mirror of
https://github.com/Steffo99/better-tee.git
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338 lines
13 KiB
C#
338 lines
13 KiB
C#
// add this component to the NetworkManager
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.ListServer
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{
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public class ServerStatus
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{
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public string ip;
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//public ushort port; // <- not all transports use a port. assume default port. feel free to also send a port if needed.
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public string title;
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public ushort players;
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public ushort capacity;
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public int lastLatency = -1;
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#if !UNITY_WEBGL // Ping isn't known in WebGL builds
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public Ping ping;
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#endif
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public ServerStatus(string ip, /*ushort port,*/ string title, ushort players, ushort capacity)
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{
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this.ip = ip;
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//this.port = port;
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this.title = title;
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this.players = players;
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this.capacity = capacity;
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#if !UNITY_WEBGL // Ping isn't known in WebGL builds
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ping = new Ping(ip);
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#endif
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}
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}
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[RequireComponent(typeof(NetworkManager))]
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public class ListServer : MonoBehaviour
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{
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[Header("Listen Server Connection")]
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public string listServerIp = "127.0.0.1";
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public ushort gameServerToListenPort = 8887;
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public ushort clientToListenPort = 8888;
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public string gameServerTitle = "Deathmatch";
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Telepathy.Client gameServerToListenConnection = new Telepathy.Client();
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Telepathy.Client clientToListenConnection = new Telepathy.Client();
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[Header("UI")]
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public GameObject mainPanel;
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public Transform content;
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public Text statusText;
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public UIServerStatusSlot slotPrefab;
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public Button serverAndPlayButton;
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public Button serverOnlyButton;
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public GameObject connectingPanel;
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public Text connectingText;
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public Button connectingCancelButton;
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int connectingDots = 0;
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// all the servers, stored as dict with unique ip key so we can
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// update them more easily
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// (use "ip:port" if port is needed)
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Dictionary<string, ServerStatus> list = new Dictionary<string, ServerStatus>();
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void Start()
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{
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// examples
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//list["127.0.0.1"] = new ServerStatus("127.0.0.1", "Deathmatch", 3, 10);
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//list["192.168.0.1"] = new ServerStatus("192.168.0.1", "Free for all", 7, 10);
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//list["172.217.22.3"] = new ServerStatus("172.217.22.3", "5vs5", 10, 10);
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//list["172.217.16.142"] = new ServerStatus("172.217.16.142", "Hide & Seek Mod", 0, 10);
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// Update once a second. no need to try to reconnect or read data
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// in each Update call
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// -> calling it more than 1/second would also cause significantly
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// more broadcasts in the list server.
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InvokeRepeating(nameof(Tick), 0, 1);
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}
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bool IsConnecting() => NetworkClient.active && !ClientScene.ready;
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bool FullyConnected() => NetworkClient.active && ClientScene.ready;
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// should we use the client to listen connection?
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bool UseClientToListen()
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{
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return !NetworkManager.isHeadless && !NetworkServer.active && !FullyConnected();
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}
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// should we use the game server to listen connection?
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bool UseGameServerToListen()
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{
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return NetworkServer.active;
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}
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void Tick()
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{
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TickGameServer();
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TickClient();
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}
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// send server status to list server
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void SendStatus()
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{
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BinaryWriter writer = new BinaryWriter(new MemoryStream());
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// create message
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writer.Write((ushort)NetworkServer.connections.Count);
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writer.Write((ushort)NetworkManager.singleton.maxConnections);
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byte[] titleBytes = Encoding.UTF8.GetBytes(gameServerTitle);
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writer.Write((ushort)titleBytes.Length);
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writer.Write(titleBytes);
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writer.Flush();
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// list server only allows up to 128 bytes per message
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if (writer.BaseStream.Position <= 128)
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{
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// send it
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gameServerToListenConnection.Send(((MemoryStream)writer.BaseStream).ToArray());
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}
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else Debug.LogError("[List Server] List Server will reject messages longer than 128 bytes. Please use a shorter title.");
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}
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void TickGameServer()
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{
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// send server data to listen
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if (UseGameServerToListen())
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{
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// connected yet?
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if (gameServerToListenConnection.Connected)
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{
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SendStatus();
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}
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// otherwise try to connect
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// (we may have just started the game)
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else if (!gameServerToListenConnection.Connecting)
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{
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Debug.Log("[List Server] GameServer connecting......");
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gameServerToListenConnection.Connect(listServerIp, gameServerToListenPort);
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}
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}
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// shouldn't use game server, but still using it?
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else if (gameServerToListenConnection.Connected)
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{
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gameServerToListenConnection.Disconnect();
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}
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}
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void ParseMessage(byte[] bytes)
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{
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// note: we don't use ReadString here because the list server
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// doesn't know C#'s '7-bit-length + utf8' encoding for strings
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BinaryReader reader = new BinaryReader(new MemoryStream(bytes, false), Encoding.UTF8);
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byte ipBytesLength = reader.ReadByte();
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byte[] ipBytes = reader.ReadBytes(ipBytesLength);
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string ip = new IPAddress(ipBytes).ToString();
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//ushort port = reader.ReadUInt16(); <- not all Transports use a port. assume default.
