quantum-space-buddies/QSB/QSBNetworkManager.cs
2024-12-16 01:07:21 +00:00

447 lines
14 KiB
C#

using Epic.OnlineServices.Logging;
using Mirror;
using Mirror.FizzySteam;
using OWML.Common;
using OWML.Utils;
using QSB.Anglerfish.TransformSync;
using QSB.ClientServerStateSync;
using QSB.DeathSync;
using QSB.EchoesOfTheEye.AirlockSync.VariableSync;
using QSB.EchoesOfTheEye.EclipseDoors.VariableSync;
using QSB.EchoesOfTheEye.EclipseElevators.VariableSync;
using QSB.EchoesOfTheEye.RaftSync.TransformSync;
using QSB.JellyfishSync.TransformSync;
using QSB.Menus;
using QSB.Messaging;
using QSB.ModelShip;
using QSB.ModelShip.TransformSync;
using QSB.OrbSync.Messages;
using QSB.OrbSync.TransformSync;
using QSB.OrbSync.WorldObjects;
using QSB.OwnershipSync;
using QSB.Patches;
using QSB.Player;
using QSB.Player.Messages;
using QSB.Player.TransformSync;
using QSB.SaveSync;
using QSB.ShipSync;
using QSB.ShipSync.TransformSync;
using QSB.Syncs.Occasional;
using QSB.TimeSync;
using QSB.Tools.ProbeLauncherTool.VariableSync;
using QSB.Tools.ProbeTool.TransformSync;
using QSB.Utility;
using QSB.Utility.VariableSync;
using QSB.WorldSync;
using System;
using System.Linq;
using System.Text.RegularExpressions;
using QSB.API;
using UnityEngine;
namespace QSB;
public class QSBNetworkManager : NetworkManager, IAddComponentOnStart
{
public new static QSBNetworkManager singleton => (QSBNetworkManager)NetworkManager.singleton;
public event Action OnClientConnected;
public event Action<TransportError, string> OnClientDisconnected;
public GameObject OrbPrefab { get; private set; }
public GameObject ShipPrefab { get; private set; }
public GameObject AnglerPrefab { get; private set; }
public GameObject JellyfishPrefab { get; private set; }
public GameObject OccasionalPrefab { get; private set; }
public GameObject RaftPrefab { get; private set; }
public GameObject DoorPrefab { get; private set; }
public GameObject ElevatorPrefab { get; private set; }
public GameObject AirlockPrefab { get; private set; }
public GameObject ShipModulePrefab { get; private set; }
public GameObject ShipLegPrefab { get; private set; }
public GameObject ModelShipPrefab { get; private set; }
public GameObject StationaryProbeLauncherPrefab { get; private set; }
private string PlayerName { get; set; }
private GameObject _probePrefab;
private bool _everConnected;
private (TransportError error, string reason) _lastTransportError = (TransportError.Unexpected, "transport did not give an error. uh oh");
private static LatencySimulation _latencyTransport;
private static kcp2k.KcpTransport _kcpTransport;
private static FizzySteamworks _steamTransport;
public override void Awake()
{
gameObject.SetActive(false);
{
_kcpTransport = gameObject.AddComponent<kcp2k.KcpTransport>();
// KCP uses milliseconds
_kcpTransport.Timeout = QSBCore.DebugSettings.Timeout * 1000;
_kcpTransport.Port = QSBCore.KcpPort;
}
{
_steamTransport = gameObject.AddComponent<FizzySteamworks>();
// Steam uses seconds
_steamTransport.Timeout = QSBCore.DebugSettings.Timeout;
}
{
_latencyTransport = gameObject.AddComponent<LatencySimulation>();
_latencyTransport.reliableLatency = _latencyTransport.unreliableLatency = QSBCore.DebugSettings.LatencySimulation;
_latencyTransport.wrap = QSBCore.UseKcpTransport ? _kcpTransport : _steamTransport;
}
transport = QSBCore.DebugSettings.LatencySimulation > 0
? _latencyTransport
: QSBCore.UseKcpTransport ? _kcpTransport : _steamTransport;
gameObject.SetActive(true);
base.Awake();
InitPlayerName();
QSBCore.ProfileManager.OnProfileSignInComplete += _ => InitPlayerName();
playerPrefab = QSBCore.NetworkAssetBundle.LoadAsset<GameObject>("Assets/Prefabs/NETWORK_Player_Body.prefab");
