quantum-space-buddies/QSB/QSBNetworkManager.cs

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using OWML.Common;
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using OWML.ModHelper.Events;
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using QSB.Animation;
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using QSB.DeathSync;
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using QSB.ElevatorSync;
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using QSB.EventsCore;
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using QSB.GeyserSync;
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using QSB.Instruments;
using QSB.OrbSync;
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using QSB.Patches;
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using QSB.Player;
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using QSB.SectorSync;
using QSB.TimeSync;
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using QSB.TransformSync;
using QSB.Utility;
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using QSB.WorldSync;
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using QuantumUNET;
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using QuantumUNET.Components;
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using System;
using System.Linq;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace QSB
{
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public class QSBNetworkManager : QSBNetworkManagerUNET
{
private const int MaxConnections = 128;
private const int MaxBufferedPackets = 64;
public static QSBNetworkManager Instance { get; private set; }
public event Action OnNetworkManagerReady;
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public bool IsReady { get; private set; }
private QSBNetworkLobby _lobby;
private AssetBundle _assetBundle;
private GameObject _shipPrefab;
private GameObject _cameraPrefab;
private GameObject _probePrefab;
public GameObject OrbPrefab;
private void Awake()
{
Instance = this;
_lobby = gameObject.AddComponent<QSBNetworkLobby>();
_assetBundle = QSB.NetworkAssetBundle;
playerPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkplayer.prefab");
var ident = playerPrefab.AddComponent<QSBNetworkIdentity>();
ident.LocalPlayerAuthority = true;
ident.SetValue("m_AssetId", playerPrefab.GetComponent<NetworkIdentity>().assetId);
ident.SetValue("m_SceneId", playerPrefab.GetComponent<NetworkIdentity>().sceneId);
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Destroy(playerPrefab.GetComponent<NetworkTransform>());
Destroy(playerPrefab.GetComponent<NetworkIdentity>());
var transform = playerPrefab.AddComponent<QSBNetworkTransform>();
transform.SendInterval = 0.1f;
transform.SyncRotationAxis = QSBNetworkTransform.AxisSyncMode.AxisXYZ;
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playerPrefab.AddComponent<PlayerTransformSync>();
playerPrefab.AddComponent<AnimationSync>();
playerPrefab.AddComponent<WakeUpSync>();
playerPrefab.AddComponent<InstrumentsManager>();
_shipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
ident = _shipPrefab.AddComponent<QSBNetworkIdentity>();
ident.LocalPlayerAuthority = true;
ident.SetValue("m_AssetId", _shipPrefab.GetComponent<NetworkIdentity>().assetId);
ident.SetValue("m_SceneId", _shipPrefab.GetComponent<NetworkIdentity>().sceneId);
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Destroy(_shipPrefab.GetComponent<NetworkTransform>());
Destroy(_shipPrefab.GetComponent<NetworkIdentity>());
transform = _shipPrefab.AddComponent<QSBNetworkTransform>();
transform.SendInterval = 0.1f;
transform.SyncRotationAxis = QSBNetworkTransform.AxisSyncMode.AxisXYZ;
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_shipPrefab.AddComponent<ShipTransformSync>();
spawnPrefabs.Add(_shipPrefab);
_cameraPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkcameraroot.prefab");
ident = _cameraPrefab.AddComponent<QSBNetworkIdentity>();
ident.LocalPlayerAuthority = true;
ident.SetValue("m_AssetId", _cameraPrefab.GetComponent<NetworkIdentity>().assetId);
ident.SetValue("m_SceneId", _cameraPrefab.GetComponent<NetworkIdentity>().sceneId);
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Destroy(_cameraPrefab.GetComponent<NetworkTransform>());
Destroy(_cameraPrefab.GetComponent<NetworkIdentity>());
transform = _cameraPrefab.AddComponent<QSBNetworkTransform>();
transform.SendInterval = 0.1f;
transform.SyncRotationAxis = QSBNetworkTransform.AxisSyncMode.AxisXYZ;
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_cameraPrefab.AddComponent<PlayerCameraSync>();
spawnPrefabs.Add(_cameraPrefab);
_probePrefab = _assetBundle.LoadAsset<GameObject>("assets/networkprobe.prefab");
