private void CheckForClientTimeout()
 {
     //check for any clients that may have timed out (if we just had a reconnection skip this time around
     if (!(WiFiInputController.isConnect == true &&
           (DateTime.UtcNow - WiFiInputController.lastCallbackTime).TotalSeconds < clientTimeout &&
           (DateTime.UtcNow - WiFiInputController.lastCallbackTime).TotalSeconds > 0d))
     {
         WiFiInputUtilities.CheckForClientTimeout(clientTimeout);
     }
 }
示例#2
0
        //this function is responsible for looping through all the keys and giving out the NEW player number
        //remember this instance has not been added yet
        public static int getNewPlayerNumber(string controlName)
        {
            int  player       = WiFiInputUtilities.getHighestPlayerNumber() + 1;
            int  returnIndex  = 0;
            bool foundControl = false;

            for (int i = 0; i <= player; i++)
            {
                foundControl = WiFiInputUtilities.isPlayerNumberOccupied(i, controlName);

                if (foundControl == false)
                {
                    //we found no control with this player number (lowest yet so return it)
                    returnIndex = i;
                    break;
                }
            }

            return(returnIndex);
        }
示例#3
0
        //for our network traffic on both ends we are essentially having strings (converted in/out for byte[] on the send/recieve
        //these methods essentially will be one line in the string (remember a client will have more than one controller type)

        //this method is called when a packet is received on a connection that is marked as disconnected due to a timeout
        //this can occur in game usecases when the player suspends the app and restarts and expects the controller to still work
        //because the app wasn't executing having the server sending a message stating hey you timed out is useless
        //instead because our design is player based simply check to see if another controller has been assigned this player number
        //if not then just change the player number back and proceed as normal
        //if another controller has then get the next available player number and then notify the callback of a changed connection
        public void reuseOrGetAnotherConnection(int previousPlayerNumber)
        {
            if (WiFiInputUtilities.isPlayerNumberOccupied(previousPlayerNumber, clientKey))
            {
                logicalPlayerNumber = WiFiInputController.getNewPlayerNumber(clientKey);
            }
            else
            {
                logicalPlayerNumber = previousConnectionPlayerNumber;
            }
            lastReceivedPacketTime = DateTime.UtcNow;
            justReconnected        = true;

            //take this time to reactivate all of the controls from this IP address so callback only get fired once
            BaseControllerType temp;

            string[] splitter = { clientKey };
            String[] clientIP = serverKey.Split(splitter, StringSplitOptions.RemoveEmptyEntries);
            if (WiFiInputController.controllerDataDictionary != null)
            {
                foreach (string key in WiFiInputController.controllerDataDictionary.Keys)
                {
                    temp = WiFiInputController.controllerDataDictionary[key];
                    if (temp.serverKey.Contains(clientIP[0]))
                    {
                        temp.justReconnected        = true;
                        temp.lastReceivedPacketTime = DateTime.UtcNow;
                        temp.logicalPlayerNumber    = logicalPlayerNumber;
                    }
                }
            }

            //send the callback for a connection
            WiFiInputController.isConnect = true;
            WiFiInputController.lastConnectedPlayerNumber = logicalPlayerNumber;
            WiFiInputController.forceConnectionRefresh();
        }
        // WiFiServerController's interface

        public override void OnConnectionsChanged()
        {
            m_Controller = WiFiInputUtilities.checkForClient <ButtonControllerType>(controlName, (int)playerNumber);
        }
        // LOGIC

        public void Initialize()
        {
            m_Controller = WiFiInputUtilities.checkForClient <ButtonControllerType>(controlName, (int)playerNumber);
        }
示例#6
0
        //this method is responsible for registering a control which will instance a specific controller type
        //add it to the data structure and set its key and return it
        //There are two ways this method is called, one on the client the UI script in its startup registers it client side
        //The second way is the server when a client sends over its inventory
        public static string registerControl(string type, string name, string IP = "0")
        {
            BaseControllerType controller;
            string             key = "";

            switch (type)
            {
            case WiFiInputConstants.CONTROLLERTYPE_AXIS:
                controller = new AxisControllerType();
                controller.controllerType = WiFiInputConstants.CONTROLLERTYPE_AXIS;
                break;

            case WiFiInputConstants.CONTROLLERTYPE_BUTTON:
                controller = new ButtonControllerType();
                controller.controllerType = WiFiInputConstants.CONTROLLERTYPE_BUTTON;
                break;

            default:
                //should not occur
                controller = null;
                Debug.Log("Error: a controller type that isn't defined was registered");
                break;
            }

            controller.serverKey              = IP + name;
            controller.clientKey              = name;
            controller.clientIP               = IP;
            controller.logicalPlayerNumber    = getNewPlayerNumber(name);
            controller.lastReceivedPacketTime = DateTime.UtcNow;
            lastConnectedPlayerNumber         = controller.logicalPlayerNumber;
            isConnect = true;
            key       = controller.serverKey;

            if (!controllerDataDictionary.ContainsKey(key))
            {
                //brand new first time here
                controllerDataDictionary.Add(key, controller);
                controllerDataDictionaryKeys.Add(key);
                isNew = true;
            }
            else if (controllerDataDictionary[key].logicalPlayerNumber == WiFiInputConstants.PLAYERNUMBER_DISCONNECTED)
            {
                //already here just reassign (original disconnected and new one is here)
                //we will only change the player number if it's been occupied in between
                controllerDataDictionary[key].lastReceivedPacketTime = DateTime.UtcNow;
                controllerDataDictionary[key].justReconnected        = true;
                if (!WiFiInputUtilities.isPlayerNumberOccupied(controllerDataDictionary[key].previousConnectionPlayerNumber, controllerDataDictionary[key].clientKey))
                {
                    //not occupied assign it's previous number
                    controllerDataDictionary[key].logicalPlayerNumber = controllerDataDictionary[key].previousConnectionPlayerNumber;
                }
                else
                {
                    //occupied give it the lowest available number
                    controllerDataDictionary[key].logicalPlayerNumber = controller.logicalPlayerNumber;
                }
                isNew = true;
            }
            else
            {
                //was already here and isn't currently marked as disconnected (most likely a delayed packet)
                isNew = false;
            }

            if (isNew)
            {
                if (OnControllerRegisteredEvent != null)
                {
                    OnControllerRegisteredEvent(key);
                }
            }

            return(key);
        }