playerPrefab.GetRequiredComponent<NetworkIdentity>().SetValue("_assetId", (uint)1);
ShipPrefab = MakeNewNetworkObject("NetworkShip", typeof(ShipTransformSync));
var shipVector3Sync = ShipPrefab.AddComponent<Vector3VariableSyncer>();
var shipThrustSync = ShipPrefab.AddComponent<ShipThrusterVariableSyncer>();
shipThrustSync.AccelerationSyncer = shipVector3Sync;
spawnPrefabs.Add(ShipPrefab);
_probePrefab = MakeNewNetworkObject("NetworkProbe", typeof(PlayerProbeSync));
spawnPrefabs.Add(_probePrefab);
OrbPrefab = MakeNewNetworkObject("NetworkOrb", typeof(NomaiOrbTransformSync));
spawnPrefabs.Add(OrbPrefab);
AnglerPrefab = MakeNewNetworkObject("NetworkAngler", typeof(AnglerTransformSync));
spawnPrefabs.Add(AnglerPrefab);
JellyfishPrefab = MakeNewNetworkObject("NetworkJellyfish", typeof(JellyfishTransformSync));
spawnPrefabs.Add(JellyfishPrefab);
OccasionalPrefab = MakeNewNetworkObject("NetworkOccasional", typeof(OccasionalTransformSync));
spawnPrefabs.Add(OccasionalPrefab);
RaftPrefab = MakeNewNetworkObject("NetworkRaft", typeof(RaftTransformSync));
spawnPrefabs.Add(RaftPrefab);
DoorPrefab = MakeNewNetworkObject("NetworkEclipseDoor", typeof(EclipseDoorVariableSyncer));
spawnPrefabs.Add(DoorPrefab);
ElevatorPrefab = MakeNewNetworkObject("NetworkEclipseElevator", typeof(EclipseElevatorVariableSyncer));
spawnPrefabs.Add(ElevatorPrefab);
AirlockPrefab = MakeNewNetworkObject("NetworkGhostAirlock", typeof(AirlockVariableSyncer));
spawnPrefabs.Add(AirlockPrefab);
ShipModulePrefab = MakeNewNetworkObject("NetworkShipModule", typeof(ShipModuleTransformSync));
spawnPrefabs.Add(ShipModulePrefab);
ShipLegPrefab = MakeNewNetworkObject("NetworkShipLeg", typeof(ShipLegTransformSync));
spawnPrefabs.Add(ShipLegPrefab);
ModelShipPrefab = MakeNewNetworkObject("NetworkModelShip", typeof(ModelShipTransformSync));
var modelShipVector3Syncer = ModelShipPrefab.AddComponent<Vector3VariableSyncer>();
var modelShipThrusterVariableSyncer = ModelShipPrefab.AddComponent<ModelShipThrusterVariableSyncer>();
modelShipThrusterVariableSyncer.AccelerationSyncer = modelShipVector3Syncer;
spawnPrefabs.Add(ModelShipPrefab);
StationaryProbeLauncherPrefab = MakeNewNetworkObject("NetworkStationaryProbeLauncher", typeof(StationaryProbeLauncherVariableSyncer));
spawnPrefabs.Add(StationaryProbeLauncherPrefab);
ConfigureNetworkManager();
}
public static void UpdateTransport()
{
if (_kcpTransport == null)
{
return;
}
_kcpTransport.Port = QSBCore.KcpPort;
if (QSBCore.IsInMultiplayer)
{
return;
}
if (singleton != null)
{
if (QSBCore.DebugSettings.LatencySimulation > 0)
{
_latencyTransport.wrap = QSBCore.UseKcpTransport ? _kcpTransport : _steamTransport;
singleton.transport = Transport.active = _latencyTransport;
}
else
{
singleton.transport = Transport.active = QSBCore.UseKcpTransport ? _kcpTransport : _steamTransport;
}
}
if (MenuManager.Instance != null)
{
MenuManager.Instance.OnLanguageChanged(); // hack to update text
}
}
private void InitPlayerName() =>
Delay.RunWhen(PlayerData.IsLoaded, () =>
{
try
{
if (!QSBCore.IsStandalone)
{
PlayerName = QSBMSStoreProfileManager.SharedInstance.userDisplayName;
}
else
{
var currentProfile = QSBStandaloneProfileManager.SharedInstance.currentProfile;
if (currentProfile == null)
{
// probably havent created a profile yet
Delay.RunWhen(() => QSBStandaloneProfileManager.SharedInstance.currentProfile != null, () => InitPlayerName());
return;
}
PlayerName = currentProfile.profileName;
}
}
catch (Exception ex)
{
DebugLog.ToConsole($"Error - Exception when getting player name : {ex}", MessageType.Error);
PlayerName = "Player";
}
});
private static uint _assetId = 2; // 1 is the player
/// create a new network prefab from the network object prefab template.
