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99 行
4.7 KiB
99 行
4.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BossRoom
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{
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public enum ConnectStatus
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{
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SUCCESS, //client successfully connected. This may also be a successful reconnect.
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ESERVERFULL, //can't join, server is already at capacity.
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EMATCHSTARTED, //can't join, match is already in progress.
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EUNKNOWN //can't join, reason unknown.
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}
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/// <summary>
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/// The GameNetHub is a general-purpose relay for game network messages between the client and server. It is available
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/// as soon as the initial network connection has completed, and persists across all scenes. Its purpose is to move non-GameObject-specific
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/// methods between server and client. Generally these have to do with connection, and match end conditions.
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/// </summary>
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///
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/// <remarks
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/// Why is there a RequestConnect call-and-response here? How is that different from the "ApprovalCheck" logic that MLAPI optionally runs
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/// when establishing a new client connection?
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/// In short, the connection flow in this class happens second after the logic embodied by StartClient runs (and after the client has seen
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/// NetworkStart fire). We need to provide an initial dump of info when a client logs in, specifically what scene to transition to. We would need
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/// this message even if we used ConnectionData to send up our client GUID--because of that, it makes more sense to keep the two RPCs here, as
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/// a 2nd step in the login flow.
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///
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/// Why do we need to send a client GUID? What is it? Don't we already have a clientID?
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/// ClientIDs are assigned on login. If you connect to a server, then your connection drops, and you reconnect, you get a new ClientID. This
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/// makes it awkward to get back your old character, which the server is going to hold onto for a fixed timeout. To properly reconnect and recover
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/// your character, you need a persistent identifier for your own client install. We solve that by generating a random GUID and storing it
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/// in player prefs, so it persists across sessions of the game.
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/// </remarks>
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///
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public class GameNetHub : MLAPI.NetworkedBehaviour
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{
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public GameObject NetworkingManagerGO;
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private BossRoomClient.GNH_Client m_clientLogic;
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private BossRoomServer.GNH_Server m_serverLogic;
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public MLAPI.NetworkingManager NetManager { get; private set; }
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// Start is called before the first frame update
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void Start()
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{
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Object.DontDestroyOnLoad(this.gameObject);
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Object.DontDestroyOnLoad(NetworkingManagerGO);
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NetManager = NetworkingManagerGO.GetComponent<MLAPI.NetworkingManager>();
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}
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public override void NetworkStart()
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{
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if (NetManager.IsClient)
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{
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m_clientLogic = new BossRoomClient.GNH_Client(this);
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}
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if ( NetManager.IsServer )
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{
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m_serverLogic = new BossRoomServer.GNH_Server(this);
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//special host code. This is what kicks off the flow that happens on a regular client
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//when it has finished connecting successfully. A dedicated server would remove this.
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RecvConnectFinished(ConnectStatus.SUCCESS, BossRoomState.CHARSELECT);
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}
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}
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/// <summary>
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/// Wraps the invocation of NetworkingManager.StartClient, including our GUID as the payload.
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/// </summary>
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/// <param name="ipaddress">the IP address of the host to connect to.</param>
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/// <param name="port">The port of the host to connect to. </param>
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public void StartClient(string ipaddress, int port)
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{
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BossRoomClient.GNH_Client.StartClient(this, ipaddress, port);
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}
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//Server->Client RPCs
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public void S2C_ConnectResult( ulong netId, ConnectStatus status, BossRoomState targetState )
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{
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InvokeClientRpcOnClient("RecvConnectResult",
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netId,
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"MLAPI_INTERNAL", // channelID. Must be MLAPI_INTERNAL Because it is called as part of the StartClient flow (before possible reject comes back).
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MLAPI.Security.SecuritySendFlags.None,
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MLAPI.Security.SecuritySendFlags.None,
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status, // this is the actual payload
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targetState); // ""
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}
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[MLAPI.Messaging.ClientRPC()]
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private void RecvConnectFinished( ConnectStatus status, BossRoomState targetState )
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{
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m_clientLogic.RecvConnectFinished( status, targetState );
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}
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}
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}
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