mirror of
https://github.com/Steffo99/better-tee.git
synced 2024-11-27 17:14:18 +00:00
Add some new code?
This commit is contained in:
parent
23b5280cd6
commit
85f321e506
8 changed files with 461 additions and 78 deletions
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@ -11,11 +11,13 @@ namespace BetterTee.NetMsg
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public class MaxPlayersCapReached : MessageBase {}
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public class NotEnoughPlayers : MessageBase {}
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public class NoSettings : MessageBase {}
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public class MissingGameSettings : MessageBase {}
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}
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public class LobbyStatusChange : MessageBase {
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public ConnectedPlayerData[] players;
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public ConnectedViewerData[] viewers;
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public bool canStart;
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}
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public class LobbyEnd : MessageBase
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@ -9,14 +9,23 @@ namespace BetterTee.Server
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public class ServerMainController : MonoBehaviour
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{
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[Header("Status")]
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public string lobbyPassword = null;
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public Dictionary<NetworkConnection, ConnectedPlayer> players;
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public Dictionary<NetworkConnection, ConnectedViewer> viewers;
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public GamePhase phase = GamePhase.UNINTIALIZED;
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public GamePhase gamePhase = GamePhase.UNINTIALIZED;
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public GameSettings gameSettings = null;
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public int? currentActNumber = null;
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public string lobbyPassword = null;
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public bool CanStartGame {
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get {
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return (
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gamePhase == GamePhase.LOBBY &&
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gameSettings != null &&
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players.Count >= gameSettings.minimumPlayers
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);
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}
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}
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public ActSettings CurrentActSettings {
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get {
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@ -28,6 +37,7 @@ namespace BetterTee.Server
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[Header("Constants")]
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public const int MAX_CONNECTIONS = 32;
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public const int PASSWORD_LENGTH = 4;
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#region Unity Methods
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@ -42,23 +52,29 @@ namespace BetterTee.Server
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#endregion
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public void ServerStart() {
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LogFilter.Debug = true;
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phase = GamePhase.LOBBY;
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gamePhase = GamePhase.LOBBY;
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players = new Dictionary<NetworkConnection, ConnectedPlayer>();
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viewers = new Dictionary<NetworkConnection, ConnectedViewer>();
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Transport.activeTransport = GetComponent<TelepathyTransport>();
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#region Password Creation
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char[] charList = "ABCDEFGHIJKLMNOPQRSTUVWXYZ".ToCharArray();
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lobbyPassword = "";
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for(int i = 0; i < PASSWORD_LENGTH; i++) {
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lobbyPassword += charList[UnityEngine.Random.Range(0, charList.Length)];
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}
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Debug.Log("The server password is: {}");
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#endregion
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#region Client Messages
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NetworkServer.RegisterHandler<NetMsg.Client.PlayerJoin>(OnPlayerJoin);
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NetworkServer.RegisterHandler<NetMsg.Client.ActResultsMsg>(OnActResults);
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#endregion
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#region Viewer Messages
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NetworkServer.RegisterHandler<NetMsg.Viewer.Settings>(OnGameSettings);
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NetworkServer.RegisterHandler<NetMsg.Viewer.ViewerLink>(OnViewerLink);
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NetworkServer.RegisterHandler<NetMsg.Viewer.GameStart>(OnGameStart);
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#endregion
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#region Other Messages
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NetworkServer.RegisterHandler<ConnectMessage>(OnConnect);
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NetworkServer.RegisterHandler<DisconnectMessage>(OnDisconnect);
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@ -70,13 +86,15 @@ namespace BetterTee.Server
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public void SendLobbyUpdate() {
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SendToAllRegistered<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
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players = players.Values.ToList().ConvertAll<ConnectedPlayerData>(player => player.Data).ToArray(),
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viewers = viewers.Values.ToList().ConvertAll<ConnectedViewerData>(viewer => viewer.Data).ToArray()
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viewers = viewers.Values.ToList().ConvertAll<ConnectedViewerData>(viewer => viewer.Data).ToArray(),
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canStart = (gameSettings != null && players.Count >= gameSettings.minimumPlayers)
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});
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}
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public void GameStart() {
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phase = GamePhase.ACTS;
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gamePhase = GamePhase.ACTS;
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currentActNumber = 1;
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//TODO?
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}
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public void ActInit() {
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@ -111,12 +129,11 @@ namespace BetterTee.Server
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#region Network Events
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
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//Kick out clients that don't identify in 5 seconds?
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}
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {}
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protected void OnDisconnect(NetworkConnection connection, DisconnectMessage message) {
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//How to handle disconnections?
