quantum-space-buddies/QSB/QSBNetworkManager.cs
Mister_Nebula a51c066c26 fix shit
2020-08-20 14:47:44 +01:00

176 lines
7.1 KiB
C#

using System;
using System.Linq;
using QSB.Animation;
using QSB.DeathSync;
using QSB.Events;
using QSB.GeyserSync;
using QSB.TimeSync;
using QSB.TransformSync;
using QSB.Utility;
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<QSBNetworkLobby>();
_assetBundle = QSB.NetworkAssetBundle;
playerPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkplayer.prefab");
playerPrefab.AddComponent<PlayerTransformSync>();
playerPrefab.AddComponent<AnimationSync>();
playerPrefab.AddComponent<WakeUpSync>();
DebugLog.OkayState("PlayerPrefab", playerPrefab != null);
_shipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
_shipPrefab.AddComponent<ShipTransformSync>();
spawnPrefabs.Add(_shipPrefab);
DebugLog.OkayState("ShipPrefab", _shipPrefab != null);
_cameraPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkcameraroot.prefab");
_cameraPrefab.AddComponent<PlayerCameraSync>();
spawnPrefabs.Add(_cameraPrefab);
DebugLog.OkayState("CameraPrefab", _cameraPrefab != null);
_probePrefab = _assetBundle.LoadAsset<GameObject>("assets/networkprobe.prefab");
_probePrefab.AddComponent<PlayerProbeSync>();
spawnPrefabs.Add(_probePrefab);
DebugLog.OkayState("ProbePrefab", _probePrefab != null);
ConfigureNetworkManager();
}
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<Events.PlayerState>();
}
public override void OnClientConnect(NetworkConnection connection) // Called on the client when connecting to a server
{
base.OnClientConnect(connection);
gameObject.AddComponent<SectorSync>();
gameObject.AddComponent<RespawnOnDeath>();
gameObject.AddComponent<PreventShipDestruction>();
if (NetworkClient.active && !NetworkServer.active)
{
gameObject.AddComponent<Events.PlayerState>();
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<string>.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<SectorSync>());
Destroy(GetComponent<RespawnOnDeath>());
Destroy(GetComponent<PreventShipDestruction>());
EventList.Reset();
PlayerRegistry.PlayerList.ForEach(player => player.HudMarker?.Remove());
NetworkServer.connections.ToList().ForEach(CleanupConnection);
_lobby.CanEditName = true;
}
public override void OnServerDisconnect(NetworkConnection connection) // Called on the server when any client disconnects
{
var playerId = connection.playerControllers[0].gameObject.GetComponent<PlayerTransformSync>().netId.Value;
var netIds = connection.clientOwnedObjects.Select(x => x.Value).ToArray();
GlobalMessenger<uint, uint[]>.FireEvent(EventNames.QSBPlayerLeave, playerId, netIds);
PlayerRegistry.GetPlayer(playerId).HudMarker?.Remove();
CleanupConnection(connection);
}
public override void OnStopServer()
{
DebugLog.ToConsole("Server stopped!", OWML.Common.MessageType.Info);
NetworkServer.connections.ToList().ForEach(CleanupConnection);
base.OnStopServer();
}
private void CleanupConnection(NetworkConnection connection)
{
var playerId = connection.playerControllers[0].gameObject.GetComponent<PlayerTransformSync>().netId.Value;
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<NetworkBehaviour>()
.Where(x => x != null && x.netId.Value == netId);
foreach (var networkBehaviour in networkBehaviours)
{
var transformSync = networkBehaviour.GetComponent<TransformSync.TransformSync>();
if (transformSync != null)
{
PlayerRegistry.TransformSyncs.Remove(transformSync);
if (transformSync.SyncedTransform != null)
{
Destroy(transformSync.SyncedTransform.gameObject);
}
}
Destroy(networkBehaviour.gameObject);
}
}
}
}