/// <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); }
/// <summary> /// Handler for "player enter" packets. /// </summary> /// <param name="peer">server</param> /// <param name="args">raw data containing the player packet</param> private void OnPlayerEnter(NetPeer peer, NetEventArgs args) { if (GameClient.CurrentState == ClientState.Game) { return; } PacketPlayerEnter message = PacketBase.Read <PacketPlayerEnter>((NetDataReader)(args.Data)); if (message.Player.ID == identity.ID) { SetIdentity(message.Player); } Add(message.Player); NetEventManager.Trigger(NetEventType.PlayerEnter, args); }
/// <summary> /// Handler for 'player leaving' packets. /// Removes the player if the game is not started yet, otherwise mark him as 'disconnected'. /// </summary> /// <param name="peer">server</param> /// <param name="args">wrapper around raw data containing the packet</param> private void OnPlayerLeave(NetPeer peer, NetEventArgs args) { PacketPlayerEnter message = PacketBase.Read <PacketPlayerEnter>((NetDataReader)(args.Data)); if (message.Player.ID == Identity.ID) { UnityEngine.Debug.LogWarning("Dafuq, I can't leave myself!"); return; } if (GameClient.CurrentState != ClientState.Game) { Remove(message.Player); } else { SetDisconnected(message.Player.ID); LockstepLogic.Instance.UpdatePlayersCount(activePlayers, message.Player.ID); } NetEventManager.Trigger(NetEventType.PlayerLeave, args); }