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100 行
4.8 KiB
100 行
4.8 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BossRoom;
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namespace BossRoom.Server
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{
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/// <summary>
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/// Server logic plugin for the GameNetHub. Contains implementations for all GameNetHub's C2S RPCs.
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/// </summary>
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public class ServerGameNetPortal : MonoBehaviour
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{
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private GameNetPortal m_Hub;
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// used in ApprovalCheck. This is intended as a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage.
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private const int k_MaxConnectPayload = 1024;
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public void Start()
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{
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m_Hub = GetComponent<GameNetPortal>();
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m_Hub.NetworkStartEvent += NetworkStart;
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// we add ApprovalCheck callback BEFORE NetworkStart to avoid spurious MLAPI warning:
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// "No ConnectionApproval callback defined. Connection approval will timeout"
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m_Hub.NetManager.ConnectionApprovalCallback += ApprovalCheck;
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}
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public void NetworkStart()
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{
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if (!m_Hub.NetManager.IsServer)
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{
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enabled = false;
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}
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else
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{
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//The "BossRoom" server always advances to CharSelect immediately on start. Different games
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//may do this differently.
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MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("CharSelect");
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}
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}
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/// <summary>
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/// This logic plugs into the "ConnectionApprovalCallback" exposed by MLAPI.NetworkingManager, and is run every time a client connects to us.
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/// See GNH_Client.StartClient for the complementary logic that runs when the client starts its connection.
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/// </summary>
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/// <remarks>
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/// Since our game doesn't have to interact with some third party authentication service to validate the identity of the new connection, our ApprovalCheck
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/// method is simple, and runs synchronously, invoking "callback" to signal approval at the end of the method. MLAPI currently doesn't support the ability
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/// to send back more than a "true/false", which means we have to work a little harder to provide a useful error return to the client. To do that, we invoke a
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/// client RPC in the same channel that MLAPI uses for its connection callback. Since that channel ("MLAPI_INTERNAL") is both reliable and sequenced, we can be
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/// confident that our login result message will execute before any disconnect message.
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/// </remarks>
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/// <param name="connectionData">binary data passed into StartClient. In our case this is the client's GUID, which is a unique identifier for their install of the game that persists across app restarts. </param>
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/// <param name="clientId">This is the clientId that MLAPI assigned us on login. It does not persist across multiple logins from the same client. </param>
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/// <param name="callback">The delegate we must invoke to signal that the connection was approved or not. </param>
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private void ApprovalCheck( byte[] connectionData, ulong clientId, MLAPI.NetworkingManager.ConnectionApprovedDelegate callback )
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{
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if( connectionData.Length > k_MaxConnectPayload )
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{
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callback(false, 0, false, null, null );
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return;
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}
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string payload = System.Text.Encoding.UTF8.GetString(connectionData);
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string[] config_lines = payload.Split('\n');
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var payload_config = new Dictionary<string, string>();
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foreach( var line in config_lines )
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{
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//key-value pair.
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if( line.Contains("=") )
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{
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string[] kv = line.Split('=');
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payload_config.Add(kv[0], kv[1]);
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}
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else if( line.Trim() != "" )
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{
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//single token, with no value present.
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payload_config.Add(line, null);
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}
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}
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//TODO: GOMPS-78. We'll need to save our client guid so that we can handle reconnect.
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Debug.Log("host ApprovalCheck: client guid was: " + payload_config["client_guid"]);
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//TODO: GOMPS-79 handle different error cases.
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callback(false, 0, true, null, null);
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//FIXME_DMW: it is weird to do this after the callback, but the custom message won't be delivered if we call it beforehand.
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//This creates an "honor system" scenario where it is up to the client to politely leave on failure. Probably
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//we should add a NetManager.DisconnectClient call directly below this line, when we are rejecting the connection.
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m_Hub.S2C_ConnectResult(clientId, ConnectStatus.SUCCESS );
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}
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}
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}
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