/// this works by calling Unload(false) and then reloading the AssetBundle,
/// which makes LoadAsset give you a new resource.
/// see https://docs.unity3d.com/Manual/AssetBundles-Native.html.
public static GameObject MakeNewNetworkObject(string name, Type networkBehaviourType)
{
var bundle = QSBCore.Helper.Assets.LoadBundle("AssetBundles/qsb_empty");
if (bundle == null)
{
DebugLog.ToConsole($"FATAL - An assetbundle is missing! Re-install mod or contact devs.", MessageType.Fatal);
return null;
}
var template = bundle.LoadAsset<GameObject>("Assets/Prefabs/Empty.prefab");
bundle.Unload(false);
template.name = name;
template.AddComponent<NetworkIdentity>().SetValue("_assetId", _assetId);
template.AddComponent(networkBehaviourType);
_assetId++;
return template;
}
private void ConfigureNetworkManager()
{
networkAddress = QSBCore.DefaultServerIP;
{
kcp2k.Log.Info = s =>
{
DebugLog.DebugWrite("[KCP] " + s);
// hack
if (s == "KcpPeer: received disconnect message")
{
OnClientError(TransportError.ConnectionClosed, s);
}
};
kcp2k.Log.Warning = s => DebugLog.DebugWrite("[KCP] " + s, MessageType.Warning);
kcp2k.Log.Error = s => DebugLog.DebugWrite("[KCP] " + s, MessageType.Error);
}
QSBSceneManager.OnPostSceneLoad += (_, loadScene) =>
{
if (QSBCore.IsInMultiplayer && loadScene == OWScene.TitleScreen)
{
StopHost();
}
};
DebugLog.DebugWrite("Network Manager ready.", MessageType.Success);
}
public override void OnServerAddPlayer(NetworkConnectionToClient connection) // Called on the server when a client joins
{
DebugLog.DebugWrite("OnServerAddPlayer", MessageType.Info);
base.OnServerAddPlayer(connection);
NetworkServer.Spawn(Instantiate(_probePrefab), connection);
}
public override void OnStartClient()
{
QSBCore.DefaultServerIP = networkAddress;
var config = QSBCore.Helper.Config;
config.SetSettingsValue("defaultServerIP", networkAddress);
QSBCore.Helper.Storage.Save(config, Constants.ModConfigFileName);
}
public override void OnClientConnect() // Called on the client when connecting to a server
{
DebugLog.DebugWrite("OnClientConnect", MessageType.Info);
base.OnClientConnect();
OnClientConnected?.SafeInvoke();
QSBMessageManager.Init();
gameObject.AddComponent<RespawnOnDeath>();
gameObject.AddComponent<ServerStateManager>();
gameObject.AddComponent<ClientStateManager>();
if (QSBSceneManager.IsInUniverse)
{
QSBWorldSync.BuildWorldObjects(QSBSceneManager.CurrentScene).Forget();
}
var specificType = QSBCore.IsHost ? QSBPatchTypes.OnServerClientConnect : QSBPatchTypes.OnNonServerClientConnect;
QSBPatchManager.DoPatchType(specificType);
QSBPatchManager.DoPatchType(QSBPatchTypes.OnClientConnect);
Delay.RunWhen(() => PlayerTransformSync.LocalInstance,
() => new PlayerJoinMessage(PlayerName).Send());
if (!QSBCore.IsHost)
{
Delay.RunWhen(() => PlayerTransformSync.LocalInstance,
() => new RequestStateResyncMessage().Send());
}
_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<RespawnOnDeath>());
Destroy(GetComponent<ServerStateManager>());
