NetMsgController.cs 10 KB

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  1. using System.Collections;
  2. using System.Linq;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using Unity.Networking.Transport;
  6. using KairoEngine.Core;
  7. namespace KairoEngine.Multiplayer
  8. {
  9. public static class NetMsgController
  10. {
  11. private static List<NetMsg> netMessageTypes = new List<NetMsg>();
  12. public static void GetNetMessageTypes()
  13. {
  14. netMessageTypes = ReflectiveEnumerator.GetEnumerableOfType<NetMsg>()
  15. .Where(x => x.code != 0)
  16. .Select(x => { return x; })
  17. .ToList();
  18. }
  19. public static NetMsg FindWithCode(uint code)
  20. {
  21. for (int i = 0; i < netMessageTypes.Count; i++)
  22. {
  23. if(netMessageTypes[i].code == code) return netMessageTypes[i];
  24. }
  25. return null;
  26. }
  27. public static void ReceiveData(ref DataStreamReader stream, ServerBehaviour server, int clientId)
  28. {
  29. uint code = stream.ReadByte();
  30. NetMsg msg = FindWithCode(code).ReceiveMessage(server, ref stream, clientId);
  31. msg.ReadMessage(server, clientId);
  32. }
  33. public static void ReceiveData(ref DataStreamReader stream, ClientBehaviour client)
  34. {
  35. uint code = stream.ReadByte();
  36. NetMsg msg = FindWithCode(code).ReceiveMessage(client, ref stream);
  37. msg.ReadMessage(client);
  38. }
  39. public static void SendData(uint code, NetMsg netMsg, ref DataStreamWriter writer, ServerBehaviour server, int clientId)
  40. {
  41. FindWithCode(code).SendMessage(server, netMsg, ref writer, clientId);
  42. }
  43. public static void SendData(uint code, NetMsg netMsg, ref DataStreamWriter writer, ClientBehaviour client)
  44. {
  45. FindWithCode(code).SendMessage(client, netMsg, ref writer);
  46. }
  47. // Remove rest of the code below
  48. /*
  49. public static void Deserialize(uint code, ref DataStreamReader stream, ServerBehaviour server, int clientId = -1)
  50. => Deserialize(code, ref stream, server, null, clientId);
  51. public static void Deserialize(uint code, ref DataStreamReader stream, ClientBehaviour client, int clientId = -1)
  52. => Deserialize(code, ref stream, null, client, clientId);
  53. public static void Deserialize(uint code, ref DataStreamReader stream, ServerBehaviour server, ClientBehaviour client, int clientId)
  54. {
  55. NetOpCode opCode = (NetOpCode)code;
  56. switch (opCode)
  57. {
  58. case NetOpCode.Disconnect:
  59. NetDisconnectMsg netDisconnectMsg = new NetDisconnectMsg();
  60. netDisconnectMsg.Deserialize(ref stream);
  61. if(client != null)
  62. {
  63. string text = $"Server disconnected client";
  64. if(client.debug) Debug.Log(text);
  65. NetMsgEvents.Trigger($"{client.eventStreamName}_ServerDisconnect", text, -1, code, netDisconnectMsg);
  66. }
  67. if(server != null)
  68. {
  69. string text = $"Client is disconnecting";
  70. if(server.debug) Debug.Log(text);
  71. NetMsgEvents.Trigger($"{server.eventStreamName}_ClientDisconnect", text, clientId, code, netDisconnectMsg);
  72. }
  73. break;
  74. case NetOpCode.Handshake:
  75. NetHandshakeMsg netHandshakeMsg = new NetHandshakeMsg();
  76. netHandshakeMsg.Deserialize(ref stream);
  77. if(client != null)
  78. {
  79. string text = $"Server accepted handshake (playerName = {netHandshakeMsg.playerName})";
  80. if(client.debug) Debug.Log(text);
  81. NetMsgEvents.Trigger($"{client.eventStreamName}_HandshakeAccepted", text, -1, code, netHandshakeMsg);
  82. }
  83. if(server != null)
  84. {
  85. string text = $"Received handshake from client (ID {clientId}, playerName = {netHandshakeMsg.playerName})";
  86. if(server.debug) Debug.Log(text);
  87. NetMsgEvents.Trigger($"{server.eventStreamName}_HandshakeReceived", text, clientId, code, netHandshakeMsg);
  88. }
  89. break;
  90. case NetOpCode.ClientConnected:
  91. NetClientConnectedMsg netClientConnectedMsg = new NetClientConnectedMsg();
  92. netClientConnectedMsg.Deserialize(ref stream);
  93. if(client != null)
  94. {
  95. string text = $"New peer connected to server (playerName = {netClientConnectedMsg.playerName})";
  96. if(client.debug) Debug.Log(text);
  97. NetMsgEvents.Trigger($"{client.eventStreamName}_PeerConnected", text, -1, code, netClientConnectedMsg);
