using QSB.Animation; using QSB.DeathSync; using QSB.Events; using QSB.GeyserSync; using QSB.TimeSync; using QSB.TransformSync; using QSB.Utility; using System; using System.Linq; using UnityEngine; using UnityEngine.Networking; namespace QSB { public class QSBNetworkManager : NetworkManager { private const int MaxConnections = 128; public static QSBNetworkManager Instance { get; private set; } public event Action OnNetworkManagerReady; public bool IsReady { get; private set; } private QSBNetworkLobby _lobby; private AssetBundle _assetBundle; private GameObject _shipPrefab; private GameObject _cameraPrefab; private GameObject _probePrefab; private void Awake() { Instance = this; _lobby = gameObject.AddComponent(); _assetBundle = QSB.NetworkAssetBundle; playerPrefab = _assetBundle.LoadAsset("assets/networkplayer.prefab"); playerPrefab.AddComponent(); playerPrefab.AddComponent(); playerPrefab.AddComponent(); DebugLog.LogState("PlayerPrefab", playerPrefab); _shipPrefab = _assetBundle.LoadAsset("assets/networkship.prefab"); _shipPrefab.AddComponent(); spawnPrefabs.Add(_shipPrefab); DebugLog.LogState("ShipPrefab", _shipPrefab); _cameraPrefab = _assetBundle.LoadAsset("assets/networkcameraroot.prefab"); _cameraPrefab.AddComponent(); spawnPrefabs.Add(_cameraPrefab); DebugLog.LogState("CameraPrefab", _cameraPrefab); _probePrefab = _assetBundle.LoadAsset("assets/networkprobe.prefab"); _probePrefab.AddComponent(); spawnPrefabs.Add(_probePrefab); DebugLog.LogState("ProbePrefab", _probePrefab); ConfigureNetworkManager(); QSB.Helper.HarmonyHelper.EmptyMethod("Update"); } 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); } 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 we get a better netId getting system...) NetworkServer.SpawnWithClientAuthority(Instantiate(_shipPrefab), connection); NetworkServer.SpawnWithClientAuthority(Instantiate(_cameraPrefab), connection); NetworkServer.SpawnWithClientAuthority(Instantiate(_probePrefab), connection); gameObject.AddComponent(); } public override void OnClientConnect(NetworkConnection connection) // Called on the client when connecting to a server { base.OnClientConnect(connection); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); if (NetworkClient.active && !NetworkServer.active) { gameObject.AddComponent(); GeyserManager.Instance.EmptyUpdate(); WakeUpPatches.AddPatches(); } _lobby.CanEditName = false; OnNetworkManagerReady?.Invoke(); IsReady = true; QSB.Helper.Events.Unity.RunWhen(() => PlayerTransformSync.LocalInstance != null, EventList.Init); QSB.Helper.Events.Unity.RunWhen(() => EventList.Ready, () => GlobalMessenger.FireEvent(EventNames.QSBPlayerJoin, _lobby.PlayerName)); } public override void OnStopClient() // Called on the client when closing connection { DebugLog.ToConsole("Disconnecting from server...", OWML.Common.MessageType.Info); Destroy(GetComponent()); Destroy(GetComponent()); Destroy(GetComponent()); EventList.Reset(); PlayerRegistry.PlayerList.ForEach(player => player.HudMarker?.Remove()); foreach (var player in PlayerRegistry.PlayerList.Where(x => x.NetId != PlayerRegistry.LocalPlayerId).ToList()) { PlayerRegistry.GetPlayerNetIds(player).ForEach(CleanupNetworkBehaviour); PlayerRegistry.RemovePlayer(player.NetId); } _lobby.CanEditName = true; } public override void OnServerDisconnect(NetworkConnection connection) // Called on the server when any client disconnects { var playerId = connection.playerControllers[0].gameObject.GetComponent().netId.Value; var netIds = connection.clientOwnedObjects.Select(x => x.Value).ToArray(); GlobalMessenger.FireEvent(EventNames.QSBPlayerLeave, playerId, netIds); PlayerRegistry.GetPlayer(playerId).HudMarker?.Remove(); CleanupConnection(connection); } public override void OnStopServer() { Destroy(GetComponent()); Destroy(GetComponent()); Destroy(GetComponent()); EventList.Reset(); DebugLog.ToConsole("Server stopped!", OWML.Common.MessageType.Info); PlayerRegistry.PlayerList.ForEach(player => player.HudMarker?.Remove()); NetworkServer.connections.ToList().ForEach(CleanupConnection); base.OnStopServer(); } private void CleanupConnection(NetworkConnection connection) { var playerId = connection.playerControllers[0].gameObject.GetComponent().netId.Value; if (!PlayerRegistry.PlayerExists(playerId)) { return; } var playerName = PlayerRegistry.GetPlayer(playerId).Name; DebugLog.ToConsole($"{playerName} disconnected.", OWML.Common.MessageType.Info); PlayerRegistry.RemovePlayer(playerId); if (playerId != PlayerRegistry.LocalPlayerId) // We don't want to delete the local player! { var netIds = connection.clientOwnedObjects.Select(x => x.Value).ToList(); netIds.ForEach(CleanupNetworkBehaviour); } } public void CleanupNetworkBehaviour(uint netId) { DebugLog.ToConsole($"Cleaning up object {netId}"); // Multiple networkbehaviours can use the same networkidentity (same netId), so get all of them var networkBehaviours = FindObjectsOfType() .Where(x => x != null && x.netId.Value == netId); foreach (var networkBehaviour in networkBehaviours) { var transformSync = networkBehaviour.GetComponent(); if (transformSync != null) { PlayerRegistry.PlayerSyncObjects.Remove(transformSync); if (transformSync.SyncedTransform != null) { Destroy(transformSync.SyncedTransform.gameObject); } } Destroy(networkBehaviour.gameObject); } } } }