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better-tee/Assets/Code/ServerMainController.cs

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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
public class ServerMainController : MonoBehaviour
{
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[Header("Status")]
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public string password = null;
public List<Player> players;
public List<Viewer> viewers;
public GamePhase phase = GamePhase.UNINTIALIZED;
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[Header("Constants")]
public const int MAX_CONNECTIONS = 32;
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public void ServerStart() {
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phase = GamePhase.LOBBY;
NetworkServer.RegisterHandler<NetMessage.Connect.PlayerJoin>(OnPlayerJoin);
NetworkServer.RegisterHandler<NetMessage.Connect.ViewerLink>(OnViewerLink);
NetworkServer.RegisterHandler<NetMessage.Game.Settings>(OnGameSettings);
NetworkServer.RegisterHandler<NetMessage.Act.Results>(OnActResults);
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NetworkServer.Listen(MAX_CONNECTIONS);
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}
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public void OnPlayerJoin(NetworkConnection connection, NetMessage.Connect.PlayerJoin message) {
if(message.gamePassword != password) {
connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
return;
}
Player newPlayer = new Player(message.playerName, new Guid());
players.Add(newPlayer);
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NetMessage.Connect.PlayerJoinSuccessful reply = new NetMessage.Connect.PlayerJoinSuccessful {
player = newPlayer
};
connection.Send<NetMessage.Connect.PlayerJoinSuccessful>(reply);
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}
public void OnViewerLink(NetworkConnection connection, NetMessage.Connect.ViewerLink message) {
if(message.gamePassword != password) {
connection.Send<NetMessage.Error.InvalidPassword>(new NetMessage.Error.InvalidPassword());
return;
}
Viewer newViewer = new Viewer(new Guid());
viewers.Add(newViewer);
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NetMessage.Connect.ViewerLinkSuccessful reply = new NetMessage.Connect.ViewerLinkSuccessful {
viewer = newViewer
};
connection.Send<NetMessage.Connect.ViewerLinkSuccessful>(reply);
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}
public void OnGameSettings(NetworkConnection connection, NetMessage.Game.Settings message) {}
public void OnActResults(NetworkConnection connection, NetMessage.Act.Results message) {}
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}