mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-15 16:48:00 +00:00
245 lines
No EOL
6 KiB
C#
245 lines
No EOL
6 KiB
C#
using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Utilities;
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namespace SanAndreasUnity.Net
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{
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public class NetManager : MonoBehaviour
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{
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public static int defaultListenPortNumber { get { return 7777; } }
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public static int listenPortNumber { get { return telepathyTransport.port; } }
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public static bool dontListen { get { return NetworkServer.dontListen; } set { NetworkServer.dontListen = value; } }
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public static int maxNumPlayers { get => NetworkManager.singleton.maxConnections; set { NetworkManager.singleton.maxConnections = value; } }
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public static TelepathyTransport telepathyTransport { get { return ((TelepathyTransport)Transport.activeTransport); } }
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public static string onlineScene {
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get {
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return NetworkManager.singleton.onlineScene;
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}
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set {
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NetworkManager.singleton.onlineScene = value;
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}
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}
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public static NetManager Instance { get; private set; }
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NetworkClientStatus m_lastClientStatus = NetworkClientStatus.Disconnected;
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public event System.Action onClientStatusChanged = delegate {};
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NetManager ()
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{
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// assign implementation in NetUtils
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// do this in ctor, because it may be too late in Awake() - server can theoretically start before our Awake() is called
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NetUtils.IsServerImpl = () => NetStatus.IsServer;
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}
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void Awake()
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{
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if (null == Instance)
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Instance = this;
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}
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void Update()
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{
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NetworkClientStatus clientStatusNow = NetStatus.clientStatus;
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if (clientStatusNow != m_lastClientStatus)
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{
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m_lastClientStatus = clientStatusNow;
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// notify
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F.InvokeEventExceptionSafe(this.onClientStatusChanged);
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}
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}
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public static void StartServer(ushort portNumber, string scene, ushort maxNumPlayers, bool bIsDedicated, bool bDontListen)
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{
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// first start a server, and then change scene
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NetManager.onlineScene = scene;
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NetManager.dontListen = bDontListen;
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NetManager.maxNumPlayers = maxNumPlayers;
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if (bIsDedicated)
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NetManager.StartServer(portNumber);
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else
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NetManager.StartHost(portNumber);
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//NetManager.ChangeScene(scene);
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}
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public static void StartServer( int portNumber ) {
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CheckIfNetworkIsStarted ();
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CheckIfPortIsValid (portNumber);
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CheckIfOnlineSceneIsAssigned ();
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SetupNetworkManger( "", portNumber );
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NetworkManager.singleton.StartServer ();
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}
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public static void StartHost( int portNumber ) {
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CheckIfNetworkIsStarted ();
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CheckIfPortIsValid (portNumber);
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CheckIfOnlineSceneIsAssigned ();
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SetupNetworkManger( "", portNumber );
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NetworkManager.singleton.StartHost ();
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}
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public static void StopServer() {
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NetworkManager.singleton.StopServer ();
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}
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public static void StopHost() {
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NetworkManager.singleton.StopHost ();
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}
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public static void StartClient( string ip, int serverPortNumber ) {
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CheckIfNetworkIsStarted ();
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CheckIfIPAddressIsValid (ip);
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CheckIfPortIsValid (serverPortNumber);
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SetupNetworkManger( ip, serverPortNumber );
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NetworkManager.singleton.StartClient ();
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}
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public static void StopClient() {
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NetworkManager.singleton.StopClient ();
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}
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/// <summary>
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/// Stops both server and client.
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/// </summary>
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public static void StopNetwork() {
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// NetworkManager.singleton.StopHost ();
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NetworkManager.singleton.StopServer ();
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NetworkManager.singleton.StopClient ();
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}
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public static void CheckIfServerIsStarted() {
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if (NetStatus.IsServerStarted)
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throw new System.Exception ("Server already started");
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}
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public static void CheckIfClientIsStarted() {
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if (!NetStatus.IsClientDisconnected ())
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throw new System.Exception ("Client already started");
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}
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public static void CheckIfNetworkIsStarted() {
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CheckIfServerIsStarted ();
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CheckIfClientIsStarted ();
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}
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public static void CheckIfPortIsValid( int portNumber ) {
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if (portNumber < 1 || portNumber > 65535)
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throw new System.ArgumentOutOfRangeException ( "portNumber", "Invalid port number");
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}
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private static void CheckIfIPAddressIsValid( string ip ) {
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if (string.IsNullOrEmpty (ip))
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throw new System.ArgumentException ("IP address empty");
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// System.Net.IPAddress.Parse ();
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}
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private static void CheckIfOnlineSceneIsAssigned() {
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// we won't use scene management from NetworkManager
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// if (string.IsNullOrEmpty (NetManager.onlineScene))
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// throw new System.Exception ("Online scene is not assigned");
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}
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private static void SetupNetworkManger( string ip, int port ) {
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NetworkManager.singleton.networkAddress = ip;
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telepathyTransport.port = (ushort) port;
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}
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public static void AddSpawnPosition(Transform tr)
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{
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NetworkManager.startPositions.Add(tr);
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}
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public static Transform[] SpawnPositions { get { return NetworkManager.startPositions.ToArray(); } }
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public static void Spawn(GameObject go)
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{
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NetworkServer.Spawn(go);
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}
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public static void AssignAuthority(GameObject go, Player player)
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{
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NetStatus.ThrowIfNotOnServer();
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var netIdentity = go.GetComponentOrThrow<NetworkIdentity>();
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if (netIdentity.clientAuthorityOwner == player.connectionToClient) // already has authority
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return;
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// first remove existing authority client
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if (netIdentity.clientAuthorityOwner != null)
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netIdentity.RemoveClientAuthority(netIdentity.clientAuthorityOwner);
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// assign new authority client
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netIdentity.AssignClientAuthority(player.connectionToClient);
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}
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public static void RemoveAuthority(GameObject go)
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{
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NetStatus.ThrowIfNotOnServer();
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var netIdentity = go.GetComponentOrThrow<NetworkIdentity>();
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if (netIdentity.clientAuthorityOwner != null)
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netIdentity.RemoveClientAuthority(netIdentity.clientAuthorityOwner);
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}
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public static void ChangeScene(string newScene)
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{
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NetworkManager.singleton.ServerChangeScene(newScene);
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}
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}
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} |