Destroy(GetComponent<ClientStateManager>());
QSBPlayerManager.PlayerList.ForEach(player =>
{
player.HudMarker?.Remove();
player.MapMarker?.Remove();
});
QSBWorldSync.RemoveWorldObjects();
if (WakeUpSync.LocalInstance != null)
{
WakeUpSync.LocalInstance.OnDisconnect();
}
if (_everConnected)
{
var specificType = QSBCore.IsHost ? QSBPatchTypes.OnServerClientConnect : QSBPatchTypes.OnNonServerClientConnect;
QSBPatchManager.DoUnpatchType(specificType);
QSBPatchManager.DoUnpatchType(QSBPatchTypes.OnClientConnect);
}
_everConnected = false;
}
public override void OnClientDisconnect()
{
DebugLog.DebugWrite("OnClientDisconnect");
base.OnClientDisconnect();
OnClientDisconnected?.SafeInvoke(_lastTransportError.error, _lastTransportError.reason);
_lastTransportError = (TransportError.Unexpected, "transport did not give an error. uh oh");
}
public override void OnServerDisconnect(NetworkConnectionToClient conn) // Called on the server when any client disconnects
{
DebugLog.DebugWrite("OnServerDisconnect", MessageType.Info);
// local conn = we are host, so skip
if (conn is not LocalConnectionToClient)
{
// revert ownership from ship
if (ShipTransformSync.LocalInstance != null)
{
var identity = ShipTransformSync.LocalInstance.netIdentity;
if (identity != null && identity.connectionToClient == conn)
{
identity.SetOwner(QSBPlayerManager.LocalPlayerId);
}
}
// revert ownership from model ship
if (ModelShipTransformSync.LocalInstance != null)
{
var identity = ModelShipTransformSync.LocalInstance.netIdentity;
if (identity != null && identity.connectionToClient == conn)
{
identity.SetOwner(QSBPlayerManager.LocalPlayerId);
}
}
// stop dragging for the orbs this player was dragging
// i THINK this is here because orb ownership is in network behavior, which may not work properly in OnPlayerLeave
foreach (var qsbOrb in QSBWorldSync.GetWorldObjects<QSBOrb>())
{
if (qsbOrb.NetworkBehaviour == null)
{
DebugLog.ToConsole($"{qsbOrb} TransformSync == null??????????", MessageType.Warning);
continue;
}
var identity = qsbOrb.NetworkBehaviour.netIdentity;
if (identity.connectionToClient == conn)
{
qsbOrb.SetDragging(false);
qsbOrb.SendMessage(new OrbDragMessage(false));
}
}
OwnershipManager.OnDisconnect(conn);
}
base.OnServerDisconnect(conn);
}
public override void OnStopServer()
{
DebugLog.DebugWrite("OnStopServer", MessageType.Info);
Destroy(GetComponent<RespawnOnDeath>());
DebugLog.ToConsole("Server stopped!", MessageType.Info);
QSBPlayerManager.PlayerList.ForEach(player =>
{
player.HudMarker?.Remove();
player.MapMarker?.Remove();
});
base.OnStopServer();
}
public override void OnServerError(NetworkConnectionToClient conn, TransportError error, string reason)
{
DebugLog.DebugWrite($"OnServerError({conn}, {error}, {reason})", MessageType.Error);
_lastTransportError = (error, reason);
}
public override void OnClientError(TransportError error, string reason)
{
DebugLog.DebugWrite($"OnClientError({error}, {reason})", MessageType.Error);
_lastTransportError = (error, reason);
}
}