Пример #1
0
 /// <summary>
 /// Send player joined message to connected players.
 /// </summary>
 /// <param name="player">Player who joined.</param>
 private void SendPlayerJoined(int playerID, NetPlayer player)
 {
     Messages.PlayerJoinMessage msg = new Messages.PlayerJoinMessage();
     msg.playerID = playerID;
     msg.steamID  = player.SteamId.m_SteamID;
     BroadcastMessage(msg, Steamworks.EP2PSend.k_EP2PSendReliable);
 }
Пример #2
0
 /// <summary>
 /// Sends handshake to the connected player.
 /// </summary>
 private void SendHandshake(NetPlayer player)
 {
     Messages.HandshakeMessage message = new Messages.HandshakeMessage();
     message.protocolVersion = PROTOCOL_VERSION;
     message.clock           = GetNetworkClock();
     SendMessage(player, message, Steamworks.EP2PSend.k_EP2PSendReliable);
 }
Пример #3
0
        /// <summary>
        /// Process handshake message received from the given steam id.
        /// </summary>
        /// <param name="senderSteamId">The steam id of the sender.</param>
        /// <param name="msg">Hand shake message.</param>
        private void HandleHandshake(Steamworks.CSteamID senderSteamId, Messages.HandshakeMessage msg)
        {
            if (IsHost)
            {
                if (players[1] != null)
                {
                    Logger.Log("Received handshake from player but player is already here.");
                    LeaveLobby();
                    return;
                }

                // Setup THE PLAYER

                timeSinceLastHeartbeat = 0.0f;
                players[1]             = new NetPlayer(this, netWorld, senderSteamId);

                // Player can be spawned here safely. Host is already in game and all game objects are here.

                players[1].Spawn();

                SendHandshake();
            }
            else
            {
                if (players[1] == null)
                {
                    Logger.Log("Received handshake from host but host is not here.");
                    LeaveLobby();
                    return;
                }

                Logger.Log("CONNECTION ESTABLISHED!");

                MPController.Instance.LoadLevel("GAME");

                // Host will be spawned when game will be loaded and OnGameWorldLoad callback will be called.
            }

            // Set player state.

            players[1].Teleport(Utils.NetVec3ToGame(msg.spawnPosition), Utils.NetQuatToGame(msg.spawnRotation));
            if (msg.occupiedVehicleId != NetVehicle.INVALID_ID)
            {
                var vehicle = netWorld.GetVehicle(msg.occupiedVehicleId);
                Client.Assert(vehicle != null, $"Player {players[1].GetName()} ({players[1].SteamId}) you tried to join reported that he drives car that does not exists in your game. Vehicle id: {msg.occupiedVehicleId}, passenger: {msg.passenger}");
                players[1].EnterVehicle(vehicle, msg.passenger);
            }

            if (msg.pickedUpObject != NetPickupable.INVALID_ID)
            {
                players[1].PickupObject(msg.pickedUpObject);
            }

            players[1].hasHandshake = true;
        }
Пример #4
0
 /// <summary>
 /// Set player inside vehicle.
 /// </summary>
 /// <param name="player">The player to set.</param>
 /// <param name="passenger">Whether to set player as passenger or as driver.</param>
 public void SetPlayer(NetPlayer player, bool passenger)
 {
     if (passenger)
     {
         passengerPlayer = player;
     }
     else
     {
         driverPlayer = player;
     }
 }
Пример #5
0
 /// <summary>
 /// Set player inside vehicle.
 /// </summary>
 /// <param name="player">The player to set.</param>
 /// <param name="passenger">Whether to set player as passenger or as driver.</param>
 public void SetPlayer(NetPlayer player, bool passenger)
 {
     if (passenger)
     {
         passengerPlayer = player;
     }
     else
     {
         driverPlayer = player;
         ApplyRemoteSteering();
     }
 }
Пример #6
0
        /// <summary>
        /// Send message to given player.
        /// </summary>
        /// <typeparam name="T">The type of the message to broadcast.</typeparam>
        /// <param name="player">Player to who message should be send.</param>
        /// <param name="message">The message to broadcast.</param>
        /// <param name="sendType">The send type.</param>
        /// <param name="channel">The channel used to deliver message.</param>
        /// <returns>true if message was sent false otherwise</returns>
        public bool SendMessage <T>(NetPlayer player, T message, Steamworks.EP2PSend sendType, int channel = 0) where T : INetMessage
        {
            if (player == null)
            {
                return(false);
            }

