NetMsgController.cs 8.6 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using Unity.Networking.Transport;
  5. using KairoEngine.Core;
  6. namespace KairoEngine.Multiplayer
  7. {
  8. public static class NetMsgController
  9. {
  10. public static void Deserialize(uint code, ref DataStreamReader stream, ServerBehaviour server, int clientId = -1)
  11. => Deserialize(code, ref stream, server, null, clientId);
  12. public static void Deserialize(uint code, ref DataStreamReader stream, ClientBehaviour client, int clientId = -1)
  13. => Deserialize(code, ref stream, null, client, clientId);
  14. public static void Deserialize(uint code, ref DataStreamReader stream, ServerBehaviour server, ClientBehaviour client, int clientId)
  15. {
  16. NetOpCode opCode = (NetOpCode)code;
  17. switch (opCode)
  18. {
  19. case NetOpCode.Disconnect:
  20. NetDisconnectMsg netDisconnectMsg = new NetDisconnectMsg();
  21. netDisconnectMsg.Deserialize(ref stream);
  22. if(client != null)
  23. {
  24. string text = $"Server disconnected client";
  25. if(client.debug) Debug.Log(text);
  26. NetMsgEvents.Trigger($"{client.eventStreamName}_ServerDisconnect", text, -1, code, netDisconnectMsg);
  27. }
  28. if(server != null)
  29. {
  30. string text = $"Client is disconnecting";
  31. if(server.debug) Debug.Log(text);
  32. NetMsgEvents.Trigger($"{server.eventStreamName}_ClientDisconnect", text, clientId, code, netDisconnectMsg);
  33. }
  34. break;
  35. case NetOpCode.Handshake:
  36. NetHandshakeMsg netHandshakeMsg = new NetHandshakeMsg();
  37. netHandshakeMsg.Deserialize(ref stream);
  38. if(client != null)
  39. {
  40. string text = $"Server accepted handshake (playerName = {netHandshakeMsg.playerName})";
  41. if(client.debug) Debug.Log(text);
  42. NetMsgEvents.Trigger($"{client.eventStreamName}_HandshakeAccepted", text, -1, code, netHandshakeMsg);
  43. }
  44. if(server != null)
  45. {
  46. string text = $"Received handshake from client (ID {clientId}, playerName = {netHandshakeMsg.playerName})";
  47. if(server.debug) Debug.Log(text);
  48. NetMsgEvents.Trigger($"{server.eventStreamName}_HandshakeReceived", text, clientId, code, netHandshakeMsg);
  49. }
  50. break;
  51. case NetOpCode.ClientConnected:
  52. NetClientConnectedMsg netClientConnectedMsg = new NetClientConnectedMsg();
  53. netClientConnectedMsg.Deserialize(ref stream);
  54. if(client != null)
  55. {
  56. string text = $"New peer connected to server (playerName = {netClientConnectedMsg.playerName})";
  57. if(client.debug) Debug.Log(text);
  58. NetMsgEvents.Trigger($"{client.eventStreamName}_PeerConnected", text, -1, code, netClientConnectedMsg);
  59. }
  60. break;
  61. case NetOpCode.ClientDisconnected:
  62. NetClientDisconnectedMsg netClientDisconnectedMsg = new NetClientDisconnectedMsg();
  63. netClientDisconnectedMsg.Deserialize(ref stream);
  64. if(client != null)
  65. {
  66. string text = $"Peer disconnected to server (playerName = {netClientDisconnectedMsg.playerName})";
  67. if(client.debug) Debug.Log(text);
  68. NetMsgEvents.Trigger($"{client.eventStreamName}_PeerDisconnected", text, -1, code, netClientDisconnectedMsg);
  69. }
  70. break;
  71. default:
  72. NetMsg netMsg = new NetMsg();
  73. netMsg.Deserialize(ref stream);
  74. string error = $"Received data with invalid NetOpCode {code}";
  75. if(client != null)
  76. {
  77. if(client.debug) Debug.Log(error);
