/
LobbyHandler.cs
454 lines (392 loc) · 12.3 KB
/
LobbyHandler.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
public class LobbyHandler : NetworkBehaviour {
//private const short testMessageFromServer = 131;
//private const short testMessageFromClient = 132;
public LobbyGUI LobbyGUI;
public StartGameCountDown StartGameTimer;
private const short testMessage = 133;
private const short initMessage = 134;
private const short confirmInit = 135;
private const short recDataServ = 136;
private const short recDataClient = 137;
private const short startGame = 138;
private NetworkClient myClient;
private int matchSize;
private Dictionary<int, PlayerInfo> playerChoices = new Dictionary<int, PlayerInfo>();
private bool isReady;
private byte team;
private byte chosenSlot;
private string playerName;
private int myNetID;
private AdvancedNetworkManager netman;
private ScoreKeeper score;
private int numberOfPlayers = 1;
// Use this for initialization
public struct Players
{
public PlayerInfo player1;
public PlayerInfo player2;
public PlayerInfo player3;
public PlayerInfo player4;
public PlayerInfo player5;
public PlayerInfo player6;
public PlayerInfo player7;
public PlayerInfo player8;
}
public class PlayerData : MessageBase
{
public Players p;
}
public class InitData : MessageBase
{
public int netID;
}
public class PlayerInfoMessage : MessageBase
{
public PlayerInfo p;
}
void Start () {
//Debug.Log(GetComponent<NetworkIdentity>().netId.Value);
score = GetComponent<ScoreKeeper>();
if (isServer)
{
PlayerInfo p = new PlayerInfo();
p.id = (int)GetComponent<NetworkIdentity>().netId.Value;
p.name = "Player" + numberOfPlayers;
numberOfPlayers++;
Debug.Log("amount of players" + NATTraversal.NetworkManager.singleton.numPlayers);
p.team = 100;
p.chosenSlot = 100;
p.isReady = false;
playerChoices.Add(p.id, p);
playerName = p.name;
team = p.team;
chosenSlot = p.chosenSlot;
isReady = false;
myNetID = p.id;
UpdateUI();
//NetworkServer.RegisterHandler(testMessageFromClient, ReceiveTestMessageFromClient);
NetworkServer.RegisterHandler(initMessage, ReceiveInitClient);
NetworkServer.RegisterHandler(recDataClient, ReceivePlayerDataFromClient);
matchSize = (int)NATTraversal.NetworkManager.singleton.matchSize;
}else
{
myClient = NATTraversal.NetworkManager.singleton.client;
Debug.Log("amount of players" + myClient.connection.playerControllers.Count);
//myClient.RegisterHandler(testMessageFromServer, ReceiveTestMessage);
myClient.RegisterHandler(confirmInit, RecInitConfirm);
myClient.RegisterHandler(recDataServ, ReceivePlayerDataFromServer);
myClient.RegisterHandler(startGame, ReceiveStartGame);
//StringMessage msg = new StringMessage();
PlayerData msg = new PlayerData();
msg.p = new Players();
msg.p.player1 = new PlayerInfo();
msg.p.player2 = new PlayerInfo();
msg.p.player1.id = 2;
msg.p.player1.name = "Daniel";
msg.p.player2.id = 3;
msg.p.player2.name = "Anders";
Debug.Log(NATTraversal.NetworkManager.singleton.matchSize);
//myClient.Send(testMessageFromClient, msg);
PlayerInfoMessage playermsg = new PlayerInfoMessage();
playermsg.p = new PlayerInfo();
playermsg.p.id= (int)GetComponent<NetworkIdentity>().netId.Value;
playermsg.p.name = "Player" + playermsg.p.id;
playermsg.p.chosenSlot = 100;
playermsg.p.team = 100;
playermsg.p.isReady = false;
playerName = playermsg.p.name;
chosenSlot = 100;
team = 100;
isReady = false;
myNetID = playermsg.p.id;
myClient.Send(initMessage, playermsg);
}
}
public override void OnStartServer()
{
base.OnStartServer();
//NetworkServer.RegisterHandler(testMessageFromClient, ReceiveTestMessageFromClient);
//GameObject.Find("AdvancedNetworkManager").GetComponent<AdvancedNetworkManager>().SetServerHandler(transform.gameObject);
netman = GameObject.Find("AdvancedNetworkManager").GetComponent<AdvancedNetworkManager>();
}
public void ClientDisconnected(int id)
{
playerChoices.Remove(id);
SendClientData();
UpdateUI();
}
public void StartGame()
{
LobbyGUI.CloseLobby();
StartGameTimer.isCounting = true;
score.InitializeScoreKeeper(playerChoices);
score.running = true;
this.enabled = false;
}
public void ReceiveStartGame(NetworkMessage msg)
{
Debug.Log("Should start Game");
StartGame();
}
// Update is called once per frame
void Update () {
if(isServer)
{
if (netman.playerHasDisconnectedLobby)
{
netman.playerHasDisconnectedLobby = false;