            MemoryStream stream = new MemoryStream();

            if (!WriteMessage(message, stream))
            {
                return(false);
            }

            return(player.SendPacket(stream.GetBuffer(), sendType, channel));
        }
Пример #7
0
        /// <summary>
        /// Callback called when client accepts lobby join request from other steam user.
        /// </summary>
        /// <param name="request">The request.</param>
        private void OnGameLobbyJoinRequested(Steamworks.GameLobbyJoinRequested_t request)
        {
            Steamworks.SteamAPICall_t apiCall = Steamworks.SteamMatchmaking.JoinLobby(request.m_steamIDLobby);
            if (apiCall == Steamworks.SteamAPICall_t.Invalid)
            {
                Logger.Log("Unable to join lobby.");
                return;
            }

            Logger.Log("Setup player.");

            // Setup remote player. The HOST.
            timeSinceLastHeartbeat = 0.0f;
            players[1]             = new NetPlayer(this, netWorld, request.m_steamIDFriend);

            lobbyEnterCallResult.Set(apiCall);
        }
Пример #8
0
        /// <summary>
        /// Callback called when client accepts lobby join request from other steam user.
        /// </summary>
        /// <param name="request">The request.</param>
        private void OnGameLobbyJoinRequested(Steamworks.GameLobbyJoinRequested_t request)
        {
            Steamworks.SteamAPICall_t apiCall = Steamworks.SteamMatchmaking.JoinLobby(request.m_steamIDLobby);
            if (apiCall == Steamworks.SteamAPICall_t.Invalid)
            {
                Logger.Error($"Unable to join lobby {request.m_steamIDLobby}. JoinLobby call failed.");
                MPGUI.Instance.ShowMessageBox($"Failed to join lobby.\nPlease try again later.");
                return;
            }

            Logger.Debug("Setup player.");

            // Setup remote player. The HOST.
            timeSinceLastHeartbeat = 0.0f;
            players[1]             = new NetPlayer(this, netWorld, request.m_steamIDFriend);

            lobbyEnterCallResult.Set(apiCall);
        }
Пример #9
0
        /// <summary>
        /// Process handshake message received from the given steam id.
        /// </summary>
        /// <param name="senderSteamId">The steam id of the sender.</param>
        /// <param name="msg">Hand shake message.</param>
        private void HandleHandshake(Steamworks.CSteamID senderSteamId, Messages.HandshakeMessage msg)
        {
            if (IsHost)
            {
                if (players[1] != null)
                {
                    Logger.Log("Received handshake from player but player is already here.");
                    LeaveLobby();
                    return;
                }

                // Setup THE PLAYER

                timeSinceLastHeartbeat = 0.0f;
                players[1]             = new NetPlayer(this, netWorld, senderSteamId);

                // Player can be spawned here safely. Host is already in game and all game objects are here.

                players[1].Spawn();

                SendHandshake();
            }
            else
            {
                if (players[1] == null)
                {
                    Logger.Log("Received handshake from host but host is not here.");
                    LeaveLobby();
                    return;
                }

                Logger.Log("CONNECTION ESTABLISHED!");

                MPController.Instance.LoadLevel("GAME");

                // Host will be spawned when game will be loaded and OnGameWorldLoad callback will be called.
            }

            players[1].hasHandshake = true;
        }
Пример #10
0
        /// <summary>
        /// Register world related network message handlers.
        /// </summary>
        /// <param name="netMessageHandler">The network message handler to register messages to.</param>
        void RegisterNetworkMessagesHandlers(NetMessageHandler netMessageHandler)
        {
            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSetPositionMessage msg) => {
                Client.Assert(netPickupables.ContainsKey(msg.id), $"Tried to move pickupable that is not spawned {msg.id}.");
                GameObject gameObject         = netPickupables[msg.id].gameObject;
                gameObject.transform.position = Utils.NetVec3ToGame(msg.position);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableActivateMessage msg) => {
                GameObject gameObject = null;
                if (netPickupables.ContainsKey(msg.id))
                {
                    gameObject = netPickupables[msg.id].gameObject;
                }

                if (msg.activate)
                {
                    Client.Assert(gameObject != null, "Tried to activate pickupable but its not spawned!");
                    gameObject.SetActive(true);
                }
                else
                {
                    if (gameObject != null)
                    {
                        gameObject.SetActive(false);
                    }
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSpawnMessage msg) => {
                SpawnPickupable(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableDestroyMessage msg) => {
                if (!netPickupables.ContainsKey(msg.id))
                {
                    return;
                }

