using OWML.Common; using OWML.Utils; using QSB.Animation; using QSB.DeathSync; using QSB.ElevatorSync.WorldObjects; using QSB.Events; using QSB.GeyserSync.WorldObjects; using QSB.Instruments; using QSB.OrbSync; using QSB.OrbSync.WorldObjects; using QSB.Patches; using QSB.Player; using QSB.QuantumSync; using QSB.SectorSync; using QSB.SectorSync.WorldObjects; using QSB.TimeSync; using QSB.TransformSync; using QSB.Utility; using QSB.WorldSync; using QuantumUNET; using QuantumUNET.Components; using System; using System.Linq; using UnityEngine; using UnityEngine.Networking; namespace QSB { public class QSBNetworkManager : QNetworkManager { public static QSBNetworkManager Instance { get; private set; } public event Action OnNetworkManagerReady; public bool IsReady { get; private set; } public GameObject OrbPrefab { get; set; } private const int MaxConnections = 128; private const int MaxBufferedPackets = 64; private QSBNetworkLobby _lobby; private AssetBundle _assetBundle; private GameObject _shipPrefab; private GameObject _cameraPrefab; private GameObject _probePrefab; private bool _everConnected; public void Awake() { base.Awake(); Instance = this; _lobby = gameObject.AddComponent(); _assetBundle = QSBCore.NetworkAssetBundle; playerPrefab = _assetBundle.LoadAsset("assets/networkplayer.prefab"); SetupNetworkId(playerPrefab); SetupNetworkTransform(playerPrefab); playerPrefab.AddComponent(); playerPrefab.AddComponent(); playerPrefab.AddComponent(); playerPrefab.AddComponent(); _shipPrefab = _assetBundle.LoadAsset("assets/networkship.prefab"); SetupNetworkId(_shipPrefab); SetupNetworkTransform(_shipPrefab); _shipPrefab.AddComponent(); spawnPrefabs.Add(_shipPrefab); _cameraPrefab = _assetBundle.LoadAsset("assets/networkcameraroot.prefab"); SetupNetworkId(_cameraPrefab); SetupNetworkTransform(_cameraPrefab); _cameraPrefab.AddComponent(); spawnPrefabs.Add(_cameraPrefab); _probePrefab = _assetBundle.LoadAsset("assets/networkprobe.prefab"); SetupNetworkId(_probePrefab); SetupNetworkTransform(_probePrefab); _probePrefab.AddComponent(); spawnPrefabs.Add(_probePrefab); OrbPrefab = _assetBundle.LoadAsset("assets/networkorb.prefab"); SetupNetworkId(OrbPrefab); SetupNetworkTransform(OrbPrefab); OrbPrefab.AddComponent(); spawnPrefabs.Add(OrbPrefab); ConfigureNetworkManager(); QSBSceneManager.OnUniverseSceneLoaded += OnSceneLoaded; } private void SetupNetworkId(GameObject go) { var ident = go.AddComponent(); ident.LocalPlayerAuthority = true; ident.SetValue("m_AssetId", go.GetComponent().assetId); ident.SetValue("m_SceneId", go.GetComponent().sceneId); } private void SetupNetworkTransform(GameObject go) { var trans = go.AddComponent(); trans.SyncRotationAxis = QNetworkTransform.AxisSyncMode.AxisXYZ; Destroy(go.GetComponent()); Destroy(go.GetComponent()); } public void OnDestroy() => QSBSceneManager.OnUniverseSceneLoaded -= OnSceneLoaded; private void OnSceneLoaded(OWScene scene) { OrbManager.Instance.BuildOrbs(); OrbManager.Instance.QueueBuildSlots(); QSBWorldSync.OldDialogueTrees.Clear(); QSBWorldSync.OldDialogueTrees = Resources.FindObjectsOfTypeAll().ToList(); } private void ConfigureNetworkManager() { networkAddress = QSBCore.DefaultServerIP; networkPort = QSBCore.