ident = _probePrefab.AddComponent<QSBNetworkIdentity>();
ident.LocalPlayerAuthority = true;
ident.SetValue("m_AssetId", _probePrefab.GetComponent<NetworkIdentity>().assetId);
ident.SetValue("m_SceneId", _probePrefab.GetComponent<NetworkIdentity>().sceneId);
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Destroy(_probePrefab.GetComponent<NetworkTransform>());
Destroy(_probePrefab.GetComponent<NetworkIdentity>());
transform = _probePrefab.AddComponent<QSBNetworkTransform>();
transform.SendInterval = 0.1f;
transform.SyncRotationAxis = QSBNetworkTransform.AxisSyncMode.AxisXYZ;
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_probePrefab.AddComponent<PlayerProbeSync>();
spawnPrefabs.Add(_probePrefab);
OrbPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkorb.prefab");
ident = OrbPrefab.AddComponent<QSBNetworkIdentity>();
ident.LocalPlayerAuthority = true;
ident.SetValue("m_AssetId", OrbPrefab.GetComponent<NetworkIdentity>().assetId);
ident.SetValue("m_SceneId", OrbPrefab.GetComponent<NetworkIdentity>().sceneId);
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Destroy(OrbPrefab.GetComponent<NetworkTransform>());
Destroy(OrbPrefab.GetComponent<NetworkIdentity>());
transform = OrbPrefab.AddComponent<QSBNetworkTransform>();
transform.SendInterval = 0.1f;
transform.SyncRotationAxis = QSBNetworkTransform.AxisSyncMode.AxisXYZ;
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OrbPrefab.AddComponent<NomaiOrbTransformSync>();
spawnPrefabs.Add(OrbPrefab);
ConfigureNetworkManager();
QSBSceneManager.OnUniverseSceneLoaded += OnSceneLoaded;
}
private void OnDestroy()
=> QSBSceneManager.OnUniverseSceneLoaded -= OnSceneLoaded;
private void OnSceneLoaded(OWScene scene)
{
DebugLog.DebugWrite("scene loaded");
OrbManager.Instance.BuildOrbs();
OrbManager.Instance.QueueBuildSlots();
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QSBWorldSync.OldDialogueTrees.Clear();
QSBWorldSync.OldDialogueTrees = Resources.FindObjectsOfTypeAll<CharacterDialogueTree>().ToList();
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}
private void ConfigureNetworkManager()
{
networkAddress = QSB.DefaultServerIP;
networkPort = QSB.Port;
maxConnections = MaxConnections;
customConfig = true;
connectionConfig.AddChannel(QosType.Reliable);
connectionConfig.AddChannel(QosType.Unreliable);
this.SetValue("m_MaxBufferedPackets", MaxBufferedPackets);
channels.Add(QosType.Reliable);
channels.Add(QosType.Unreliable);
DebugLog.DebugWrite("Network Manager ready.", MessageType.Success);
}
public override void OnStartServer()
{
DebugLog.DebugWrite("OnStartServer", MessageType.Info);
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if (QSBWorldSync.OrbSyncList.Count == 0 && QSBSceneManager.IsInUniverse)
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{
OrbManager.Instance.QueueBuildOrbs();
}
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if (QSBWorldSync.OldDialogueTrees.Count == 0 && QSBSceneManager.IsInUniverse)
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{
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QSBWorldSync.OldDialogueTrees = Resources.FindObjectsOfTypeAll<CharacterDialogueTree>().ToList();
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}
}
public override void OnServerAddPlayer(QSBNetworkConnection connection, short playerControllerId) // Called on the server when a client joins
{
DebugLog.DebugWrite("OnServerAddPlayer", MessageType.Info);
base.OnServerAddPlayer(connection, playerControllerId);
QSBNetworkServer.SpawnWithClientAuthority(Instantiate(_shipPrefab), connection);
QSBNetworkServer.SpawnWithClientAuthority(Instantiate(_cameraPrefab), connection);
QSBNetworkServer.SpawnWithClientAuthority(Instantiate(_probePrefab), connection);
}
public override void OnClientConnect(QSBNetworkConnection connection) // Called on the client when connecting to a server
{
DebugLog.DebugWrite("OnClientConnect", MessageType.Info);
base.OnClientConnect(connection);
gameObject.AddComponent<SectorSync.SectorSync>();
gameObject.AddComponent<RespawnOnDeath>();
gameObject.AddComponent<PreventShipDestruction>();
if (QSBSceneManager.IsInUniverse)
{
QSBSectorManager.Instance.RebuildSectors();
OrbManager.Instance.QueueBuildSlots();
}
if (!QSBNetworkServer.localClientActive)
{
QSBPatchManager.DoPatchType(QSBPatchTypes.OnNonServerClientConnect);
}
QSBPatchManager.DoPatchType(QSBPatchTypes.OnClientConnect);
_lobby.CanEditName = false;
OnNetworkManagerReady?.Invoke();
IsReady = true;
QSB.Helper.Events.Unity.RunWhen(() => PlayerTransformSync.LocalInstance != null, QSBEventManager.Init);
QSB.Helper.Events.Unity.RunWhen(() => QSBEventManager.Ready,