                NetPickupable pickupable = netPickupables[msg.id];
                GameObject.Destroy(pickupable.gameObject);
                netPickupables.Remove(msg.id);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.WorldPeriodicalUpdateMessage msg) => {
                // Game reports 'next hour' - we want to have transition so correct it.
                Game.GameWorld.Instance.WorldTime = (float)msg.sunClock - 2.0f;
                Game.GameWorld.Instance.WorldDay  = (int)msg.worldDay;
                Game.GameWeatherManager.Instance.SetWeather(msg.currentWeather);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.RemoveBottleMessage msg) => {
                GameObject beerGO          = GetPickupableGameObject(msg.netId);
                Game.Objects.BeerCase beer = Game.BeerCaseManager.Instance.FindBeerCase(beerGO);
                if (beer == null)
                {
                    Logger.Log($"Player tried to drink beer, however, the beercase cannot be found.");
                    return;
                }
                beer.RemoveBottles(1);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleSynchronize(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log($"Received OpenDoorsMessage however there is no matching player {sender}! (open: {msg.open}");
                    return;
                }

                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(Utils.NetVec3ToGame(msg.position));
                if (doors == null)
                {
                    Logger.Log($"Player tried to open door, however, the door could not be found!");
                    return;
                }
                doors.Open(msg.open);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);

                // This one should never happen - if happens there is something done miserably wrong.
                Client.Assert(player != null, $"There is no player matching given steam id {sender}.");

                // Handle full world state synchronization.

                HandleFullWorldSync(msg);

                // Spawn host character.

                player.Spawn();

                // Set player state.

                player.Teleport(Utils.NetVec3ToGame(msg.spawnPosition), Utils.NetQuatToGame(msg.spawnRotation));

                if (msg.occupiedVehicleId != NetVehicle.INVALID_ID)
                {
                    var vehicle = GetVehicle(msg.occupiedVehicleId);
                    Client.Assert(vehicle != null, $"Player {player.GetName()} ({player.SteamId}) you tried to join reported that he drives car that does not exists in your game. Vehicle id: {msg.occupiedVehicleId}, passenger: {msg.passenger}");
                    player.EnterVehicle(vehicle, msg.passenger);
                }

                if (msg.pickedUpObject != NetPickupable.INVALID_ID)
                {
                    player.PickupObject(msg.pickedUpObject);
                }

                // World is loaded! Notify network manager about that.

                netManager.OnNetworkWorldLoaded();
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                WriteFullWorldSync(msgF);
                netManager.BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }

                NetVehicle vehicle = GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Error("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.LeaveVehicle();
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.HandleVehicleSync(msg);
            });


            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.PickupObject(msg.netId);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.ReleaseObject(msg.drop);
            });



            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.LightSwitchMessage msg) => {
                Game.Objects.LightSwitch light = Game.LightSwitchManager.Instance.FindLightSwitch(Utils.NetVec3ToGame(msg.pos));
                light.TurnOn(msg.toggle);
            });
        }
Пример #11
0
        /// <summary>
        /// Process handshake message received from the given steam id.
        /// </summary>
        /// <param name="senderSteamId">The steam id of the sender.</param>
        /// <param name="msg">Hand shake message.</param>
        private void HandleHandshake(Steamworks.CSteamID senderSteamId, Messages.HandshakeMessage msg)
        {
            if (IsHost)
            {
                if (players[1] != null)
                {
                    Logger.Log("Received handshake from player but player is already here.");
                    LeaveLobby();
                    return;
                }

                // Setup THE PLAYER

                timeSinceLastHeartbeat = 0.0f;
                players[1]             = new NetPlayer(this, netWorld, senderSteamId);

                // Check if version matches - if not ignore this player.

                if (msg.protocolVersion != PROTOCOL_VERSION)
                {
                    RejectPlayer($"Mod version mismatch.");
                    return;
                }

                // Player can be spawned here safely. Host is already in game and all game objects are here.

                players[1].Spawn();
                SendHandshake(players[1]);

                MessagesList.AddMessage($"Player {players[1].GetName()} joined.", MessageSeverity.Info);
            }
            else
            {
                if (players[1] == null)
                {
                    Logger.Log("Received handshake from host but host is not here.");
                    LeaveLobby();
                    return;
                }

                // Check if protocol version matches.

                if (msg.protocolVersion != PROTOCOL_VERSION)
                {
                    string message;
                    if (msg.protocolVersion > PROTOCOL_VERSION)
                    {
                        message = "Host has newer version of the mod.";
                    }
                    else
                    {
                        message = "Host has older version of the mod.";
                    }

                    AbortJoining($"{message}\n(Your mod version: {PROTOCOL_VERSION}, Host mod version: {msg.protocolVersion})");
                    return;
                }

                // All is fine - load game world.