playerChoices.Remove(netman.playerDisconnectedID);
SendClientData();
UpdateUI();
}
}
}
public void DataChanged()
{
if (isServer)
{
UpdateDataLocally();
}else
{
SendDataFromClient();
}
}
public void UpdateDataLocally()
{
PlayerInfo pi = new PlayerInfo();
pi.id = myNetID;
pi.name = playerName;
pi.team = team;
pi.chosenSlot = chosenSlot;
pi.isReady = isReady;
playerChoices[pi.id] = pi;
SendClientData();
UpdateUI();
}
public void ReceivePlayerDataFromServer(NetworkMessage msg)
{
Players p = msg.ReadMessage<PlayerData>().p;
playerChoices.Clear();
if (p.player1.id!= 0)
{
playerChoices.Add(p.player1.id, p.player1);
}
if (p.player2.id != 0)
{
playerChoices.Add(p.player2.id, p.player2);
}
if (p.player3.id != 0)
{
playerChoices.Add(p.player3.id, p.player3);
}
if (p.player4.id != 0)
{
playerChoices.Add(p.player4.id, p.player4);
}
if (p.player5.id != 0)
{
playerChoices.Add(p.player5.id, p.player5);
}
if (p.player6.id != 0)
{
playerChoices.Add(p.player6.id, p.player6);
}
if (p.player7.id != 0)
{
playerChoices.Add(p.player7.id, p.player7);
}
if (p.player8.id != 0)
{
playerChoices.Add(p.player8.id, p.player8);
}
UpdateUI();
}
public void UpdateUI()
{
//Debug.Log("Spelare i listan "+playerChoices.Count);
LobbyGUI.UpdateGUI(playerChoices);
if (isServer)
{
foreach (KeyValuePair<int, PlayerInfo> entry in playerChoices) {
if (!entry.Value.isReady)
{
return;
}
}
//Debug.Log("All are ready");
NetworkServer.SendToAll(startGame, new IntegerMessage());
//Debug.Log("Server is starting game");
StartGame();
FindObjectOfType<DominationPoint>().GetComponent<DominationPoint>().InitiateDomination();
}
}
public void ReceivePlayerDataFromClient(NetworkMessage msg)
{
PlayerInfo pi = msg.ReadMessage<PlayerInfoMessage>().p;
//Här måste vi kolla att spelaren får göra detta.
foreach (KeyValuePair<int, PlayerInfo> entry in playerChoices)
{
if(entry.Value.chosenSlot==pi.chosenSlot && entry.Value.id != pi.id)
{
return;
}
}
playerChoices[pi.id] = pi;
SendClientData();
UpdateUI();
}
public void SendDataFromClient()
{
PlayerInfo pi = new PlayerInfo();
pi.id = myNetID;
pi.name = playerName;
pi.team = team;
pi.chosenSlot = chosenSlot;
pi.isReady = isReady;
PlayerInfoMessage pmsg = new PlayerInfoMessage();
pmsg.p = pi;
myClient.Send(recDataClient, pmsg);
}
public void SendClientData()
{
Players players = new Players();
int i = 1;
foreach(KeyValuePair<int,PlayerInfo> entry in playerChoices)
{
if(i == 1)
{
players.player1 = entry.Value;
}
if (i == 2)
{
Debug.Log("position 2 " + entry.Value.name);
players.player2 = entry.Value;
}
if (i == 3)
{
players.player3 = entry.Value;
}
if (i == 4)
{
players.player4 = entry.Value;
}
if (i == 5)
{
players.player5 = entry.Value;
}
if (i == 6)
{
players.player6 = entry.Value;
}
if (i == 7)
{
players.player7 = entry.Value;
}
if (i == 8)
{
players.player8 = entry.Value;
}
i++;
}
PlayerData msg = new PlayerData();
msg.p = players;
NetworkServer.SendToAll(recDataServ, msg);
}
public void ReceiveTestMessageFromClient(NetworkMessage msg)
{
//Debug.Log(msg.ReadMessage<StringMessage>().value);
Players p = msg.ReadMessage<PlayerData>().p;
Debug.Log(p.player1.name);
Debug.Log(p.player2.name);
//Debug.Log(NetworkManager.singleton.matchSize);
}
//public void ReceiveTestMessage(NetworkMessage msg)
//{
// Debug.Log(msg.ReadMessage<StringMessage>().value);
//}
public void ReceiveInitClient(NetworkMessage msg)
{
PlayerInfo pi = msg.ReadMessage<PlayerInfoMessage>().p;
pi.name = "Player" + numberOfPlayers;
IntegerMessage intmessage = new IntegerMessage();
intmessage.value = numberOfPlayers;
numberOfPlayers++;
playerChoices.Add(pi.id, pi);
NetworkServer.SendToClient(msg.conn.connectionId, confirmInit, intmessage);
SendClientData();
UpdateUI();
}
public void RecInitConfirm(NetworkMessage msg)
{
int playerNo = msg.ReadMessage<IntegerMessage>().value;
playerName = "Player" + playerNo;
}
public byte ChosenSlot
{
get
{
return chosenSlot;
}
set
{
chosenSlot = value;
}
}
public int MyNetID
{
get
{
return myNetID;
}
set
{
myNetID = value;
}
}
public string PlayerName
{
get
{
return playerName;
}
set
{
playerName = value;
}
}
public bool IsReady
{
get
{
return isReady;
}
set
{
isReady = value;
}
}
public byte Team
{
get
{
return team;
}
set
{
team = value;
}
}
}
public struct PlayerInfo
{
public int id;
public string name;
public byte chosenSlot;
public byte team;
public bool isReady;
}