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Update things

This commit is contained in:
Steffo 2019-09-19 19:02:34 +02:00
parent 40a7c5c6f8
commit a7f13f72ae
23 changed files with 742 additions and 43 deletions

View file

@ -3,9 +3,5 @@ using System;
[Serializable]
public class DrawingResults : ActResults {
public readonly byte[] pngBytes;
public DrawingResults(byte[] pngBytes) {
this.pngBytes = pngBytes;
}
public byte[] pngBytes;
}

View file

@ -8,6 +8,9 @@ namespace BetterTee.NetMsg
namespace Error {
public class InvalidPassword : MessageBase {}
public class GameAlreadyStarted : MessageBase {}
public class MaxPlayersCapReached : MessageBase {}
public class NotEnoughPlayers : MessageBase {}
public class NoSettings : MessageBase {}
}
public class LobbyStatusChange : MessageBase {
@ -43,7 +46,7 @@ namespace BetterTee.NetMsg
public string gamePassword;
}
public class ActResults : MessageBase
public class ActResultsMsg : MessageBase
{
public ActResults results;
}
@ -61,5 +64,7 @@ namespace BetterTee.NetMsg
{
public GameSettings settings;
}
public class GameStart : MessageBase {}
}
}

View file

@ -4,8 +4,4 @@ using System;
[Serializable]
public class TypingResults : ActResults {
public string[] submissions;
public TypingResults(string[] submissions) {
this.submissions = submissions;
}
}

View file

@ -91,7 +91,9 @@ namespace BetterTee.Player
drawableFrame.interactable = true;
//Generate results
results = new DrawingResults(drawableFrame.ToPNG());
results = new DrawingResults {
pngBytes = drawableFrame.ToPNG()
};
}
public override void ActCleanup() {
@ -108,4 +110,4 @@ namespace BetterTee.Player
}
}
}
}

View file

@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace BetterTee.Player
{
public class LobbyController : MonoBehaviour
{
[Header("Objects")]
public Canvas canvas = null;
public EventSystem eventSystem = null;
public Text lobbyText;
public Text playersText;
public Text viewersText;
public Text playersList;
public Text viewersList;
[Header("Prefabs")]
public GameObject lobbyTextPrefab;
public GameObject playersTextPrefab;
public GameObject viewersTextPrefab;
public GameObject playersListPrefab;
public GameObject viewersListPrefab;
protected void Start() {
canvas = GameObject.FindGameObjectWithTag("Canvas")?.GetComponent<Canvas>();
eventSystem = GameObject.FindGameObjectWithTag("EventSystem")?.GetComponent<EventSystem>();
lobbyText = Instantiate(lobbyTextPrefab, canvas.transform).GetComponent<Text>();
playersText = Instantiate(playersTextPrefab, canvas.transform).GetComponent<Text>();
viewersText = Instantiate(viewersTextPrefab, canvas.transform).GetComponent<Text>();
playersList = Instantiate(playersListPrefab, canvas.transform).GetComponent<Text>();
viewersList = Instantiate(viewersListPrefab, canvas.transform).GetComponent<Text>();
}
public void OnLobbyStatusChange(ConnectedPlayerData[] players, ConnectedViewerData[] viewers) {
playersList.text = "";
viewersList.text = "";
foreach(ConnectedPlayerData player in players) {
playersList.text += String.Format("[{0}] {1}\n", player.id, player.name);
}
foreach(ConnectedViewerData viewer in viewers) {
viewersList.text += String.Format("[{0}] {1}\n", viewer.id, viewer.name);
}
}
protected void OnDestroy() {
Destroy(lobbyText.gameObject);
Destroy(playersText.gameObject);
Destroy(viewersText.gameObject);
Destroy(playersList.gameObject);
Destroy(viewersList.gameObject);
}
}
}