                MessagesList.AddMessage($"Connection established!", MessageSeverity.Info);

                MPController.Instance.LoadLevel("GAME");

                // Host will be spawned when game will be loaded and OnGameWorldLoad callback will be called.
            }

            remoteClock             = msg.clock;
            players[1].hasHandshake = true;
        }
Пример #12
0
        /// <summary>
        /// Register world related network message handlers.
        /// </summary>
        /// <param name="netMessageHandler">The network message handler to register
        /// messages to.</param>
        void RegisterNetworkMessagesHandlers(NetMessageHandler netMessageHandler)
        {
            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender,
                 Messages.PickupableSetPositionMessage msg) => {
                Client.Assert(ObjectSyncManager.Instance.ObjectIDs.ContainsKey(msg.id),
                              $"Tried to move pickupable that is not spawned {msg.id}.");
                GameObject gameObject =
                    ObjectSyncManager.Instance.ObjectIDs[msg.id].gameObject;
                gameObject.transform.position = Utils.NetVec3ToGame(msg.position);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.PickupableActivateMessage msg) => {
                GameObject gameObject = null;
                if (ObjectSyncManager.Instance.ObjectIDs.ContainsKey(msg.id))
                {
                    gameObject = ObjectSyncManager.Instance.ObjectIDs[msg.id].gameObject;
                }
                Client.Assert(gameObject != null,
                              "Tried to activate pickupable but its not spawned!");

                if (msg.activate)
                {
                    gameObject.SetActive(true);
                }
                else
                {
                    if (gameObject != null)
                    {
                        gameObject.SetActive(false);
                    }
                }
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.PickupableSpawnMessage msg) => {
                SpawnPickupable(msg);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.PickupableDestroyMessage msg) => {
                if (!ObjectSyncManager.Instance.ObjectIDs.ContainsKey(msg.id))
                {
                    return;
                }

                GameObject go;
                try {
                    go = ObjectSyncManager.Instance.ObjectIDs[msg.id].gameObject;
                } catch {
                    Logger.Error(
                        "Failed to remove object: OSC found but can't get GameObject.");
                    return;
                }

                GameObject.Destroy(
                    ObjectSyncManager.Instance.ObjectIDs[msg.id].gameObject);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender,
                 Messages.WorldPeriodicalUpdateMessage msg) => {
                // Game reports 'next hour' - we want to have transition so correct it.
                GameWorld.Instance.WorldTime = (float)msg.sunClock - 2.0f;
                GameWorld.Instance.WorldDay  = (int)msg.worldDay;
                GameWeatherManager.Instance.SetWeather(msg.currentWeather);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.PlayerSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log(
                        $"Received synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleSynchronize(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.AnimSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log(
                        $"Received animation synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleAnimSynchronize(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.OpenDoorsMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Log(
                        $"Received OpenDoorsMessage however there is no matching player {sender}! (open: {msg.open}");
                    return;
                }

                GameDoor doors = GameDoorsManager.Instance.FindGameDoors(
                    Utils.NetVec3ToGame(msg.position));
                if (doors == null)
                {
                    Logger.Log(
                        $"Player tried to open door, however, the door could not be found!");
                    return;
                }
                doors.Open(msg.open);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);

                // This one should never happen - if happens there is something done
                // miserably wrong.
                Client.Assert(player != null,
                              $"There is no player matching given steam id {sender}.");

                // Handle full world state synchronization.

                HandleFullWorldSync(msg);

                // Spawn host character.

                player.Spawn();

                // Set player state.

                player.Teleport(Utils.NetVec3ToGame(msg.spawnPosition),
                                Utils.NetQuatToGame(msg.spawnRotation));

                if (msg.pickedUpObject != NetPickupable.INVALID_ID)
                {
                    player.PickupObject(msg.pickedUpObject);
                }

                // World is loaded! Notify network manager about that.

                netManager.OnNetworkWorldLoaded();
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                WriteFullWorldSync(msgF);
                netManager.BroadcastMessage(
                    msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.VehicleEnterMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error(
                        $"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }

                ObjectSyncComponent vehicle =
                    ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                if (vehicle == null)
                {
                    Logger.Error("Player " + player.SteamId +
                                 " tried to enter vehicle with Object ID " + msg.objectID +
                                 " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error(
                        $"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.LeaveVehicle();
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.VehicleStateMessage msg) => {
                float startTime = -1;

                ObjectSyncComponent vehicle =
                    ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                if (vehicle == null)
                {
                    Logger.Log("Remote player tried to set state of vehicle " +
                               msg.objectID + " but there is no vehicle with such id.");
                    return;
                }

                if (msg.HasStartTime)
                {
                    startTime = msg.StartTime;
                }

                PlayerVehicle subType = vehicle.GetObjectSubtype() as PlayerVehicle;
                subType.SetEngineState((PlayerVehicle.EngineStates)msg.state,
                                       (PlayerVehicle.DashboardStates)msg.dashstate, startTime);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.VehicleSwitchMessage msg) => {
                float newValueFloat = -1;