  98. }
  99. break;
  100. case NetOpCode.ClientDisconnected:
  101. NetClientDisconnectedMsg netClientDisconnectedMsg = new NetClientDisconnectedMsg();
  102. netClientDisconnectedMsg.Deserialize(ref stream);
  103. if(client != null)
  104. {
  105. string text = $"Peer disconnected to server (playerName = {netClientDisconnectedMsg.playerName})";
  106. if(client.debug) Debug.Log(text);
  107. NetMsgEvents.Trigger($"{client.eventStreamName}_PeerDisconnected", text, -1, code, netClientDisconnectedMsg);
  108. }
  109. break;
  110. default:
  111. NetMsg netMsg = new NetMsg();
  112. netMsg.Deserialize(ref stream);
  113. string error = $"Received data with invalid NetOpCode {code}";
  114. if(client != null)
  115. {
  116. if(client.debug) Debug.Log(error);
  117. NetMsgEvents.Trigger($"{client.eventStreamName}_InvalidOpCode", error, -1, code, netMsg);
  118. }
  119. if(server != null)
  120. {
  121. if(server.debug) Debug.Log(error);
  122. NetMsgEvents.Trigger($"{server.eventStreamName}_InvalidOpCode", error, clientId, code, netMsg);
  123. }
  124. break;
  125. }
  126. }
  127. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ServerBehaviour server, int clientId = -1)
  128. => Serialize(code, netMsg, ref writer, server, null, clientId);
  129. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ClientBehaviour client, int clientId = -1 )
  130. => Serialize(code, netMsg, ref writer, null, client, clientId);
  131. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ServerBehaviour server, ClientBehaviour client, int clientId)
  132. {
  133. NetOpCode opCode = (NetOpCode)code;
  134. switch (opCode)
  135. {
  136. case NetOpCode.Disconnect:
  137. NetDisconnectMsg netDisconnectMsg = (NetDisconnectMsg)netMsg;
  138. if(client != null)
  139. {
  140. string text = $"Sending disconnect message to server";
  141. if(client.debug) Debug.Log(text);
  142. NetMsgEvents.Trigger($"{client.eventStreamName}_SendingDisconnectMessageToServer", text, clientId, code, netDisconnectMsg);
  143. }
  144. if(server != null)
  145. {
  146. string text = $"Sending disconnect message to client (ID {clientId})";
  147. if(server.debug) Debug.Log(text);
  148. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingDisconnectMessageToClient", text, clientId, code, netDisconnectMsg);
  149. }
  150. netDisconnectMsg.Serialize(ref writer);
  151. break;
  152. case NetOpCode.Handshake:
  153. NetHandshakeMsg netHandshakeMsg = (NetHandshakeMsg)netMsg;
  154. if(client != null)
  155. {
  156. string text = $"Sending handshake (playerName = {netHandshakeMsg.playerName})";
  157. if(client.debug) Debug.Log(text);
  158. NetMsgEvents.Trigger($"{client.eventStreamName}_SendingHandshake", text, clientId, code, netHandshakeMsg);
  159. }
  160. if(server != null)
  161. {
  162. string text = $"Accepting handshake from client (ID {clientId}, playerName = {netHandshakeMsg.playerName})";
  163. if(server.debug) Debug.Log(text);
  164. NetMsgEvents.Trigger($"{server.eventStreamName}_AcceptingHandshake", text, clientId, code, netHandshakeMsg);
  165. }
  166. netHandshakeMsg.Serialize(ref writer);
  167. break;
  168. case NetOpCode.ClientConnected:
  169. NetClientConnectedMsg netClientConnectedMsg = (NetClientConnectedMsg)netMsg;
  170. if(server != null)
  171. {
  172. string text = $"Alerting clients of new connection (playerName = {netClientConnectedMsg.playerName})";
  173. if(server.debug) Debug.Log(text);
  174. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingClientConnectedMsg", text, clientId, code, netClientConnectedMsg);
  175. }
  176. netClientConnectedMsg.Serialize(ref writer);
  177. break;
  178. case NetOpCode.ClientDisconnected:
  179. NetClientDisconnectedMsg netClientDisconnectedMsg = (NetClientDisconnectedMsg)netMsg;
  180. if(server != null)
  181. {
  182. string text = $"Alerting clients of disconnection (playerName = {netClientDisconnectedMsg.playerName})";
  183. if(server.debug) Debug.Log(text);
  184. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingClientDisconnectedMsg", text, clientId, code, netClientDisconnectedMsg);
  185. }
  186. netClientDisconnectedMsg.Serialize(ref writer);
  187. break;
  188. default:
  189. break;
  190. }
  191. }
  192. */
  193. }
  194. }