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View file

@ -19,10 +19,12 @@ namespace BetterTee.Player
[Header("Objects")]
public ActController currentAct = null;
public LobbyController lobbyController = null;
[Header("Prefabs")]
public GameObject drawingControllerPrefab;
public GameObject typingControllerPrefab;
public GameObject lobbyControllerPrefab = null;
public GameObject drawingControllerPrefab = null;
public GameObject typingControllerPrefab = null;
[Serializable]
public class InvalidActTypeException : Exception {
@ -48,7 +50,7 @@ namespace BetterTee.Player
LogFilter.Debug = true;
Transport.activeTransport = GetComponent<TelepathyTransport>();
NetworkClient.RegisterHandler<ConnectMessage>(OnConnect);
NetworkClient.RegisterHandler<NetMsg.Server.PlayerJoined>(OnPlayerJoinSuccessful);
NetworkClient.RegisterHandler<NetMsg.Server.LobbyStatusChange>(OnLobbyStatusChange);
NetworkClient.RegisterHandler<NetMsg.Server.LobbyEnd>(OnLobbyEnd);
NetworkClient.RegisterHandler<NetMsg.Server.GameEnd>(OnGameEnd);
NetworkClient.RegisterHandler<NetMsg.Server.ActInit>(OnActInit);
@ -65,10 +67,12 @@ namespace BetterTee.Player
playerName = playerName,
gamePassword = gamePassword
});
lobbyController = Instantiate(lobbyControllerPrefab, transform).GetComponent<LobbyController>();
}
protected void OnPlayerJoinSuccessful(NetworkConnection connection, NetMsg.Server.PlayerJoined message) {
protected void OnLobbyStatusChange(NetworkConnection connection, NetMsg.Server.LobbyStatusChange message) {
lobbyController.OnLobbyStatusChange(message.players, message.viewers);
}
protected void OnLobbyEnd(NetworkConnection connection, NetMsg.Server.LobbyEnd message) {}

View file

@ -84,7 +84,9 @@ namespace BetterTee.Player {
submit.GetComponent<Button>().interactable = false;
//Create results
results = new TypingResults(submissions.ToArray());
results = new TypingResults {
submissions = submissions.ToArray()
};
}
public override void ActCleanup() {