                PlayerVehicle vehicle =
                    ObjectSyncManager.Instance.ObjectIDs[msg.objectID].GetObjectSubtype()
                    as PlayerVehicle;
                if (vehicle == null)
                {
                    Logger.Log("Remote player tried to change a switch in vehicle " +
                               msg.objectID + " but there is no vehicle with such id.");
                    return;
                }

                if (msg.HasSwitchValueFloat)
                {
                    newValueFloat = msg.SwitchValueFloat;
                }

                vehicle.SetVehicleSwitch((PlayerVehicle.SwitchIDs)msg.switchID,
                                         msg.switchValue, newValueFloat);
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.LightSwitchMessage msg) => {
                LightSwitch light = Game.LightSwitchManager.Instance.FindLightSwitch(
                    Utils.NetVec3ToGame(msg.pos));
                light.TurnOn(msg.toggle);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.ObjectSyncMessage msg) => {
                ObjectSyncComponent osc;
                ObjectSyncManager.SyncTypes type = (ObjectSyncManager.SyncTypes)msg.SyncType;
                try {
                    osc = ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                } catch {
                    Logger.Log(
                        $"Specified object is not yet added to the ObjectID's Dictionary! (Object ID: {msg.objectID})");
                    return;
                }
                if (osc != null)
                {
                    // Set owner.
                    if (type == ObjectSyncManager.SyncTypes.SetOwner)
                    {
                        if (osc.Owner == ObjectSyncManager.NO_OWNER ||
                            osc.Owner == sender.m_SteamID)
                        {
                            osc.OwnerSetToRemote(sender.m_SteamID);
                            netManager.GetLocalPlayer().SendObjectSyncResponse(osc.ObjectID, true);
                        }
                        else
                        {
                            Logger.Debug(
                                $"Set owner request rejected for object: {osc.transform.name} (Owner: {osc.Owner} Sender: {sender.m_SteamID})");
                        }
                    }
                    // Remove owner.
                    else if (type == ObjectSyncManager.SyncTypes.RemoveOwner)
                    {
                        if (osc.Owner == sender.m_SteamID)
                        {
                            osc.OwnerRemoved();
                        }
                    }
                    // Force set owner.
                    else if (type == ObjectSyncManager.SyncTypes.ForceSetOwner)
                    {
                        osc.Owner = sender.m_SteamID;
                        netManager.GetLocalPlayer().SendObjectSyncResponse(osc.ObjectID, true);
                        osc.SyncTakenByForce();
                        osc.SyncEnabled = false;
                    }

                    // Set object's position and variables
                    if (osc.Owner == sender.m_SteamID ||
                        type == ObjectSyncManager.SyncTypes.PeriodicSync)
                    {
                        if (msg.HasSyncedVariables == true)
                        {
                            osc.HandleSyncedVariables(msg.SyncedVariables);
                        }
                        osc.SetPositionAndRotation(Utils.NetVec3ToGame(msg.position),
                                                   Utils.NetQuatToGame(msg.rotation));
                    }
                }
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.ObjectSyncResponseMessage msg) => {
                ObjectSyncComponent osc =
                    ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                if (msg.accepted)
                {
                    osc.SyncEnabled = true;
                    osc.Owner       = Steamworks.SteamUser.GetSteamID().m_SteamID;
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender,
                                                  Messages.ObjectSyncRequestMessage
                                                  msg) => {
                try {
                    ObjectSyncComponent osc =
                        ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                    osc.SendObjectSync(ObjectSyncManager.SyncTypes.GenericSync, true, true);
                } catch {
                    Logger.Error(
                        $"Remote client tried to request object sync of an unknown object, Object ID: {msg.objectID}");
                }
            });

            netMessageHandler.BindMessageHandler(
                (Steamworks.CSteamID sender, Messages.EventHookSyncMessage msg) => {
                if (msg.request)
                {
                    EventHook.SendSync(msg.fsmID);
                }
                else
                {
                    if (msg.HasFsmEventName)
                    {
                        EventHook.HandleEventSync(
                            msg.fsmID, msg.fsmEventID, msg.FsmEventName);
                    }
                    else
                    {
                        EventHook.HandleEventSync(msg.fsmID, msg.fsmEventID);
                    }
                }
            });
        }
Пример #13
0
        public NetManager()
        {
            this.netManagerCreationTime = DateTime.UtcNow;
            netWorld = new NetWorld(this);

            // Setup local player.
            players[0] = new NetLocalPlayer(this, netWorld, Steamworks.SteamUser.GetSteamID());

            p2pSessionRequestCallback = Steamworks.Callback <Steamworks.P2PSessionRequest_t> .Create((Steamworks.P2PSessionRequest_t result) => {
                if (!Steamworks.SteamNetworking.AcceptP2PSessionWithUser(result.m_steamIDRemote))
                {
                    Logger.Log("Accepted p2p session with " + result.m_steamIDRemote.ToString());
                }
            });

            gameLobbyJoinRequestedCallback = Steamworks.Callback <Steamworks.GameLobbyJoinRequested_t> .Create(OnGameLobbyJoinRequested);

            lobbyCreatedCallResult = new Steamworks.CallResult <Steamworks.LobbyCreated_t>((Steamworks.LobbyCreated_t result, bool ioFailure) => {
                if (result.m_eResult != Steamworks.EResult.k_EResultOK)
                {
                    Logger.Log("Oh my f*****g god i failed to create a lobby for you. Please forgive me. (result: " + result.m_eResult + ")");