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if(gamePhase == GamePhase.LOBBY) {
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try {
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players.Remove(connection);
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}
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@ -129,15 +146,23 @@ namespace BetterTee.Server
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SendLobbyUpdate();
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}
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else {
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Debug.LogWarning("Disconnections after the lobby phase aren't handled");
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}
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}
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protected void OnPlayerJoin(NetworkConnection connection, NetMsg.Client.PlayerJoin message)
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{
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protected void OnPlayerJoin(NetworkConnection connection, NetMsg.Client.PlayerJoin message) {
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if(gameSettings == null) {
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connection.Send<NetMsg.Server.Error.MissingGameSettings>(new NetMsg.Server.Error.MissingGameSettings());
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connection.Disconnect();
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return;
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}
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if(message.gamePassword != lobbyPassword) {
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connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
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connection.Disconnect();
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return;
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}
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if(phase != GamePhase.LOBBY) {
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if(gamePhase != GamePhase.LOBBY) {
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connection.Send<NetMsg.Server.Error.GameAlreadyStarted>(new NetMsg.Server.Error.GameAlreadyStarted());
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connection.Disconnect();
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return;
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@ -154,22 +179,10 @@ namespace BetterTee.Server
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};
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players.Add(connection, newPlayer);
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Debug.LogFormat("Player {0} joined the game", message.playerName);
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SendLobbyUpdate();
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}
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protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResultsMsg message) {
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//Where should we put act results?
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}
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protected void OnGameSettings(NetworkConnection connection, NetMsg.Viewer.Settings message) {
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Debug.LogFormat("Received GameSettings from {0}", viewers[connection].name);
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gameSettings = message.settings;
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}
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protected void OnViewerLink(NetworkConnection connection, NetMsg.Viewer.ViewerLink message)
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{
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protected void OnViewerLink(NetworkConnection connection, NetMsg.Viewer.ViewerLink message) {
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if(message.gamePassword != lobbyPassword) {
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connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
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connection.Disconnect();
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@ -182,20 +195,25 @@ namespace BetterTee.Server
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};
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viewers.Add(connection, newViewer);
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Debug.LogFormat("Viewer {0} is now linked to the game", message.viewerName);
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SendLobbyUpdate();
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}
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protected void OnGameSettings(NetworkConnection connection, NetMsg.Viewer.Settings message) {
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if(gameSettings != null) {
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Debug.LogWarning("gameSettings were overwritten.");
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}
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gameSettings = message.settings;
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SendLobbyUpdate();
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}
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protected void OnGameStart(NetworkConnection connection, NetMsg.Viewer.GameStart message) {
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if(gameSettings == null) {
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connection.Send<NetMsg.Server.Error.NoSettings>(new NetMsg.Server.Error.NoSettings());
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connection.Disconnect();
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return;
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}
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if(players.Count < gameSettings.minimumPlayers) {
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connection.Send<NetMsg.Server.Error.NotEnoughPlayers>(new NetMsg.Server.Error.NotEnoughPlayers());
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connection.Disconnect();
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@ -205,6 +223,8 @@ namespace BetterTee.Server
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GameStart();
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}
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protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResultsMsg message) {}
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#endregion
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}
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@ -1,3 +1,4 @@
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using System;
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using UnityEngine;
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using UnityEngine.EventSystems;
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@ -5,7 +6,7 @@ using UnityEngine.EventSystems;
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namespace BetterTee.Viewer
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{
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public class ActViewer
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public abstract class ActViewer
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{
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[Header("Settings")]
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public ActSettings settings = null;
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@ -14,6 +15,73 @@ namespace BetterTee.Viewer
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[Header("Objects")]
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public Canvas canvas = null;
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public EventSystem eventSystem = null;
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public ActPhase Phase {
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get {
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return phase;
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}
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}
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[Serializable]
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public class InvalidPhaseException : Exception {
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public readonly ActPhase currentPhase;
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public InvalidPhaseException(ActPhase currentPhase) {
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this.currentPhase = currentPhase;
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}
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};
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/// <summary>
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/// Call this to initialize the Act (GameObjects, ActSettings, etc). All interactable components should be disabled in this phase.
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/// </summary>
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public virtual void ActInit() {
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phase = ActPhase.INIT;
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canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
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}
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/// <summary>
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/// Call this to enable all interactable components in the Act. It should be called when the player is ready to play.
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/// </summary>
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public virtual void ActStart() {
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if(Phase != ActPhase.INIT) throw new InvalidPhaseException(phase);
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phase = ActPhase.START;
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}
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/// <summary>
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/// Call this to disable once again all interactable components in the Act. It should be called when the Act is finished (time ran out, player reached submission limit, etc).
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/// </summary>
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public virtual void ActEnd() {
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if(Phase != ActPhase.START) throw new InvalidPhaseException(phase);
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phase = ActPhase.END;
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}
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/// <summary>
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/// Call this to cleanup all GameObjects created during the Init phase.
