SanAndreasUnity/Assets/Scripts/Networking/Player.cs
2020-05-31 19:09:44 +02:00

118 lines
3.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Mirror;
using SanAndreasUnity.Behaviours;
using SanAndreasUnity.Utilities;
using System.Linq;
namespace SanAndreasUnity.Net
{
public class Player : NetworkBehaviour
{
static List<Player> s_allPlayers = new List<Player>();
public static Player[] AllPlayers { get { return s_allPlayers.ToArray(); } }
public static IEnumerable<Player> AllPlayersEnumerable { get { return s_allPlayers; } }
/// <summary>Local player.</summary>
public static Player Local { get; private set; }
public static event System.Action<Player> onStart = delegate {};
[SyncVar(hook=nameof(OnOwnedGameObjectChanged))] GameObject m_ownedGameObject;
Ped m_ownedPed;
//public GameObject OwnedGameObject { get { return m_ownedGameObject; } internal set { m_ownedGameObject = value; } }
public Ped OwnedPed { get { return m_ownedPed; } internal set { m_ownedPed = value; m_ownedGameObject = value != null ? value.gameObject : null; } }
public static Player GetOwningPlayer(Ped ped)
{
if (null == ped)
return null;
return AllPlayersEnumerable.FirstOrDefault(p => p.OwnedPed == ped);
}
void OnEnable()
{
s_allPlayers.Add(this);
}
void OnDisable()
{
s_allPlayers.Remove(this);
// kill player's ped
if (NetStatus.IsServer)
{
if (this.OwnedPed)
Destroy(this.OwnedPed.gameObject);
}
}
public override void OnStartClient()
{
base.OnStartClient();
if (this.isServer)
return;
m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
}
public override void OnStartLocalPlayer()
{
base.OnStartLocalPlayer();
Local = this;
}
void Start()
{
// log some info
if (NetStatus.IsServer && !this.isLocalPlayer)
Debug.LogFormat("Player (netId={0}, addr={1}) connected, time: {2}", this.netId, this.connectionToClient.address, F.CurrentDateForLogging);
F.InvokeEventExceptionSafe(onStart, this);
}
public override void OnNetworkDestroy()
{
base.OnNetworkDestroy();
// log some info about this
if (NetStatus.IsServer && !this.isLocalPlayer)
Debug.LogFormat("Player (netId={0}, addr={1}) disconnected, time: {2}", this.netId, this.connectionToClient.address, F.CurrentDateForLogging);
}
void OnOwnedGameObjectChanged(GameObject newGo)
{
Debug.LogFormat("Owned game object changed for player (net id {0})", this.netId);
if (this.isServer)
return;
m_ownedGameObject = newGo;
m_ownedPed = m_ownedGameObject != null ? m_ownedGameObject.GetComponent<Ped>() : null;
}
void Update()
{
// Telepathy does not detect dead connections, so we'll have to detect them ourselves
if (NetStatus.IsServer && !this.isLocalPlayer)
{
if (Time.time - this.connectionToClient.lastMessageTime > 6f)
{
// disconnect client
this.connectionToClient.Disconnect();
}
}
}
}
}