                    MPGUI.Instance.ShowMessageBox("Failed to create lobby due to steam error.\n" + result.m_eResult, () => {
                        MPController.Instance.LoadLevel("MainMenu");
                    });
                    return;
                }

                Logger.Log("Hey you! I have lobby id for you! " + result.m_ulSteamIDLobby);

                mode           = Mode.Host;
                state          = State.Playing;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                netWorld.RegisterPickupables();
            });

            lobbyEnterCallResult = new Steamworks.CallResult <Steamworks.LobbyEnter_t>((Steamworks.LobbyEnter_t result, bool ioFailure) => {
                if (result.m_EChatRoomEnterResponse != (uint)Steamworks.EChatRoomEnterResponse.k_EChatRoomEnterResponseSuccess)
                {
                    Logger.Log("Oh my f*****g god i failed to join the lobby for you. Please forgive me. (reponse: " + result.m_EChatRoomEnterResponse + ")");

                    players[1] = null;
                    return;
                }

                Logger.Log("Oh hello! " + result.m_ulSteamIDLobby);

                mode           = Mode.Player;
                state          = State.LoadingGameWorld;
                currentLobbyId = new Steamworks.CSteamID(result.m_ulSteamIDLobby);

                SendHandshake();
            });

            // TODO: Move message handlers to some class.

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HandshakeMessage msg) => {
                remoteClock = msg.clock;
                HandleHandshake(sender, msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                if (players[1] == null)
                {
                    Logger.Log("Received synchronization packet but no remote player is currently connected.");
                    return;
                }

                players[1].HandleSynchronize(msg);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatMessage msg) => {
                var message         = new Messages.HeartbeatResponseMessage();
                message.clientClock = msg.clientClock;
                message.clock       = GetNetworkClock();
                BroadcastMessage(message, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.HeartbeatResponseMessage msg) => {
                ping = (uint)(GetNetworkClock() - msg.clientClock);

                // TODO: Some smart lag compensation.
                remoteClock = msg.clock;

                timeSinceLastHeartbeat = 0.0f;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.DisconnectMessage msg) => {
                HandleDisconnect(false);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = players[1];
                // 1.5 is a length of the ray used to check interaction with doors in game scripts.
                Vector3 interactionPosition = player.GetPosition() + player.GetRotation() * Vector3.forward * 1.5f;
                Game.Objects.GameDoor doors = Game.GameDoorsManager.Instance.FindGameDoors(interactionPosition);
                if (doors == null)
                {
                    Logger.Log($"Player tried to open doors however he is not close to any: {interactionPosition}.");
                    return;
                }
                doors.Open(msg.open);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                netWorld.HandleFullWorldSync(msg);

                // Now spawn player.

                if (players[1] != null)
                {
                    players[1].Spawn();
                }

                // World loaded we are playing!

                state = State.Playing;
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                netWorld.WriteFullWorldSync(msgF);
                BroadcastMessage(msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                NetVehicle vehicle = netWorld.GetVehicle(msg.vehicleId);
                if (vehicle == null)
                {
                    Logger.Log("Player " + player.SteamId + " tried to enter vehicle " + msg.vehicleId + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.LeaveVehicle();
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSyncMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }

                player.HandleVehicleSync(msg);
            });


            BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.PickupObject(msg.netId);
            });

            BindMessageHandler((Steamworks.CSteamID sender, Messages.ReleaseObjectMessage msg) => {
                NetPlayer player = players[1];
                if (player == null)
                {
                    return;
                }
                player.ReleaseObject(msg.drop);
            });
        }
Пример #14
0
        /// <summary>
        /// Register world related network message handlers.
        /// </summary>
        /// <param name="netMessageHandler">The network message handler to register messages to.</param>
        void RegisterNetworkMessagesHandlers(NetMessageHandler netMessageHandler)
        {
            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSetPositionMessage msg) => {
                Client.Assert(ObjectSyncManager.GetObjectByID(msg.id), $"Tried to move pickupable that is not spawned {msg.id}.");
                GameObject gameObject         = ObjectSyncManager.GetObjectByID(msg.id);
                gameObject.transform.position = Utils.NetVec3ToGame(msg.position);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableActivateMessage msg) => {
                GameObject gameObject = null;
                if (ObjectSyncManager.GetObjectByID(msg.id))
                {
                    gameObject = ObjectSyncManager.GetObjectByID(msg.id);
                }
                Client.Assert(gameObject != null, "Tried to activate a pickupable but it's not spawned! Does any connected client or you have other mods beside MSC:MP installed? Try uninstalling them!");

                if (msg.activate)
                {
                    gameObject.SetActive(true);
                }
                else
                {
                    if (gameObject != null)
                    {
                        gameObject.SetActive(false);
                    }
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableSpawnMessage msg) => {
                SpawnPickupable(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PickupableDestroyMessage msg) => {
                if (!ObjectSyncManager.GetSyncComponentByID(msg.id))
                {
                    return;
                }