() => GlobalMessenger<string>.FireEvent(EventNames.QSBPlayerJoin, _lobby.PlayerName));
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if (!QSB.IsServer)
{
QSB.Helper.Events.Unity.RunWhen(() => QSBEventManager.Ready,
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() => GlobalMessenger.FireEvent(EventNames.QSBPlayerStatesRequest));
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}
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}
public override void OnStopClient() // Called on the client when closing connection
{
DebugLog.DebugWrite("OnStopClient", MessageType.Info);
DebugLog.ToConsole("Disconnecting from server...", MessageType.Info);
Destroy(GetComponent<SectorSync.SectorSync>());
Destroy(GetComponent<RespawnOnDeath>());
Destroy(GetComponent<PreventShipDestruction>());
QSBEventManager.Reset();
QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove());
foreach (var player in QSBPlayerManager.PlayerList)
{
QSBPlayerManager.GetPlayerNetIds(player).ForEach(CleanupNetworkBehaviour);
}
QSBPlayerManager.RemoveAllPlayers();
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QSBWorldSync.RemoveWorldObjects<QSBOrbSlot>();
QSBWorldSync.RemoveWorldObjects<QSBElevator>();
QSBWorldSync.RemoveWorldObjects<QSBGeyser>();
QSBWorldSync.RemoveWorldObjects<QSBSector>();
QSBWorldSync.OrbSyncList.Clear();
QSBWorldSync.OldDialogueTrees.Clear();
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_lobby.CanEditName = true;
}
public override void OnServerDisconnect(QSBNetworkConnection connection) // Called on the server when any client disconnects
{
DebugLog.DebugWrite("OnServerDisconnect", MessageType.Info);
var player = connection.GetPlayer();
var netIds = connection.ClientOwnedObjects.Select(x => x.Value).ToArray();
GlobalMessenger<uint, uint[]>.FireEvent(EventNames.QSBPlayerLeave, player.PlayerId, netIds);
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foreach (var item in QSBWorldSync.OrbSyncList)
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{
var identity = item.GetComponent<QSBNetworkIdentity>();
if (identity.ClientAuthorityOwner == connection)
{
identity.RemoveClientAuthority(connection);
}
}
player.HudMarker?.Remove();
CleanupConnection(connection);
}
public override void OnStopServer()
{
DebugLog.DebugWrite("OnStopServer", MessageType.Info);
Destroy(GetComponent<SectorSync.SectorSync>());
Destroy(GetComponent<RespawnOnDeath>());
Destroy(GetComponent<PreventShipDestruction>());
QSBEventManager.Reset();
DebugLog.ToConsole("[S] Server stopped!", MessageType.Info);
QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove());
QSBNetworkServer.connections.ToList().ForEach(CleanupConnection);
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QSBWorldSync.RemoveWorldObjects<QSBOrbSlot>();
QSBWorldSync.RemoveWorldObjects<QSBElevator>();
QSBWorldSync.RemoveWorldObjects<QSBGeyser>();
QSBWorldSync.RemoveWorldObjects<QSBSector>();
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base.OnStopServer();
}
private void CleanupConnection(QSBNetworkConnection connection)
{
var player = connection.GetPlayer();
DebugLog.ToConsole($"{player.Name} disconnected.", MessageType.Info);
QSBPlayerManager.RemovePlayer(player.PlayerId);
var netIds = connection.ClientOwnedObjects?.Select(x => x.Value).ToList();
netIds.ForEach(CleanupNetworkBehaviour);
}
public void CleanupNetworkBehaviour(uint netId)
{
DebugLog.DebugWrite($"Cleaning up netId {netId}");
// Multiple networkbehaviours can use the same networkidentity (same netId), so get all of them
var networkBehaviours = FindObjectsOfType<QSBNetworkBehaviour>()
.Where(x => x != null && x.NetId.Value == netId);
foreach (var networkBehaviour in networkBehaviours)
{
var transformSync = networkBehaviour.GetComponent<TransformSync.TransformSync>();
if (transformSync != null)
{
DebugLog.DebugWrite($" * Removing TransformSync from syncobjects");
QSBPlayerManager.PlayerSyncObjects.Remove(transformSync);
if (transformSync.SyncedTransform != null && netId != QSBPlayerManager.LocalPlayerId && !networkBehaviour.HasAuthority)
{
DebugLog.DebugWrite($" * Destroying {transformSync.SyncedTransform.gameObject.name}");
Destroy(transformSync.SyncedTransform.gameObject);
}
}
var animationSync = networkBehaviour.GetComponent<AnimationSync>();
if (animationSync != null)
{
DebugLog.DebugWrite($" * Removing AnimationSync from syncobjects");
QSBPlayerManager.PlayerSyncObjects.Remove(animationSync);
}
if (!networkBehaviour.HasAuthority)
{
DebugLog.DebugWrite($" * Destroying {networkBehaviour.gameObject.name}");
Destroy(networkBehaviour.gameObject);
}
}
}
}
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}