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Added everything :

Unity Client
Unity Server
Standalone Server (no physics engine)
master
Figg 3 lat temu
rodzic
commit
fb4fbe034d
100 zmienionych plików z 8542 dodań i 0 usunięć
  1. 8
    0
      Client/Assets/Materials.meta
  2. 78
    0
      Client/Assets/Materials/LocalPlayer.mat
  3. 8
    0
      Client/Assets/Materials/LocalPlayer.mat.meta
  4. 78
    0
      Client/Assets/Materials/Player.mat
  5. 8
    0
      Client/Assets/Materials/Player.mat.meta
  6. 8
    0
      Client/Assets/Prefabs.meta
  7. 261
    0
      Client/Assets/Prefabs/LocalPlayer.prefab
  8. 7
    0
      Client/Assets/Prefabs/LocalPlayer.prefab.meta
  9. 147
    0
      Client/Assets/Prefabs/Player.prefab
  10. 7
    0
      Client/Assets/Prefabs/Player.prefab.meta
  11. 8
    0
      Client/Assets/Scenes.meta
  12. 1548
    0
      Client/Assets/Scenes/Main.unity
  13. 7
    0
      Client/Assets/Scenes/Main.unity.meta
  14. 63
    0
      Client/Assets/Scenes/MainSettings.lighting
  15. 8
    0
      Client/Assets/Scenes/MainSettings.lighting.meta
  16. 8
    0
      Client/Assets/Scripts.meta
  17. 62
    0
      Client/Assets/Scripts/CameraController.cs
  18. 11
    0
      Client/Assets/Scripts/CameraController.cs.meta
  19. 298
    0
      Client/Assets/Scripts/Client.cs
  20. 11
    0
      Client/Assets/Scripts/Client.cs.meta
  21. 69
    0
      Client/Assets/Scripts/ClientHandle.cs
  22. 11
    0
      Client/Assets/Scripts/ClientHandle.cs.meta
  23. 54
    0
      Client/Assets/Scripts/ClientSend.cs
  24. 11
    0
      Client/Assets/Scripts/ClientSend.cs.meta
  25. 45
    0
      Client/Assets/Scripts/GameManager.cs
  26. 11
    0
      Client/Assets/Scripts/GameManager.cs.meta
  27. 387
    0
      Client/Assets/Scripts/Packet.cs
  28. 11
    0
      Client/Assets/Scripts/Packet.cs.meta
  29. 34
    0
      Client/Assets/Scripts/PlayerController.cs
  30. 11
    0
      Client/Assets/Scripts/PlayerController.cs.meta
  31. 40
    0
      Client/Assets/Scripts/PlayerManager.cs
  32. 11
    0
      Client/Assets/Scripts/PlayerManager.cs.meta
  33. 52
    0
      Client/Assets/Scripts/ThreadManager.cs
  34. 11
    0
      Client/Assets/Scripts/ThreadManager.cs.meta
  35. 37
    0
      Client/Assets/Scripts/UIManager.cs
  36. 11
    0
      Client/Assets/Scripts/UIManager.cs.meta
  37. 46
    0
      Client/Logs/Packages-Update.log
  38. 43
    0
      Client/Packages/manifest.json
  39. 330
    0
      Client/Packages/packages-lock.json
  40. 19
    0
      Client/ProjectSettings/AudioManager.asset
  41. 6
    0
      Client/ProjectSettings/ClusterInputManager.asset
  42. 34
    0
      Client/ProjectSettings/DynamicsManager.asset
  43. 11
    0
      Client/ProjectSettings/EditorBuildSettings.asset
  44. 30
    0
      Client/ProjectSettings/EditorSettings.asset
  45. 63
    0
      Client/ProjectSettings/GraphicsSettings.asset
  46. 295
    0
      Client/ProjectSettings/InputManager.asset
  47. 91
    0
      Client/ProjectSettings/NavMeshAreas.asset
  48. 56
    0
      Client/ProjectSettings/Physics2DSettings.asset
  49. 7
    0
      Client/ProjectSettings/PresetManager.asset
  50. 673
    0
      Client/ProjectSettings/ProjectSettings.asset
  51. 2
    0
      Client/ProjectSettings/ProjectVersion.txt
  52. 232
    0
      Client/ProjectSettings/QualitySettings.asset
  53. 43
    0
      Client/ProjectSettings/TagManager.asset
  54. 9
    0
      Client/ProjectSettings/TimeManager.asset
  55. 34
    0
      Client/ProjectSettings/UnityConnectSettings.asset
  56. 12
    0
      Client/ProjectSettings/VFXManager.asset
  57. 8
    0
      Client/ProjectSettings/VersionControlSettings.asset
  58. 10
    0
      Client/ProjectSettings/XRSettings.asset
  59. 19
    0
      Client/UserSettings/EditorUserSettings.asset
  60. 227
    0
      Server Standalone/GameServer/GameServer/Client.cs
  61. 12
    0
      Server Standalone/GameServer/GameServer/Constants.cs
  62. 21
    0
      Server Standalone/GameServer/GameServer/GameLogic.cs
  63. 386
    0
      Server Standalone/GameServer/GameServer/Packet.cs
  64. 71
    0
      Server Standalone/GameServer/GameServer/Player.cs
  65. 42