                ObjectSyncComponent osc = ObjectSyncManager.GetSyncComponentByID(msg.id);

                GameObject.Destroy(ObjectSyncManager.GetObjectByID(msg.id));
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.WorldPeriodicalUpdateMessage msg) => {
                // Game reports 'next hour' - we want to have transition so correct it.
                GameWorld.Instance.WorldTime = (float)msg.sunClock - 2.0f;
                GameWorld.Instance.WorldDay  = (int)msg.worldDay;
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.PlayerSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Received synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleSynchronize(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.AnimSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Received animation synchronization packet from {sender} but there is not player registered using this id.");
                    return;
                }

                player.HandleAnimSynchronize(msg);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.OpenDoorsMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Received OpenDoorsMessage however there is no matching player {sender}! (open: {msg.open}");
                    return;
                }

                GameDoor doors = GameDoorsManager.Instance.FindGameDoors(Utils.NetVec3ToGame(msg.position));
                if (doors == null)
                {
                    Logger.Error($"Player tried to open door, however, the door could not be found!");
                    return;
                }
                doors.Open(msg.open);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.FullWorldSyncMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);

                // This one should never happen - if happens there is something done miserably wrong.
                Client.Assert(player != null, $"There is no player matching given steam id {sender}.");

                // Handle full world state synchronization.

                HandleFullWorldSync(msg);

                // Spawn host character.

                player.Spawn();

                // Set player state.

                player.Teleport(Utils.NetVec3ToGame(msg.spawnPosition), Utils.NetQuatToGame(msg.spawnRotation));

                if (msg.pickedUpObject != NetPickupable.INVALID_ID)
                {
                    player.PickupObject(msg.pickedUpObject);
                }

                // World is loaded! Notify network manager about that.

                netManager.OnNetworkWorldLoaded();
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.AskForWorldStateMessage msg) => {
                var msgF = new Messages.FullWorldSyncMessage();
                WriteFullWorldSync(msgF);
                netManager.SendMessage(netManager.GetPlayer(sender), msgF, Steamworks.EP2PSend.k_EP2PSendReliable);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleEnterMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }

                ObjectSyncComponent vehicle = ObjectSyncManager.Instance.ObjectIDs[msg.objectID];
                if (vehicle == null)
                {
                    Logger.Error("Player " + player.SteamId + " tried to enter vehicle with Object ID " + msg.objectID + " but there is no vehicle with such id.");
                    return;
                }

                player.EnterVehicle(vehicle, msg.passenger);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleLeaveMessage msg) => {
                NetPlayer player = netManager.GetPlayer(sender);
                if (player == null)
                {
                    Logger.Error($"Steam user of id {sender} send message however there is no active player matching this id.");
                    return;
                }
                player.LeaveVehicle();
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.VehicleSwitchMessage msg) => {
                float newValueFloat = -1;

                PlayerVehicle vehicle = ObjectSyncManager.Instance.ObjectIDs[msg.objectID].GetObjectSubtype() as PlayerVehicle;
                if (vehicle == null)
                {
                    Logger.Debug("Remote player tried to change a switch in vehicle " + msg.objectID + " but there is no vehicle with such id.");
                    return;
                }

                if (msg.HasSwitchValueFloat)
                {
                    newValueFloat = msg.SwitchValueFloat;
                }

                vehicle.SetVehicleSwitch((PlayerVehicle.SwitchIDs)msg.switchID, msg.switchValue, newValueFloat);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.LightSwitchMessage msg) => {
                LightSwitch light = LightSwitchManager.Instance.FindLightSwitch(Utils.NetVec3ToGame(msg.pos));
                light.TurnOn(msg.toggle);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ObjectSyncMessage msg) => {
                ObjectSyncComponent osc;
                ObjectSyncManager.SyncTypes type = (ObjectSyncManager.SyncTypes)msg.SyncType;
                if (ObjectSyncManager.GetObjectByID(msg.objectID))
                {
                    osc = ObjectSyncManager.GetSyncComponentByID(msg.objectID);
                }
                else
                {
                    Logger.Error($"Specified object is not yet added to the ObjectID's Dictionary! (Object ID: {msg.objectID})");
                    return;
                }

