mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-04 01:39:11 +00:00
0445f29dfd
* Updated SyncDictionary usage in SyncedBag.cs - Removed the extra class that is no longer needed for SyncDictionary's - Removed OP codes (OP_DIRTY) switch case that no longer exists (superseded by OP_SET) Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Updated method names Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Updated more string sync dictionaries Ped_Networking.cs VehicleController.cs Player.cs SyncedServerData.cs Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Updated NetworkTime fields in NetStats.cs Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Updated syncData types Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Implemented conditional compilation to replace old isHeadless Signed-off-by: Lukas Olson <lukasolson@greyblockgames.com> * Updated hooks * A few more syncDictionary upgrades * Moved away from obsolete NetworkIdentity.spawned * Updated SetDirtyBit to SetSyncVarDirtyBit in DeadBody.cs * Updated ScriptingDefineSymbols for Mirror * Updated JoinGameWindow.cs * Use latest MirrorLite commit for submodule * Use latest MirrorLite commit for submodule * Reverted EditorSettings.asset to commitb1c9d38e3a
* Reverted JoinGameWindow.cs to commitb1c9d38e3a
* Changed method for headless mode in NetCmdLineHandler.cs Changed from compiler defs to SanAndreasUnity helpers for determining headless mode in NetCmdLineHandler.cs * Re-Added ConfigureHeadlessFrameRate override on CustomNetworkManager.cs * Started updating JoinGameWindow.cs - Commented out GUI errors - Updated type 'DiscoveryInfo' to 'ServerResponse' in method ConnectFromDiscovery() params. - Updated Connect() 'port' parameter to use type 'int' rather than 'ushort' as per Mirror conventions. Co-authored-by: Lukas Olson <lukasolson@greyblockgames.com>
227 lines
7.1 KiB
C#
227 lines
7.1 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Behaviours;
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using SanAndreasUnity.Utilities;
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using System.Linq;
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using System.Text;
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namespace SanAndreasUnity.Net
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{
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public class Player : NetworkBehaviour
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{
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static List<Player> s_allPlayers = new List<Player>();
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public static Player[] AllPlayersCopy => s_allPlayers.ToArray();
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public static IEnumerable<Player> AllPlayersEnumerable => s_allPlayers;
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public static IReadOnlyList<Player> AllPlayersList => s_allPlayers;
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/// <summary>Local player.</summary>
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public static Player Local { get; private set; }
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public static event System.Action<Player> onStart = delegate {};
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public static event System.Action<Player> onDisable = delegate {};
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[SyncVar(hook=nameof(OnOwnedGameObjectChanged))] GameObject m_ownedGameObject;
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Ped m_ownedPed;
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//public GameObject OwnedGameObject { get { return m_ownedGameObject; } internal set { m_ownedGameObject = value; } }
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public Ped OwnedPed { get { return m_ownedPed; } internal set { m_ownedPed = value; m_ownedGameObject = value != null ? value.gameObject : null; } }
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[SyncVar]
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private string m_net_playerName = string.Empty;
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public string PlayerName
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{
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get => m_net_playerName;
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private set => m_net_playerName = value;
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}
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public static readonly int MaxPlayerNameLength = 20;
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public static readonly int MinPlayerNameLength = 2;
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public static readonly string DefaultPlayerName = "Player";
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public string DescriptionForLogging => "(netId=" + this.netId + ", addr=" + (this.connectionToClient != null ? this.connectionToClient.address : "") + ")";
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private readonly SyncDictionary<string, string> m_syncDictionary = new SyncDictionary<string, string>();
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public SyncedBag ExtraData { get; }
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Player()
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{
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ExtraData = new SyncedBag(m_syncDictionary);
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}
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public static Player GetOwningPlayer(Ped ped)
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{
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if (null == ped)
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return null;
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return AllPlayersEnumerable.FirstOrDefault(p => p.OwnedPed == ped);
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}
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private void Awake()
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{
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if (NetStatus.IsServer)
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{
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// assign default player name
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this.PlayerName = GeneratePlayerName(DefaultPlayerName);
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}
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}
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void OnEnable()
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{
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s_allPlayers.Add(this);
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}
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void OnDisable()
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{
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s_allPlayers.Remove(this);
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// kill player's ped
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if (NetStatus.IsServer)
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{
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if (this.OwnedPed)
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Destroy(this.OwnedPed.gameObject);
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}
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F.InvokeEventExceptionSafe(onDisable, this);
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (this.isServer)
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return;
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m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
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}
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public override void OnStartLocalPlayer()
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{
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base.OnStartLocalPlayer();
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Local = this;
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}
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void Start()
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{
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// log some info
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if (!this.isLocalPlayer)
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Debug.LogFormat("Player {0} connected, time: {1}", this.DescriptionForLogging, F.CurrentDateForLogging);
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F.InvokeEventExceptionSafe(onStart, this);
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}
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public override void OnStopClient()
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{
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base.OnStopClient();
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// log some info about this
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if (!this.isLocalPlayer)
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Debug.LogFormat("Player {0} disconnected, time: {1}", this.DescriptionForLogging, F.CurrentDateForLogging);
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}
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void OnOwnedGameObjectChanged(GameObject oldGo, GameObject newGo)
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{
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Debug.LogFormat("Owned game object changed for player (net id {0})", this.netId);
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if (this.isServer)
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return;
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m_ownedGameObject = newGo;
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m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
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}
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void Update()
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{
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// Telepathy does not detect dead connections, so we'll have to detect them ourselves
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if (NetStatus.IsServer && !this.isLocalPlayer)
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{
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if (Time.time - this.connectionToClient.lastMessageTime > 6f)
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{
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// disconnect client
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Debug.LogFormat("Detected dead connection for player {0}", this.DescriptionForLogging);
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this.connectionToClient.Disconnect();
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}
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}
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}
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public void Disconnect()
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{
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this.connectionToClient.Disconnect();
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}
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public static Player GetByNetId(uint netId)
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{
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var go = NetManager.GetNetworkObjectById(netId);
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return go != null ? go.GetComponent<Player>() : null;
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}
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public static Player GetByName(string name)
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{
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return s_allPlayers.Find(p => p.PlayerName == name);
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}
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public static string ValidatePlayerName(string playerName)
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{
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if (null == playerName)
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return DefaultPlayerName;
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if (playerName.Length < MinPlayerNameLength)
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return DefaultPlayerName;
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if (playerName.Length > MaxPlayerNameLength)
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playerName = playerName.Substring(0, MaxPlayerNameLength);
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var sb = new StringBuilder(playerName);
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// remove tags
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sb.Replace("<", "< "); // the easiest way
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sb.Replace('\r', ' ');
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sb.Replace('\n', ' ');
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sb.Replace('\t', ' ');
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// trim has to be done after other operations, because they can produce whitespaces
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playerName = sb.ToString().Trim();
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if (playerName.Length < MinPlayerNameLength)
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return DefaultPlayerName;
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return playerName;
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}
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public static string GeneratePlayerName(string playerName)
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{
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playerName = ValidatePlayerName(playerName);
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// check if player with this name already exists
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if (GetByName(playerName) == null)
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return playerName;
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for (int i = 1; i < 10000; i++)
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{
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string newName = playerName + " (" + i + ")";
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if (null == GetByName(newName))
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return newName;
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}
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throw new Exception("Failed to generate player name");
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}
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public void RequestNameChange(string newName) => this.CmdRequestNameChange(newName);
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[Command]
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private void CmdRequestNameChange(string newName)
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{
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this.PlayerName = GeneratePlayerName(newName);
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}
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}
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}
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