View file

@ -1,57 +1,138 @@
using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using Mirror;
namespace BetterTee.Server {
namespace BetterTee.Server
{
public class ServerMainController : MonoBehaviour
{
[Header("Status")]
public string password = null;
public List<ConnectedPlayerData> players;
public List<ConnectedViewerData> viewers;
public string lobbyPassword = null;
public Dictionary<NetworkConnection, ConnectedPlayer> players;
public Dictionary<NetworkConnection, ConnectedViewer> viewers;
public GamePhase phase = GamePhase.UNINTIALIZED;
public GameSettings gameSettings = null;
public int? currentActNumber = null;
public ActSettings CurrentActSettings {
get {
if(gameSettings == null) return null;
if(currentActNumber == null) return null;
return gameSettings.acts[currentActNumber.Value - 1];
}
}
[Header("Constants")]
public const int MAX_CONNECTIONS = 32;
#region Unity Methods
protected void Start() {
StartServer();
ServerStart();
}
protected void OnDestroy() {
if(NetworkServer.active) NetworkServer.Shutdown();
}
public void StartServer() {
#endregion
public void ServerStart() {
LogFilter.Debug = true;
phase = GamePhase.LOBBY;
players = new Dictionary<NetworkConnection, ConnectedPlayer>();
viewers = new Dictionary<NetworkConnection, ConnectedViewer>();
Transport.activeTransport = GetComponent<TelepathyTransport>();
#region Client Messages
NetworkServer.RegisterHandler<NetMsg.Client.PlayerJoin>(OnPlayerJoin);
NetworkServer.RegisterHandler<NetMsg.Client.ActResults>(OnActResults);
NetworkServer.RegisterHandler<NetMsg.Client.ActResultsMsg>(OnActResults);
#endregion
#region Viewer Messages
NetworkServer.RegisterHandler<NetMsg.Viewer.Settings>(OnGameSettings);
NetworkServer.RegisterHandler<NetMsg.Viewer.ViewerLink>(OnViewerLink);
NetworkServer.RegisterHandler<NetMsg.Viewer.GameStart>(OnGameStart);
#endregion
#region Other Messages
NetworkServer.RegisterHandler<ConnectMessage>(OnConnect);
NetworkServer.RegisterHandler<DisconnectMessage>(OnDisconnect);
#endregion
NetworkServer.Listen(MAX_CONNECTIONS);
}
public void SendLobbyUpdate() {
SendToAllRegistered<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
players = players.Values.ToList().ConvertAll<ConnectedPlayerData>(player => player.Data).ToArray(),
viewers = viewers.Values.ToList().ConvertAll<ConnectedViewerData>(viewer => viewer.Data).ToArray()
});
}
public void GameStart() {
phase = GamePhase.ACTS;
currentActNumber = 1;
}
public void ActInit() {
SendToAllRegistered<NetMsg.Server.ActInit>(new NetMsg.Server.ActInit {
settings = CurrentActSettings
});
}
#region SendToAll Methods
public void SendToAllPlayers<T>(T message, int channelId = 0)
where T: IMessageBase {
foreach(NetworkConnection connection in players.Keys) {
connection.Send<T>(message, channelId);
}
}
public void SendToAllViewers<T>(T message, int channelId = 0)
where T: IMessageBase {
foreach(NetworkConnection connection in viewers.Keys) {
connection.Send<T>(message, channelId);
}
}
public void SendToAllRegistered<T>(T message, int channelId = 0)
where T: IMessageBase {
SendToAllPlayers<T>(message, channelId);
SendToAllViewers<T>(message, channelId);
}
#endregion
#region Network Events
protected void OnConnect(NetworkConnection connection, ConnectMessage message) {}
protected void OnConnect(NetworkConnection connection, ConnectMessage message) {
//Kick out clients that don't identify in 5 seconds?
}
protected void OnDisconnect(NetworkConnection connection, DisconnectMessage message) {
//How to handle disconnections?
try {
players.Remove(connection);
}
catch(KeyNotFoundException) {}
try {
viewers.Remove(connection);
}
catch(KeyNotFoundException) {}
SendLobbyUpdate();
}
protected void OnPlayerJoin(NetworkConnection connection, NetMsg.Client.PlayerJoin message)
{
if(message.gamePassword != password) {
if(message.gamePassword != lobbyPassword) {
connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
connection.Disconnect();
return;
@ -61,47 +142,69 @@ namespace BetterTee.Server {
connection.Disconnect();
return;
}
if(players.Count >= gameSettings.maximumPlayers) {
connection.Send<NetMsg.Server.Error.MaxPlayersCapReached>(new NetMsg.Server.Error.MaxPlayersCapReached());
connection.Disconnect();
return;
}
ConnectedPlayerData newPlayer = new ConnectedPlayerData {
ConnectedPlayer newPlayer = new ConnectedPlayer {
name = message.playerName,
id = players.Count
};
players.Add(newPlayer);
players.Add(connection, newPlayer);
Debug.LogFormat("Player {0} joined the game", message.playerName);
connection.Send<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
players = players.ToArray(),
viewers = viewers.ToArray()
});
SendLobbyUpdate();
}
protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResults message) {
//TODO
protected void OnActResults(NetworkConnection connection, NetMsg.Client.ActResultsMsg message) {
//Where should we put act results?
}
protected void OnGameSettings(NetworkConnection connection, NetMsg.Viewer.Settings message) {
Debug.LogFormat("Received GameSettings from {0}", viewers[connection].name);
gameSettings = message.settings;
}
protected void OnViewerLink(NetworkConnection connection, NetMsg.Viewer.ViewerLink message)
{
if(message.gamePassword != password) {
if(message.gamePassword != lobbyPassword) {
connection.Send<NetMsg.Server.Error.InvalidPassword>(new NetMsg.Server.Error.InvalidPassword());
connection.Disconnect();
return;
}
ConnectedViewerData newViewer = new ConnectedViewerData {
ConnectedViewer newViewer = new ConnectedViewer {
name = message.viewerName,
id = viewers.Count
};
viewers.Add(newViewer);
viewers.Add(connection, newViewer);
Debug.LogFormat("Viewer {0} is now linked to the game", message.viewerName);
connection.Send<NetMsg.Server.LobbyStatusChange>(new NetMsg.Server.LobbyStatusChange {
players = players.ToArray(),
viewers = viewers.ToArray()
});
SendLobbyUpdate();
}
protected void OnGameStart(NetworkConnection connection, NetMsg.Viewer.GameStart message) {
if(gameSettings == null) {
connection.Send<NetMsg.Server.Error.NoSettings>(new NetMsg.Server.Error.NoSettings());
connection.Disconnect();
return;
}
if(players.Count < gameSettings.minimumPlayers) {
connection.Send<NetMsg.Server.Error.NotEnoughPlayers>(new NetMsg.Server.Error.NotEnoughPlayers());
connection.Disconnect();
return;
}
GameStart();
}
#endregion
}

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