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ushort players = reader.ReadUInt16();
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ushort capacity = reader.ReadUInt16();
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ushort titleLength = reader.ReadUInt16();
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string title = Encoding.UTF8.GetString(reader.ReadBytes(titleLength));
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//Debug.Log("PARSED: ip=" + ip + /*" port=" + port +*/ " players=" + players + " capacity= " + capacity + " title=" + title);
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// build key
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string key = ip/* + ":" + port*/;
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// find existing or create new one
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if (list.TryGetValue(key, out ServerStatus server))
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{
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// refresh
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server.title = title;
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server.players = players;
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server.capacity = capacity;
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}
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else
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{
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// create
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server = new ServerStatus(ip, /*port,*/ title, players, capacity);
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}
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// save
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list[key] = server;
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}
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void TickClient()
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{
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// receive client data from listen
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if (UseClientToListen())
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{
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// connected yet?
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if (clientToListenConnection.Connected)
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{
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// receive latest game server info
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while (clientToListenConnection.GetNextMessage(out Telepathy.Message message))
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{
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// connected?
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if (message.eventType == Telepathy.EventType.Connected)
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Debug.Log("[List Server] Client connected!");
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// data message?
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else if (message.eventType == Telepathy.EventType.Data)
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ParseMessage(message.data);
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// disconnected?
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else if (message.eventType == Telepathy.EventType.Connected)
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Debug.Log("[List Server] Client disconnected.");
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}
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#if !UNITY_WEBGL // Ping isn't known in WebGL builds
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// ping again if previous ping finished
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foreach (ServerStatus server in list.Values)
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{
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if (server.ping.isDone)
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{
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server.lastLatency = server.ping.time;
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server.ping = new Ping(server.ip);
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}
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}
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#endif
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}
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// otherwise try to connect
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// (we may have just joined the menu/disconnect from game server)
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else if (!clientToListenConnection.Connecting)
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{
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Debug.Log("[List Server] Client connecting...");
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clientToListenConnection.Connect(listServerIp, clientToListenPort);
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}
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}
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// shouldn't use client, but still using it? (e.g. after joining)
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else if (clientToListenConnection.Connected)
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{
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clientToListenConnection.Disconnect();
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list.Clear();
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}
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// refresh UI afterwards
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OnUI();
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}
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// instantiate/remove enough prefabs to match amount
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public static void BalancePrefabs(GameObject prefab, int amount, Transform parent)
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{
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// instantiate until amount
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for (int i = parent.childCount; i < amount; ++i)
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{
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Instantiate(prefab, parent, false);
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}
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// delete everything that's too much
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// (backwards loop because Destroy changes childCount)
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for (int i = parent.childCount-1; i >= amount; --i)
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Destroy(parent.GetChild(i).gameObject);
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}
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void OnUI()
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{
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// only show while client not connected and server not started
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if (!NetworkManager.singleton.isNetworkActive || IsConnecting())
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{
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mainPanel.SetActive(true);
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// status text
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if (clientToListenConnection.Connecting)
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{
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//statusText.color = Color.yellow;
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statusText.text = "Connecting...";
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}
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else if (clientToListenConnection.Connected)
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{
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//statusText.color = Color.green;
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statusText.text = "Connected!";
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}
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else
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{
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//statusText.color = Color.gray;
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statusText.text = "Disconnected";
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}
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// instantiate/destroy enough slots
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BalancePrefabs(slotPrefab.gameObject, list.Count, content);
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// refresh all members
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for (int i = 0; i < list.Values.Count; ++i)
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{
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UIServerStatusSlot slot = content.GetChild(i).GetComponent<UIServerStatusSlot>();
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ServerStatus server = list.Values.ToList()[i];
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slot.titleText.text = server.title;
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slot.playersText.text = server.players + "/" + server.capacity;
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slot.latencyText.text = server.lastLatency != -1 ? server.lastLatency.ToString() : "...";
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slot.addressText.text = server.ip;
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slot.joinButton.interactable = !IsConnecting();
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slot.joinButton.gameObject.SetActive(server.players < server.capacity);
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slot.joinButton.onClick.RemoveAllListeners();
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slot.joinButton.onClick.AddListener(() => {
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NetworkManager.singleton.networkAddress = server.ip;
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NetworkManager.singleton.StartClient();
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});
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}
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// server buttons
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serverAndPlayButton.interactable = !IsConnecting();
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serverAndPlayButton.onClick.RemoveAllListeners();
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serverAndPlayButton.onClick.AddListener(() => {
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NetworkManager.singleton.StartHost();
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});
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serverOnlyButton.interactable = !IsConnecting();
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serverOnlyButton.onClick.RemoveAllListeners();
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serverOnlyButton.onClick.AddListener(() => {
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NetworkManager.singleton.StartServer();
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});
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}
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else mainPanel.SetActive(false);
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// show connecting panel while connecting
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if (IsConnecting())
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{
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connectingPanel.SetActive(true);
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// . => .. => ... => ....
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connectingDots = ((connectingDots + 1) % 4);
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connectingText.text = "Connecting" + new string('.', connectingDots);
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// cancel button
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connectingCancelButton.onClick.RemoveAllListeners();
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connectingCancelButton.onClick.AddListener(NetworkManager.singleton.StopClient);
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}
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else connectingPanel.SetActive(false);
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}
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// disconnect everything when pressing Stop in the Editor
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void OnApplicationQuit()
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{
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if (gameServerToListenConnection.Connected)
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gameServerToListenConnection.Disconnect();
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if (clientToListenConnection.Connected)
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clientToListenConnection.Disconnect();
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}
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}
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}
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