                // This *should* never happen, but apparently it's possible.
                Client.Assert(osc != null, $"Object Sync Component wasn't found for object with ID {msg.objectID}, however, the object had a dictionary entry!");

                // Host controls who owns an object.
                if (NetManager.Instance.IsHost)
                {
                    // Set owner on host.
                    if (type == ObjectSyncManager.SyncTypes.SetOwner)
                    {
                        ObjectSyncManager.SetOwnerHandler(msg, osc, sender);
                    }
                    // Remove owner on host.
                    if (type == ObjectSyncManager.SyncTypes.RemoveOwner)
                    {
                        if (osc.Owner == netManager.GetLocalPlayer())
                        {
                            ObjectSyncManager.RemoveOwnerHandler(msg, osc, sender);
                        }
                    }
                    // Sync taken by force on host.
                    if (type == ObjectSyncManager.SyncTypes.ForceSetOwner)
                    {
                        ObjectSyncManager.SyncTakenByForceHandler(msg, osc, sender);
                    }
                }

                // Set ownership info on clients.
                else
                {
                    NetPlayer player = netManager.GetPlayerByPlayerID(msg.OwnerPlayerID);
                    // Check if player exists.
                    if (player == null)
                    {
                        return;
                    }
                    // Set owner.
                    if (type == ObjectSyncManager.SyncTypes.SetOwner)
                    {
                        if (osc.Owner != netManager.GetLocalPlayer())
                        {
                            osc.OwnerSetToRemote(player);
                        }
                        osc.Owner = player;
                    }
                    // Remove owner.
                    else if (type == ObjectSyncManager.SyncTypes.RemoveOwner)
                    {
                        if (osc.Owner != netManager.GetLocalPlayer())
                        {
                            osc.OwnerRemoved();
                        }
                        osc.Owner = null;
                    }
                    // Force set owner.
                    else if (type == ObjectSyncManager.SyncTypes.ForceSetOwner)
                    {
                        if (osc.Owner != netManager.GetLocalPlayer())
                        {
                            osc.SyncTakenByForce();
                            osc.SyncEnabled = false;
                        }
                        osc.Owner = player;
                        if (osc.Owner == netManager.GetLocalPlayer())
                        {
                            osc.SyncEnabled = true;
                        }
                    }
                }

                // Set object's position and variables.
                if ((osc.Owner == netManager.GetPlayer(sender)) || type == ObjectSyncManager.SyncTypes.PeriodicSync)
                {
                    // Send synced variables, or variables only sync in some cases.
                    if (msg.HasSyncedVariables)
                    {
                        osc.HandleSyncedVariables(msg.SyncedVariables);
                    }

                    // Full sync.
                    if (msg.HasPosition && msg.HasRotation)
                    {
                        osc.SetPositionAndRotation(Utils.NetVec3ToGame(msg.Position), Utils.NetQuatToGame(msg.Rotation));
                    }
                    // Position only sync.
                    else if (msg.HasPosition)
                    {
                        Quaternion zero = new Quaternion(0, 0, 0, 0);
                        osc.SetPositionAndRotation(Utils.NetVec3ToGame(msg.Position), zero);
                    }
                    // Rotation only sync.
                    else if (msg.HasRotation)
                    {
                        osc.SetPositionAndRotation(Vector3.zero, Utils.NetQuatToGame(msg.Rotation));
                    }
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ObjectSyncResponseMessage msg) => {
                ObjectSyncComponent osc = ObjectSyncManager.GetSyncComponentByID(msg.objectID);
                if (msg.accepted)
                {
                    osc.SyncEnabled = true;
                    osc.Owner       = NetManager.Instance.GetLocalPlayer();
                }
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.ObjectSyncRequestMessage msg) => {
                Client.Assert(ObjectSyncManager.GetObjectByID(msg.objectID), $"Remote client tried to request object sync of an unknown object, remote ObjectID was: {msg.objectID}");

                ObjectSyncComponent osc = ObjectSyncManager.GetSyncComponentByID(msg.objectID);
                osc.SendObjectSync(ObjectSyncManager.SyncTypes.GenericSync, true, true);
            });

            netMessageHandler.BindMessageHandler((Steamworks.CSteamID sender, Messages.EventHookSyncMessage msg) => {
                if (msg.request)
                {
                    EventHook.SendSync(msg.fsmID);
                    return;
                }

                if (msg.HasFsmEventName)
                {
                    EventHook.HandleEventSync(msg.fsmID, msg.fsmEventID, msg.FsmEventName);
                }
                else
                {
                    EventHook.HandleEventSync(msg.fsmID, msg.fsmEventID);
                }
            });
        }