    0
      Server Standalone/GameServer/GameServer/Program.cs
  66. 126
    0
      Server Standalone/GameServer/GameServer/Server.cs
  67. 35
    0
      Server Standalone/GameServer/GameServer/ServerHandle.cs
  68. 110
    0
      Server Standalone/GameServer/GameServer/ServerSend.cs
  69. 47
    0
      Server Standalone/GameServer/GameServer/ThreadManager.cs
  70. 34
    0
      Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.deps.json
  71. BIN
      Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.dll
  72. BIN
      Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.exe
  73. 8
    0
      Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.runtimeconfig.dev.json
  74. 9
    0
      Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.runtimeconfig.json
  75. 8
    0
      Server/Assets/Prefabs.meta
  76. 186
    0
      Server/Assets/Prefabs/Player.prefab
  77. 7
    0
      Server/Assets/Prefabs/Player.prefab.meta
  78. 8
    0
      Server/Assets/Scenes.meta
  79. 411
    0
      Server/Assets/Scenes/Game.unity
  80. 7
    0
      Server/Assets/Scenes/Game.unity.meta
  81. 63
    0
      Server/Assets/Scenes/SampleSceneSettings.lighting
  82. 8
    0
      Server/Assets/Scenes/SampleSceneSettings.lighting.meta
  83. 8
    0
      Server/Assets/Scripts.meta
  84. 231
    0
      Server/Assets/Scripts/Client.cs
  85. 11
    0
      Server/Assets/Scripts/Client.cs.meta
  86. 9
    0
      Server/Assets/Scripts/Constants.cs
  87. 11
    0
      Server/Assets/Scripts/Constants.cs.meta
  88. 41
    0
      Server/Assets/Scripts/NetworkManager.cs
  89. 11
    0
      Server/Assets/Scripts/NetworkManager.cs.meta
  90. 387
    0
      Server/Assets/Scripts/Packet.cs
  91. 11
    0
      Server/Assets/Scripts/Packet.cs.meta
  92. 131
    0
      Server/Assets/Scripts/Player.cs
  93. 11
    0
      Server/Assets/Scripts/Player.cs.meta
  94. 131
    0
      Server/Assets/Scripts/Server.cs
  95. 11
    0
      Server/Assets/Scripts/Server.cs.meta
  96. 38
    0
      Server/Assets/Scripts/ServerHandle.cs
  97. 11
    0
      Server/Assets/Scripts/ServerHandle.cs.meta
  98. 139
    0
      Server/Assets/Scripts/ServerSend.cs
  99. 11
    0
      Server/Assets/Scripts/ServerSend.cs.meta
  100. 0
    0
      Server/Assets/Scripts/ThreadManager.cs

+ 8
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Client/Assets/Scenes/Main.unity
Plik diff jest za duży
Wyświetl plik


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Client/Assets/Scripts/CameraController.cs Wyświetl plik

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1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class CameraController : MonoBehaviour
6
+{
7
+    public PlayerManager player;
8
+    public float sensitivity = 100f;
9
+    public float clampAngle = 85f;
10
+
11
+    private float verticalRotation;
12
+    private float horizontalRotation;
13
+
14
+    private void Start()
15
+    {
16
+        verticalRotation = transform.eulerAngles.x;
17
+        horizontalRotation = transform.eulerAngles.y;
18
+    }
19
+
20
+    private void Update()
21
+    {
22
+        if (Input.GetKeyDown(KeyCode.Escape))
23
+        {
24
+            ToggleCursorMode();
25
+        }
26
+
27
+        if (Cursor.lockState == CursorLockMode.Locked)
28
+        {
29
+            Look();
30
+        }
31
+        
32
+        Debug.DrawRay(transform.position, transform.forward * 2, Color.red);
33
+    }
34
+
35
+    private void Look()
36
+    {
37
+        float _mouseVertical = -Input.GetAxis("Mouse Y");
38
+        float _mouseHorizontal = Input.GetAxis("Mouse X");
39
+
40
+        verticalRotation += _mouseVertical * sensitivity * Time.deltaTime;
41
+        horizontalRotation += _mouseHorizontal * sensitivity * Time.deltaTime;
42
+
43
+        verticalRotation = Mathf.Clamp(verticalRotation, -clampAngle, clampAngle);
44
+
45
+        transform.localRotation = Quaternion.Euler(verticalRotation, 0, 0);
46
+        player.transform.rotation = Quaternion.Euler(0 , horizontalRotation, 0);
47
+    }
48
+
49
+    private void ToggleCursorMode()
50
+    {
51
+        Cursor.visible = !Cursor.visible;
52
+
53
+        if (Cursor.lockState == CursorLockMode.None)
