacketPlayerEnter(server.ID, p); GameServer.Send(playerPacket, client); } //send game info PacketGameInfo gameInfo = new PacketGameInfo(server.ID, 0); GameServer.Send(gameInfo, client); //send new player to everybody, add him to the buffer GameServer.Send(new PacketPlayerEnter(server.ID, newPlayer), null); server.AddPlayer(client, newPlayer); }
public static void HandleJoinBattle(object packet, Session session) { // TODO : handle better AI avatar Battle battle; if (BattleManager.Battles.TryGetValue(session.Player.Id, out battle) && WorldManager.AddPlayerSession(session)) { BattleSide playerSide = battle.FindSideByUsername(session.Player.Username); Avatar playerAvatar = session.Player.Avatar; Avatar opponentAvatar; Session opponentSession = WorldManager.GetPlayerSession(playerSide.OpponentSide.PlayerName); if (opponentSession == null) opponentAvatar = new Avatar(); else opponentAvatar = opponentSession.Player.Avatar; Avatar whiteAvatar; Avatar blackAvatar; if (playerSide.Color == PlayerColor.white) { whiteAvatar = playerAvatar; blackAvatar = opponentAvatar; } else { whiteAvatar = opponentAvatar; blackAvatar = playerAvatar; } var gameInfo = new PacketGameInfo() { White = battle.WhiteSide.PlayerName, Black = battle.BlackSide.PlayerName, GameType = battle.Type, GameId = 1, Color = playerSide.Color, roundTimerSeconds = battle.RoundTimeSeconds, Phase = battle.Phase, WhiteAvatar = whiteAvatar, BlackAvatar = blackAvatar, WhiteIdolTypes = new PacketIdolTypes() { ProfileId = battle.WhiteSide.PlayerId, Type = "DEFAULT", Idol1 = 0, Idol2 = 0, Idol3 = 0, Idol4 = 0, Idol5 = 0, }, BlackIdolTypes = new PacketIdolTypes() { ProfileId = battle.BlackSide.PlayerId, Type = "DEFAULT", Idol1 = 0, Idol2 = 0, Idol3 = 0, Idol4 = 0, Idol5 = 0, }, CustomSettings = new List<string>(), RewardForIdolKill = battle.RewardForIdolKill, NodeId = ((IPEndPoint)session.Socket.LocalEndPoint).Address.ToString(), Port = (uint)ConfigManager.Config.Network.BattlePort, MaxTierRewardMultiplier = 0.5f, TierRewardMultiplierDelta = new List<float>(), WhiteIdols = battle.WhiteSide.Idols, BlackIdols = battle.BlackSide.Idols }; session.Send(gameInfo); } else { LogManager.Write("JoinBattle", "player {0} failed to join battle ! Either battle not created or could not add player session!", session.Player.Username); } }