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); if (QSBWorldSync.OrbSyncList.Count == 0 && QSBSceneManager.IsInUniverse) { OrbManager.Instance.QueueBuildOrbs(); } if (QSBWorldSync.OldDialogueTrees.Count == 0 && QSBSceneManager.IsInUniverse) { QSBWorldSync.OldDialogueTrees = Resources.FindObjectsOfTypeAll().ToList(); } if (QSBSceneManager.IsInUniverse) { QSBCore.HasWokenUp = true; } } public override void OnServerAddPlayer(QNetworkConnection connection, short playerControllerId) // Called on the server when a client joins { DebugLog.DebugWrite($"OnServerAddPlayer {playerControllerId}", MessageType.Info); base.OnServerAddPlayer(connection, playerControllerId); QNetworkServer.SpawnWithClientAuthority(Instantiate(_shipPrefab), connection); QNetworkServer.SpawnWithClientAuthority(Instantiate(_cameraPrefab), connection); QNetworkServer.SpawnWithClientAuthority(Instantiate(_probePrefab), connection); } public override void OnStartClient(QNetworkClient _) { DebugLog.DebugWrite($"Setting defaultServerIP to {networkAddress}"); var config = QSBCore.Helper.Config; config.SetSettingsValue("defaultServerIP", networkAddress); QSBCore.Helper.Storage.Save(config, Constants.ModConfigFileName); } public override void OnClientConnect(QNetworkConnection connection) // Called on the client when connecting to a server { DebugLog.DebugWrite("OnClientConnect", MessageType.Info); base.OnClientConnect(connection); QSBEventManager.Init(); gameObject.AddComponent(); gameObject.AddComponent(); if (QSBSceneManager.IsInUniverse) { QSBSectorManager.Instance?.RebuildSectors(); OrbManager.Instance?.QueueBuildSlots(); QuantumManager.Instance?.RebuildQuantumObjects(QSBSceneManager.CurrentScene); } var specificType = QNetworkServer.active ? QSBPatchTypes.OnServerClientConnect : QSBPatchTypes.OnNonServerClientConnect; QSBPatchManager.DoPatchType(specificType); QSBPatchManager.DoPatchType(QSBPatchTypes.OnClientConnect); _lobby.CanEditName = false; OnNetworkManagerReady?.SafeInvoke(); IsReady = true; QSBCore.Helper.Events.Unity.RunWhen(() => QSBEventManager.Ready && PlayerTransformSync.LocalInstance != null, () => QSBEventManager.FireEvent(EventNames.QSBPlayerJoin, _lobby.PlayerName)); if (!QSBCore.IsServer) { QSBCore.Helper.Events.Unity.RunWhen(() => QSBEventManager.Ready && PlayerTransformSync.LocalInstance != null, () => QSBEventManager.FireEvent(EventNames.QSBPlayerStatesRequest)); } _everConnected = true; } 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()); Destroy(GetComponent()); QSBEventManager.Reset(); QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove()); RemoveWorldObjects(); QSBWorldSync.OrbSyncList.Clear(); QSBWorldSync.OldDialogueTrees.Clear(); if (_everConnected) { var specificType = QNetworkServer.active ? QSBPatchTypes.OnServerClientConnect : QSBPatchTypes.OnNonServerClientConnect; QSBPatchManager.DoUnpatchType(specificType); QSBPatchManager.DoUnpatchType(QSBPatchTypes.OnClientConnect); } _lobby.CanEditName = true; QSBCore.HasWokenUp = false; IsReady = false; _everConnected = false; } public override void OnServerDisconnect(QNetworkConnection connection) // Called on the server when any client disconnects { base.OnServerDisconnect(connection); DebugLog.DebugWrite("OnServerDisconnect", MessageType.Info); foreach (var item in QSBWorldSync.OrbSyncList) { var identity = item.GetComponent(); if (identity.ClientAuthorityOwner == connection) { identity.RemoveClientAuthority(connection); } } // Server takes some time to process removal of player/deletion of networkidentity Invoke(nameof(LateFinalizeDisconnect), 1f); } private void LateFinalizeDisconnect() => QuantumManager.Instance.CheckExistingPlayers(); public override void OnStopServer() { DebugLog.DebugWrite("OnStopServer", MessageType.Info); Destroy(GetComponent()); Destroy(GetComponent()); QSBEventManager.Reset(); DebugLog.ToConsole("Server stopped!", MessageType.Info); QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove()); RemoveWorldObjects(); QSBCore.HasWokenUp = false; base.OnStopServer(); } private void RemoveWorldObjects() { QSBWorldSync.RemoveWorldObjects(); QSBWorldSync.RemoveWorldObjects(); QSBWorldSync.RemoveWorldObjects(); QSBWorldSync.RemoveWorldObjects(); QSBWorldSync.RemoveWorldObjects(); } } }