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/// </summary>
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public virtual void ActCleanup() {
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if(Phase != ActPhase.END) {
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Debug.LogWarningFormat("ActCleanup() was called during {0}", Phase);
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}
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phase = ActPhase.CLEANUP;
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}
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protected virtual void Awake() {
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}
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protected virtual void Start() {
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}
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protected virtual void Update() {
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}
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protected virtual void OnDestroy() {
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ActCleanup();
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}
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}
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}
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@ -15,18 +15,12 @@ namespace BetterTee.Viewer
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public EventSystem eventSystem = null;
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public Action startGameAction = null;
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public Text lobbyText = null;
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public Text playersText = null;
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public Text viewersText = null;
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public Text playersList = null;
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public Text viewersList = null;
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public InputField gameSettingsField = null;
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public StartGameBtn startGameBtn = null;
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[Header("Prefabs")]
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public GameObject lobbyTextPrefab;
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public GameObject playersTextPrefab;
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public GameObject viewersTextPrefab;
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public GameObject playersListPrefab;
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public GameObject viewersListPrefab;
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public GameObject gameSettingsFieldPrefab;
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public GameObject startGameBtnPrefab;
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protected void Start() {
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@ -34,25 +28,14 @@ namespace BetterTee.Viewer
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eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
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lobbyText = Instantiate(lobbyTextPrefab, canvas.transform).GetComponent<Text>();
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playersText = Instantiate(playersTextPrefab, canvas.transform).GetComponent<Text>();
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viewersText = Instantiate(viewersTextPrefab, canvas.transform).GetComponent<Text>();
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playersList = Instantiate(playersListPrefab, canvas.transform).GetComponent<Text>();
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viewersList = Instantiate(viewersListPrefab, canvas.transform).GetComponent<Text>();
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gameSettingsField = Instantiate(gameSettingsFieldPrefab, canvas.transform).GetComponent<InputField>();
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startGameBtn = Instantiate(startGameBtnPrefab, canvas.transform).GetComponent<StartGameBtn>();
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startGameBtn.lobbyController = this;
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}
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public void OnLobbyStatusChange(ConnectedPlayerData[] players, ConnectedViewerData[] viewers) {
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playersList.text = "";
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viewersList.text = "";
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foreach(ConnectedPlayerData player in players) {
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playersList.text += String.Format("[{0}] {1}\n", player.id, player.name);
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}
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foreach(ConnectedViewerData viewer in viewers) {
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viewersList.text += String.Format("[{0}] {1}\n", viewer.id, viewer.name);
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}
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public void OnLobbyStatusChange(ConnectedPlayerData[] players, ConnectedViewerData[] viewers, bool canStart) {
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gameSettingsField.interactable = true;
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startGameBtn.GetComponent<Button>().interactable = canStart;
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}
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public void OnStartGameBtnPress() {
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@ -61,10 +44,8 @@ namespace BetterTee.Viewer
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protected void OnDestroy() {
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Destroy(lobbyText.gameObject);
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Destroy(playersText.gameObject);
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Destroy(viewersText.gameObject);
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Destroy(playersList.gameObject);
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Destroy(viewersList.gameObject);
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Destroy(gameSettingsField.gameObject);
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Destroy(startGameBtn.gameObject);
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}
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}
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}
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@ -37,6 +37,16 @@ namespace BetterTee.Viewer
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};
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public void LoadAct(ActSettings settings) {
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if(settings.type == "Drawing") {
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currentAct = Instantiate(drawingViewerPrefab).GetComponent<ActViewer>();
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currentAct.settings = settings;
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currentAct.ActInit();
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}
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else if(settings.type == "Typing") {
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currentAct = Instantiate(typingViewerPrefab).GetComponent<ActViewer>();
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currentAct.settings = settings;
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currentAct.ActInit();
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}
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throw new InvalidActTypeException(settings.type);
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}
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@ -61,7 +71,6 @@ namespace BetterTee.Viewer
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#region Network Events
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protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
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Debug.Log("Sending ViewerLink message");
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connection.Send<NetMsg.Viewer.ViewerLink>(new NetMsg.Viewer.ViewerLink {
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viewerName = viewerName,
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gamePassword = gamePassword
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@ -76,25 +85,26 @@ namespace BetterTee.Viewer
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}
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protected void OnLobbyStatusChange(NetworkConnection connection, NetMsg.Server.LobbyStatusChange message) {
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lobbyController.OnLobbyStatusChange(message.players, message.viewers);
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lobbyController.OnLobbyStatusChange(message.players, message.viewers, message.canStart);
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}
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protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {}
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protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {
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Destroy(lobbyController.gameObject);
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}
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protected void OnGameEnd(NetworkConnection connection, NetMsg.Server.GameEnd message) {}
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protected void OnActInit(NetworkConnection connection, NetMsg.Server.ActInit message) {
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LoadAct(message.settings);
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//currentAct.ActInit();
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}
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protected void OnActStart(NetworkConnection connection, NetMsg.Server.ActStart message) {
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//currentAct.ActStart();
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currentAct.ActStart();
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}
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protected void OnActEnd(NetworkConnection connection, NetMsg.Server.ActEnd message) {
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//currentAct.ActEnd();
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//Destroy(currentAct);
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currentAct.ActEnd();
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Destroy(currentAct.gameObject);
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}
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#endregion
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295
Assets/Prefabs/Misc/Game Settings Field.prefab
Normal file
295
Assets/Prefabs/Misc/Game Settings Field.prefab
Normal file
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@ -0,0 +1,295 @@
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%YAML 1.1
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7
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7
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Loading…
Reference in a new issue