using UnityEngine; using Mirror; using SanAndreasUnity.Utilities; namespace SanAndreasUnity.Net { public class NetManager : MonoBehaviour { public static int defaultListenPortNumber { get { return 7777; } } public static int listenPortNumber { get { return telepathyTransport.port; } } public static bool dontListen { get { return NetworkServer.dontListen; } set { NetworkServer.dontListen = value; } } public static int maxNumPlayers { get => NetworkManager.singleton.maxConnections; set { NetworkManager.singleton.maxConnections = value; } } public static TelepathyTransport telepathyTransport { get { return ((TelepathyTransport)Transport.activeTransport); } } public static string onlineScene { get { return NetworkManager.singleton.onlineScene; } set { NetworkManager.singleton.onlineScene = value; } } public static NetManager Instance { get; private set; } NetworkClientStatus m_lastClientStatus = NetworkClientStatus.Disconnected; public event System.Action onClientStatusChanged = delegate {}; NetManager () { // assign implementation in NetUtils // do this in ctor, because it may be too late in Awake() - server can theoretically start before our Awake() is called NetUtils.IsServerImpl = () => NetStatus.IsServer; } void Awake() { if (null == Instance) Instance = this; } void Update() { NetworkClientStatus clientStatusNow = NetStatus.clientStatus; if (clientStatusNow != m_lastClientStatus) { m_lastClientStatus = clientStatusNow; // notify F.InvokeEventExceptionSafe(this.onClientStatusChanged); } } public static void StartServer(ushort portNumber, string scene, ushort maxNumPlayers, bool bIsDedicated, bool bDontListen) { // first start a server, and then change scene NetManager.onlineScene = scene; NetManager.dontListen = bDontListen; NetManager.maxNumPlayers = maxNumPlayers; if (bIsDedicated) NetManager.StartServer(portNumber); else NetManager.StartHost(portNumber); //NetManager.ChangeScene(scene); } public static void StartServer( int portNumber ) { CheckIfNetworkIsStarted (); CheckIfPortIsValid (portNumber); CheckIfOnlineSceneIsAssigned (); SetupNetworkManger( "", portNumber ); NetworkManager.singleton.StartServer (); } public static void StartHost( int portNumber ) { CheckIfNetworkIsStarted (); CheckIfPortIsValid (portNumber); CheckIfOnlineSceneIsAssigned (); SetupNetworkManger( "", portNumber ); NetworkManager.singleton.StartHost (); } public static void StopServer() { NetworkManager.singleton.StopServer (); } public static void StopHost() { NetworkManager.singleton.StopHost (); } public static void StartClient( string ip, int serverPortNumber ) { CheckIfNetworkIsStarted (); CheckIfIPAddressIsValid (ip); CheckIfPortIsValid (serverPortNumber); SetupNetworkManger( ip, serverPortNumber ); NetworkManager.singleton.StartClient (); } public static void StopClient() { NetworkManager.singleton.StopClient (); } /// /// Stops both server and client. /// public static void StopNetwork() { // NetworkManager.singleton.StopHost (); NetworkManager.singleton.StopServer (); NetworkManager.singleton.StopClient (); } public static void CheckIfServerIsStarted() { if (NetStatus.IsServerStarted) throw new System.Exception ("Server already started"); } public static void CheckIfClientIsStarted() { if (!NetStatus.IsClientDisconnected ()) throw new System.Exception ("Client already started"); } public static void CheckIfNetworkIsStarted() { CheckIfServerIsStarted (); CheckIfClientIsStarted (); } public static void CheckIfPortIsValid( int portNumber ) { if (portNumber < 1 || portNumber > 65535) throw new System.ArgumentOutOfRangeException ( "portNumber", "Invalid port number"); } private static void CheckIfIPAddressIsValid( string ip ) { if (string.IsNullOrEmpty (ip)) throw new System.ArgumentException ("IP address empty"); // System.Net.IPAddress.Parse (); } private static void CheckIfOnlineSceneIsAssigned() { // we won't use scene management from NetworkManager // if (string.IsNullOrEmpty (NetManager.onlineScene)) // throw new System.Exception ("Online scene is not assigned"); } private static void SetupNetworkManger( string ip, int port ) { NetworkManager.singleton.networkAddress = ip; telepathyTransport.port = (ushort) port; } public static void AddSpawnPosition(Transform tr) { NetworkManager.startPositions.Add(tr); } public static Transform[] SpawnPositions { get { return NetworkManager.startPositions.ToArray(); } } public static void Spawn(GameObject go) { NetStatus.ThrowIfNotOnServer(); NetworkServer.Spawn(go); } public static void AssignAuthority(GameObject go, Player player) { NetStatus.ThrowIfNotOnServer(); var netIdentity = go.GetComponentOrThrow(); if (netIdentity.clientAuthorityOwner == player.connectionToClient) // already has authority return; // first remove existing authority client if (netIdentity.clientAuthorityOwner != null) netIdentity.RemoveClientAuthority(netIdentity.clientAuthorityOwner); // assign new authority client netIdentity.AssignClientAuthority(player.connectionToClient); } public static void RemoveAuthority(GameObject go) { NetStatus.ThrowIfNotOnServer(); var netIdentity = go.GetComponentOrThrow(); if (netIdentity.clientAuthorityOwner != null) netIdentity.RemoveClientAuthority(netIdentity.clientAuthorityOwner); } public static void ChangeScene(string newScene) { NetworkManager.singleton.ServerChangeScene(newScene); } public static GameObject GetNetworkObjectById(uint netId) { NetworkIdentity networkIdentity; if (NetworkIdentity.spawned.TryGetValue(netId, out networkIdentity)) { if (networkIdentity != null) return networkIdentity.gameObject; } return null; } } }