54
+        {
55
+            Cursor.lockState = CursorLockMode.Locked;
56
+        }
57
+        else
58
+        {
59
+            Cursor.lockState = CursorLockMode.None;
60
+        }
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+    }
62
+}

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- 0
Client/Assets/Scripts/Client.cs Wyświetl plik

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1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+using System.Net;
5
+using System.Net.Sockets;
6
+using System;
7
+
8
+public class Client : MonoBehaviour
9
+{
10
+    public static Client instance;
11
+    public static int dataBufferSize = 4096;
12
+
13
+    public string ip = "127.0.0.1";
14
+    public int port = 26950;
15
+    public int myId = 0;
16
+    public TCP tcp;
17
+    public UDP udp;
18
+
19
+    private bool isConnected = false;
20
+    private delegate void PacketHandler(Packet _packet);
21
+    private static Dictionary<int, PacketHandler> packetHandlers;
22
+
23
+    private void Awake()
24
+    {
25
+        if (instance == null)
26
+        {
27
+            instance = this;
28
+        }
29
+        else if (instance != this)
30
+        {
31
+            Debug.Log("Instance already exists. Destroying object !");
32
+            Destroy(this);
33
+        }
34
+    }
35
+
36
+    private void Start()
37
+    {
38
+        tcp = new TCP();
39
+        udp = new UDP();
40
+    }
41
+
42
+    private void OnApplicationQuit()
43
+    {
44
+        Disconnect();
45
+    }
46
+
47
+    public void ConnectToServer()
48
+    {
49
+        InitializeClientData();
50
+
51
+        isConnected = true;
52
+        tcp.Connect();
53
+    }
54
+
55
+    public class TCP
56
+    {
57
+        public TcpClient socket;
58
+
59
+        private NetworkStream stream;
60
+        private Packet receivedData;
61
+        private byte[] receiveBuffer;
62
+
63
+        public void Connect()
64
+        {
65
+            socket = new TcpClient
66
+            {
67
+                ReceiveBufferSize = dataBufferSize,
68
+                SendBufferSize = dataBufferSize
69
+            };
70
+
71
+            receiveBuffer = new byte[dataBufferSize];
72
+            socket.BeginConnect(instance.ip, instance.port, ConnectCallback, socket);
73
+        }
74
+        
75
+        private void ConnectCallback(IAsyncResult _result)
76
+        {
77
+            socket.EndConnect(_result);
78
+            Debug.Log("test");
79
+            if (!socket.Connected)
80
+            {
81
+                Debug.Log("Couldn't connect"); 
82
+                return;
83
+            }
84
+
85
+            stream = socket.GetStream();
86
+
87
+            receivedData = new Packet();
88
+
89
+            stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
90
+        }
91
+
92
+        public void SendData(Packet _packet)
93
+        {
94
+            try
95
+            {
96
+                if (socket != null)
97
+                {
98
+                    stream.BeginWrite(_packet.ToArray(), 0, _packet.Length(), null, null);
99
+                }
100
+            }
101
+            catch (Exception _ex)
102
+            {
103
+                Debug.Log($"Error sending data to server via TCP : {_ex}");
104
+            }
105
+        }
106
+
107
+        private void ReceiveCallback(IAsyncResult _result)
108
+        {
109
+            try
110
+            {
111
+                int _byteLength = stream.EndRead(_result);
112
+                if (_byteLength <= 0)
113
+                {
114
+                    instance.Disconnect();
115
+                    return;
116
+                }
117
+
118
+                byte[] _data = new byte[_byteLength];
119
+                Array.Copy(receiveBuffer, _data, _byteLength);
120
+
121
+                receivedData.Reset(HandleData(_data));
122
+                stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
123
+
124
+            }
125
+            catch (Exception)
126
+            {
127
+                Disconnect();
128
+            }
129
+        }
130
+
131
+        private bool HandleData(byte[] _data)
132
+        {
133
+            int _packetLength = 0;
134
+
135