  78. NetMsgEvents.Trigger($"{client.eventStreamName}_InvalidOpCode", error, -1, code, netMsg);
  79. }
  80. if(server != null)
  81. {
  82. if(server.debug) Debug.Log(error);
  83. NetMsgEvents.Trigger($"{server.eventStreamName}_InvalidOpCode", error, clientId, code, netMsg);
  84. }
  85. break;
  86. }
  87. }
  88. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ServerBehaviour server, int clientId = -1)
  89. => Serialize(code, netMsg, ref writer, server, null, clientId);
  90. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ClientBehaviour client, int clientId = -1 )
  91. => Serialize(code, netMsg, ref writer, null, client, clientId);
  92. public static void Serialize(uint code, NetMsg netMsg, ref DataStreamWriter writer, ServerBehaviour server, ClientBehaviour client, int clientId)
  93. {
  94. NetOpCode opCode = (NetOpCode)code;
  95. switch (opCode)
  96. {
  97. case NetOpCode.Disconnect:
  98. NetDisconnectMsg netDisconnectMsg = (NetDisconnectMsg)netMsg;
  99. if(client != null)
  100. {
  101. string text = $"Sending disconnect message to server";
  102. if(client.debug) Debug.Log(text);
  103. NetMsgEvents.Trigger($"{client.eventStreamName}_SendingDisconnectMessageToServer", text, clientId, code, netDisconnectMsg);
  104. }
  105. if(server != null)
  106. {
  107. string text = $"Sending disconnect message to client (ID {clientId})";
  108. if(server.debug) Debug.Log(text);
  109. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingDisconnectMessageToClient", text, clientId, code, netDisconnectMsg);
  110. }
  111. netDisconnectMsg.Serialize(ref writer);
  112. break;
  113. case NetOpCode.Handshake:
  114. NetHandshakeMsg netHandshakeMsg = (NetHandshakeMsg)netMsg;
  115. if(client != null)
  116. {
  117. string text = $"Sending handshake (playerName = {netHandshakeMsg.playerName})";
  118. if(client.debug) Debug.Log(text);
  119. NetMsgEvents.Trigger($"{client.eventStreamName}_SendingHandshake", text, clientId, code, netHandshakeMsg);
  120. }
  121. if(server != null)
  122. {
  123. string text = $"Accepting handshake from client (ID {clientId}, playerName = {netHandshakeMsg.playerName})";
  124. if(server.debug) Debug.Log(text);
  125. NetMsgEvents.Trigger($"{server.eventStreamName}_AcceptingHandshake", text, clientId, code, netHandshakeMsg);
  126. }
  127. netHandshakeMsg.Serialize(ref writer);
  128. break;
  129. case NetOpCode.ClientConnected:
  130. NetClientConnectedMsg netClientConnectedMsg = (NetClientConnectedMsg)netMsg;
  131. if(server != null)
  132. {
  133. string text = $"Alerting clients of new connection (playerName = {netClientConnectedMsg.playerName})";
  134. if(server.debug) Debug.Log(text);
  135. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingClientConnectedMsg", text, clientId, code, netClientConnectedMsg);
  136. }
  137. netClientConnectedMsg.Serialize(ref writer);
  138. break;
  139. case NetOpCode.ClientDisconnected:
  140. NetClientDisconnectedMsg netClientDisconnectedMsg = (NetClientDisconnectedMsg)netMsg;
  141. if(server != null)
  142. {
  143. string text = $"Alerting clients of disconnection (playerName = {netClientDisconnectedMsg.playerName})";
  144. if(server.debug) Debug.Log(text);
  145. NetMsgEvents.Trigger($"{server.eventStreamName}_SendingClientDisconnectedMsg", text, clientId, code, netClientDisconnectedMsg);
  146. }
  147. netClientDisconnectedMsg.Serialize(ref writer);
  148. break;
  149. default:
  150. break;
  151. }
  152. }
  153. }
  154. }