示例#1
0
        public override void ProcessPacket(BasePacket packet)
        {
            PacketEnum.ProcessType processType = packet.ProcessType;

            switch (processType)
            {
            case PacketEnum.ProcessType.Connect:
            {
                MNetworkPlayer player = new MNetworkPlayer(packet.Serial);
                NetworkLobby.AddPlayer(player);

                player.PlayerState = MNetworkPlayer.MPlayerState.Connected;

                Debug.Log($"S:[{packet.Serial}] Connected");
                break;
            }

            case PacketEnum.ProcessType.Disconnect:
            {
                NetworkLobby.DeletePlayer(packet.Serial);
                Debug.Log($"S:[{packet.Serial}] Disconnected");
                break;
            }

            case PacketEnum.ProcessType.Data:
            {
                OnMessage(packet);
                break;
            }
            }
        }
示例#2
0
        private void OnChattingRequest(ProtobufPacket <ChattingRequestPacket> packet)
        {
            ChattingRequestPacket request = packet.ProtobufMessage;
            ChattingAnswerPacket  send    = new ChattingAnswerPacket();

            // Packet Data Set

            MNetworkPlayer sender = NetworkLobby.FindPlayer(request.Sender);

            if (sender == null)
            {
                return;
            }

            MNetworkRoom room = NetworkLobby.FindRoom(sender.RoomKey);

            if (room == null)
            {
                return;
            }

            send.Text = $"[{Time.TimeLogHMS}] [{request.Sender}] : {request.Text}";

            Debug.Log($"S:[{packet.Serial}] Chat: <[{sender.RoomKey}]{send.Text}>");

            SendPacket(new ProtobufPacket <ChattingAnswerPacket>(packet.Serial, PacketEnum.ProcessType.Data,
                                                                 (int)MessageType.ChattingAnswer, send), room.SerialList);
        }
示例#3
0
        private void OnWhisperRequest(ProtobufPacket <WhisperRequestPacket> packet)
        {
            WhisperRequestPacket request = packet.ProtobufMessage;
            WhisperAnswerPacket  send    = new WhisperAnswerPacket();

            // Packet Data Set

            MNetworkPlayer listener = NetworkLobby.FindPlayer(request.Listener);

            if (listener == null)
            {
                return;
            }

            send.Sender = request.Sender;
            send.Text   = $"From {request.Sender} : {request.Text}";

            Debug.Log($"S:[{packet.Serial}] Whisper Send Request. SENDER: [{request.Sender}] LISTENER: [{listener.UserName}]");

            SendPacket(new ProtobufPacket <WhisperAnswerPacket>(listener.Serial, PacketEnum.ProcessType.Data,
                                                                (int)MessageType.WhisperAnswer, send));
        }
示例#4
0
        private void OnExitRoomRequest(ProtobufPacket <ExitRoomRequestPacket> packet)
        {
            ExitRoomRequestPacket request = packet.ProtobufMessage;
            ExitRoomAnswerPacket  send    = new ExitRoomAnswerPacket();

            // Packet Data Set

            MNetworkRoom   targetRoom   = NetworkLobby.FindRoom(request.RoomName);
            MNetworkPlayer targetPlayer = NetworkLobby.FindPlayer(request.UserName);

            bool result = NetworkLobby.ExitFromRoom(targetRoom, targetPlayer);

            send.Success = result;

            Debug.Log($"S:[{packet.Serial}] Room exit request. Name: [{request.UserName}] Room: [{request.RoomName}] Result: [{send.Success}]");

            if (targetRoom.PlayerCount == 0)
            {
                if (NetworkLobby.DeleteRoom(request.RoomName) == true)
                {
                    Debug.Log($"Room deleted. Room: [{request.RoomName}]");
                }
            }
            else
            {
                ChattingAnswerPacket exitMessage = new ChattingAnswerPacket();

                exitMessage.Text = $"{targetPlayer.UserName} 님이 방에서 나갔습니다.";

                SendPacket(new ProtobufPacket <ChattingAnswerPacket>(packet.Serial, PacketEnum.ProcessType.Data,
                                                                     (int)MessageType.ChattingAnswer, exitMessage), targetRoom.SerialList);
            }

            SendPacket(new ProtobufPacket <ExitRoomAnswerPacket>(packet.Serial, PacketEnum.ProcessType.Data,
                                                                 (int)MessageType.ExitRoomAnswer, send));
        }
示例#5
0
        private void OnLoginRequest(ProtobufPacket <LoginRequestPacket> packet)
        {
            LoginRequestPacket request = packet.ProtobufMessage;
            LoginAnswerPacket  send    = new LoginAnswerPacket();

            // Packet Data Set

            // 로그인 핸들러에게 로그인이 성공했는지를 알아온다.
            bool success = loginHandler.SignIn(request.ID, request.Password, out string userName);

            // 보낼 패킷의 정보 설정
            send.UserName = userName;
            send.Success  = success;
            send.Context  = "로그인에 성공했습니다.";

            MNetworkPlayer player = NetworkLobby.FindPlayer(packet.Serial);

            if (send.Success == false)
            {
                send.Context = "아이디 또는 비밀번호를 확인해주세요.";
            }
            else if (player != null)
            {
                if (player.PlayerState >= MNetworkPlayer.MPlayerState.LoginSuccess)
                {
                    // 이미 접속중인 클라이언트 처리

                    send.Success = false;
                    send.Context = "이미 접속된 아이디입니다.";
                }
                else
                {
                    MNetworkPlayer find = NetworkLobby.FindPlayer(userName);

                    if (find != null)
                    {
                        // 이미 해당 닉네임을 가진 유저가 접속중임을 처리

                        send.Success = false;
                        send.Context = "해당 아이디는 이미 다른\n컴퓨터에서 사용 중입니다.";
                    }
                    else
                    {
                        // 없다면 네임 리스트에 추가해준다.

                        player.ID          = request.ID;
                        player.Password    = request.Password;
                        player.PlayerState = MNetworkPlayer.MPlayerState.LoginSuccess;
                        player.UserName    = userName;

                        NetworkLobby.AddPlayerToNameList(player);

                        send.Success = true;
                    }
                }
            }

            if (send.Success == true)
            {
                Debug.Log($"S:[{packet.Serial}] The login was successful. Name: {player.UserName}");
            }
            else
            {
                Debug.Log($"S:[{packet.Serial}] Login failed. Name: {player.UserName}");
            }

            SendPacket(new ProtobufPacket <LoginAnswerPacket>(packet.Serial, PacketEnum.ProcessType.Data,
                                                              (int)MessageType.LoginAnswer, send));
        }