quantum-space-buddies/QSB/QSBNetworkManager.cs

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using System;
using System.Linq;
using OWML.ModHelper.Events;
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using QSB.Animation;
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using QSB.DeathSync;
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using QSB.Events;
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using QSB.GeyserSync;
using QSB.TimeSync;
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using QSB.TransformSync;
using QSB.Utility;
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using UnityEngine;
using UnityEngine.Events;
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using UnityEngine.Networking;
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namespace QSB
{
public class QSBNetworkManager : NetworkManager
{
public static UnityEvent OnNetworkManagerReady = new UnityEvent();
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public static bool IsReady;
private const int MaxConnections = 128;
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private AssetBundle _assetBundle;
private GameObject _shipPrefab;
private GameObject _cameraPrefab;
private GameObject _probePrefab;
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private readonly string[] _defaultNames = {
"Arkose",
"Chert",
"Esker",
"Hal",
"Hornfels",
"Feldspar",
"Gabbro",
"Galena",
"Gneiss",
"Gossan",
"Marl",
"Mica",
"Moraine",
"Porphy",
"Riebeck",
"Rutile",
"Slate",
"Spinel",
"Tektite",
"Tephra",
"Tuff"
};
private string _playerName;
private bool _canEditName;
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private void Awake()
{
_assetBundle = QSB.Helper.Assets.LoadBundle("assets/network");
playerPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkplayer.prefab");
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playerPrefab.AddComponent<PlayerTransformSync>();
playerPrefab.AddComponent<AnimationSync>();
playerPrefab.AddComponent<WakeUpSync>();
_shipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
_shipPrefab.AddComponent<ShipTransformSync>();
spawnPrefabs.Add(_shipPrefab);
_cameraPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkcameraroot.prefab");
_cameraPrefab.AddComponent<PlayerCameraSync>();
spawnPrefabs.Add(_cameraPrefab);
_probePrefab = _assetBundle.LoadAsset<GameObject>("assets/networkprobe.prefab");
_probePrefab.AddComponent<PlayerProbeSync>();
spawnPrefabs.Add(_probePrefab);
ConfigureNetworkManager();
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_playerName = GetPlayerName();
_canEditName = true;
}
private string GetPlayerName()
{
var profileManager = StandaloneProfileManager.SharedInstance;
profileManager.Initialize();
var profile = profileManager.GetValue<StandaloneProfileManager.ProfileData>("_currentProfile");
var profileName = profile?.profileName;
return !string.IsNullOrEmpty(profileName)
? profileName
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: _defaultNames.OrderBy(x => Guid.NewGuid()).First();
}
private void ConfigureNetworkManager()
{
networkAddress = QSB.DefaultServerIP;
maxConnections = MaxConnections;
customConfig = true;
connectionConfig.AddChannel(QosType.Reliable);
connectionConfig.AddChannel(QosType.Unreliable);
channels.Add(QosType.Reliable);
channels.Add(QosType.Unreliable);
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QSB.Helper.HarmonyHelper.EmptyMethod<NetworkManagerHUD>("Update");
}
public override void OnServerAddPlayer(NetworkConnection connection, short playerControllerId) // Called on the server when a client joins
{
base.OnServerAddPlayer(connection, playerControllerId);
// These have to be in a constant order (for now, until I get a better netId getting system...)
NetworkServer.SpawnWithClientAuthority(Instantiate(_shipPrefab), connection);
NetworkServer.SpawnWithClientAuthority(Instantiate(_cameraPrefab), connection);
NetworkServer.SpawnWithClientAuthority(Instantiate(_probePrefab), connection);
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gameObject.AddComponent<Events.PlayerState>();
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}
public override void OnClientConnect(NetworkConnection connection) // Called on the client when connecting to a server
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{
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DebugLog.ToConsole("OnClientConnect (connected to server)");
base.OnClientConnect(connection);
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gameObject.AddComponent<SectorSync>();
gameObject.AddComponent<RespawnOnDeath>();
gameObject.AddComponent<PreventShipDestruction>();
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if (NetworkClient.active && !NetworkServer.active)
{
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gameObject.AddComponent<Events.PlayerState>();
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GeyserManager.Instance.EmptyUpdate();
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WakeUpPatches.AddPatches();
}
_canEditName = false;
OnNetworkManagerReady.Invoke();
IsReady = true;
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UnityHelper.Instance.RunWhen(() => PlayerTransformSync.LocalInstance != null, EventList.Init);
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UnityHelper.Instance.RunWhen(() => EventList.Ready, () => FireJoinEvent());
}
private void FireJoinEvent()
{
DebugLog.ToConsole("Firing join event!");
GlobalMessenger<string>.FireEvent(EventNames.QSBPlayerJoin, _playerName);
}
public override void OnStopClient() // Called on the client when closing connection
{
Destroy(GetComponent<SectorSync>());
Destroy(GetComponent<RespawnOnDeath>());
Destroy(GetComponent<PreventShipDestruction>());
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EventList.Reset();
if (IsClientConnected())
{
PlayerTransformSync.LocalInstance.gameObject.GetComponent<AnimationSync>().Reset();
}
_canEditName = true;
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}
public override void OnServerDisconnect(NetworkConnection connection) // Called on the server when any client disconnects
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{
var playerId = connection.playerControllers[0].gameObject.GetComponent<PlayerTransformSync>().netId.Value;
var objectIds = connection.clientOwnedObjects.Select(x => x.Value).ToArray();
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GlobalMessenger<uint, uint[]>.FireEvent(EventNames.QSBPlayerLeave, playerId, objectIds);
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base.OnServerDisconnect(connection);
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}
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public override void OnStopServer()
{
NetworkServer.Reset();
}
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private void OnGUI()
{
GUI.Label(new Rect(10, 10, 200f, 20f), "Name:");
if (_canEditName)
{
_playerName = GUI.TextField(new Rect(60, 10, 145, 20f), _playerName);
}
else
{
GUI.Label(new Rect(60, 10, 145, 20f), _playerName);
}
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}
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}
}