using OWML.Common; using OWML.ModHelper.Events; using QSB.Animation; using QSB.DeathSync; using QSB.ElevatorSync; using QSB.EventsCore; using QSB.GeyserSync; using QSB.OrbSync; using QSB.Patches; using QSB.Player; using QSB.SectorSync; using QSB.TimeSync; using QSB.TransformSync; using QSB.Utility; using QSB.WorldSync; using System; using System.Linq; using UnityEngine; using UnityEngine.Networking; namespace QSB { public class QSBNetworkManager : NetworkManager { private const int MaxConnections = 128; private const int MaxBufferedPackets = 64; 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; public GameObject OrbPrefab; private void Awake() { Instance = this; _lobby = gameObject.AddComponent(); _assetBundle = QSB.NetworkAssetBundle; playerPrefab = _assetBundle.LoadAsset("assets/networkplayer.prefab"); playerPrefab.AddComponent(); playerPrefab.AddComponent(); playerPrefab.AddComponent(); _shipPrefab = _assetBundle.LoadAsset("assets/networkship.prefab"); _shipPrefab.AddComponent(); spawnPrefabs.Add(_shipPrefab); _cameraPrefab = _assetBundle.LoadAsset("assets/networkcameraroot.prefab"); _cameraPrefab.AddComponent(); spawnPrefabs.Add(_cameraPrefab); _probePrefab = _assetBundle.LoadAsset("assets/networkprobe.prefab"); _probePrefab.AddComponent(); spawnPrefabs.Add(_probePrefab); OrbPrefab = _assetBundle.LoadAsset("assets/networkorb.prefab"); OrbPrefab.AddComponent(); spawnPrefabs.Add(OrbPrefab); ConfigureNetworkManager(); QSBSceneManager.OnSceneLoaded += OnSceneLoaded; } private void OnSceneLoaded(OWScene scene, bool inUniverse) { if (inUniverse) { OrbManager.Instance.BuildOrbs(); WorldRegistry.OldDialogueTrees.Clear(); WorldRegistry.OldDialogueTrees = Resources.FindObjectsOfTypeAll().ToList(); } } 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("~~ ON START SERVER ~~", MessageType.Info); if (WorldRegistry.OrbSyncList.Count == 0 && QSBSceneManager.IsInUniverse) { OrbManager.Instance.QueueBuildOrbs(); } if (WorldRegistry.OldDialogueTrees.Count == 0 && QSBSceneManager.IsInUniverse) { WorldRegistry.OldDialogueTrees = Resources.FindObjectsOfTypeAll().ToList(); } NetworkServer.UnregisterHandler(40); NetworkServer.UnregisterHandler(41); NetworkServer.UnregisterHandler(42); NetworkServer.RegisterHandler(40, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationServerMessage)); NetworkServer.RegisterHandler(41, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationParametersServerMessage)); NetworkServer.RegisterHandler(42, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationTriggerServerMessage)); } public override void OnServerAddPlayer(NetworkConnection connection, short playerControllerId) // Called on the server when a client joins { DebugLog.DebugWrite("[S] Add player"); 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); } public override void OnClientConnect(NetworkConnection connection) // Called on the client when connecting to a server { base.OnClientConnect(connection); gameObject.AddComponent(); gameObject.AddComponent(); gameObject.AddComponent(); QSBSectorManager.Instance.RebuildSectors(); OrbManager.Instance.QueueBuildSlots(); if (!NetworkServer.localClientActive) { QSBPatchManager.DoPatchType(QSBPatchTypes.OnNonServerClientConnect); singleton.client.UnregisterHandler(40); singleton.client.UnregisterHandler(41); singleton.client.RegisterHandlerSafe(40, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationClientMessage)); singleton.client.RegisterHandlerSafe(41, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationParametersClientMessage)); } singleton.client.UnregisterHandler(42); singleton.client.RegisterHandlerSafe(42, new NetworkMessageDelegate(QSBNetworkAnimator.OnAnimationTriggerClientMessage)); 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.FireEvent(EventNames.QSBPlayerJoin, _lobby.PlayerName)); QSB.Helper.Events.Unity.RunWhen(() => QSBEventManager.Ready, () => GlobalMessenger.FireEvent(EventNames.QSBPlayerStatesRequest)); } public override void OnStopClient() // Called on the client when closing connection { DebugLog.ToConsole("Disconnecting from server...", MessageType.Info); Destroy(GetComponent()); Destroy(GetComponent()); Destroy(GetComponent()); QSBEventManager.Reset(); QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove()); foreach (var player in QSBPlayerManager.PlayerList) { QSBPlayerManager.GetPlayerNetIds(player).ForEach(CleanupNetworkBehaviour); } QSBPlayerManager.RemoveAllPlayers(); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); WorldRegistry.OrbSyncList.Clear(); WorldRegistry.OldDialogueTrees.Clear(); _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); foreach (var item in WorldRegistry.OrbSyncList) { var identity = item.GetComponent(); if (identity.clientAuthorityOwner == connection) { identity.RemoveClientAuthority(connection); } } QSBPlayerManager.GetPlayer(playerId).HudMarker?.Remove(); CleanupConnection(connection); } public override void OnStopServer() { Destroy(GetComponent()); Destroy(GetComponent()); Destroy(GetComponent()); QSBEventManager.Reset(); DebugLog.ToConsole("[S] Server stopped!", MessageType.Info); QSBPlayerManager.PlayerList.ForEach(player => player.HudMarker?.Remove()); NetworkServer.connections.ToList().ForEach(CleanupConnection); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); WorldRegistry.RemoveObjects(); base.OnStopServer(); } private void CleanupConnection(NetworkConnection connection) { uint playerId; try { playerId = connection.playerControllers[0].gameObject.GetComponent().netId.Value; } catch (Exception ex) { DebugLog.ToConsole("Error when getting playerId in CleanupConnection: " + ex.Message, MessageType.Error); return; } if (!QSBPlayerManager.PlayerExists(playerId)) { return; } var playerName = QSBPlayerManager.GetPlayer(playerId).Name; DebugLog.ToConsole($"{playerName} disconnected.", MessageType.Info); QSBPlayerManager.RemovePlayer(playerId); var netIds = connection.clientOwnedObjects?.Select(x => x.Value).ToList(); netIds.ForEach(CleanupNetworkBehaviour); } public void CleanupNetworkBehaviour(uint netId) { DebugLog.DebugWrite($"Cleaning up netId {netId}"); // Multiple networkbehaviours can use the same networkidentity (same netId), so get all of them var networkBehaviours = FindObjectsOfType() .Where(x => x != null && x.netId.Value == netId); foreach (var networkBehaviour in networkBehaviours) { var transformSync = networkBehaviour.GetComponent(); 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(); 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); } } } } }