+            receivedData.SetBytes(_data);
136
+
137
+            if (receivedData.UnreadLength() >= 4)
138
+            {
139
+                _packetLength = receivedData.ReadInt();
140
+                if (_packetLength <= 0)
141
+                {
142
+                    return true;
143
+                }
144
+            }
145
+
146
+            while (_packetLength > 0 && _packetLength <= receivedData.UnreadLength())
147
+            {
148
+                byte[] _packetBytes = receivedData.ReadBytes(_packetLength);
149
+                ThreadManager.ExecuteOnMainThread(() =>
150
+                {
151
+                    using (Packet _packet = new Packet(_packetBytes))
152
+                    {
153
+                        int _packetId = _packet.ReadInt();
154
+                        packetHandlers[_packetId](_packet);
155
+                    }
156
+                });
157
+
158
+                _packetLength = 0;
159
+                if (receivedData.UnreadLength() >= 4)
160
+                {
161
+                    _packetLength = receivedData.ReadInt();
162
+                    if (_packetLength <= 0)
163
+                    {
164
+                        return true;
165
+                    }
166
+                }
167
+            }
168
+
169
+            if (_packetLength <= 1)
170
+            {
171
+                return true;
172
+            }
173
+
174
+            return false;
175
+        }
176
+
177
+        private void Disconnect()
178
+        {
179
+            instance.Disconnect();
180
+
181
+            stream = null;
182
+            receivedData = null;
183
+            receiveBuffer = null;
184
+            socket = null;
185
+        }
186
+    }
187
+
188
+    public class UDP
189
+    {
190
+        public UdpClient socket;
191
+        public IPEndPoint endPoint;
192
+
193
+        public void Connect(int _localPort)
194
+        {
195
+            socket = new UdpClient(_localPort);
196
+
197
+            endPoint = new IPEndPoint(IPAddress.Parse(instance.ip), instance.port);
198
+            socket.Connect(endPoint);
199
+            socket.BeginReceive(ReceiveCallback, null);
200
+
201
+            using (Packet _packet = new Packet())
202
+            {
203
+                SendData(_packet);
204
+            }
205
+        }
206
+
207
+        public void SendData(Packet _packet)
208
+        {
209
+            try
210
+            {
211
+                _packet.InsertInt(instance.myId);
212
+                if (socket != null)
213
+                {
214
+                    socket.BeginSend(_packet.ToArray(), _packet.Length(), null, null);
215
+                }
216
+            }
217
+            catch (Exception _ex)
218
+            {
219
+                Debug.Log($"Error sending data to server via UDP : {_ex}");
220
+            }
221
+        }
222
+
223
+        private void ReceiveCallback(IAsyncResult _result)
224
+        {
225
+            try
226
+            {
227
+                byte[] _data = socket.EndReceive(_result, ref endPoint);
228
+                socket.BeginReceive(ReceiveCallback, null);
229
+
230
+                if (_data.Length < 4)
231
+                {
232
+                    instance.Disconnect();
233
+                    return;
234
+                }
235
+
236
+                HandleData(_data);
237
+            }
238
+            catch (Exception)
239
+            {
240
+                Disconnect();
241
+            }
242
+        }
243
+
244
+        private void HandleData(byte[] _data)
245
+        {
246
+            using (Packet _packet = new Packet(_data))
247
+            {
248
+                int _packetLength = _packet.ReadInt();
249
+                _data = _packet.ReadBytes(_packetLength);
250
+            }
251
+
252
+            ThreadManager.ExecuteOnMainThread(() =>
253
+            {
254
+                using (Packet _packet = new Packet(_data))
255
+                {
256
+                    int _packetId = _packet.ReadInt();
257
+                    packetHandlers[_packetId](_packet);
258
+                }
259
+            });
260
+        }
261
+
262
+        private void Disconnect()
263
+        {
264
+            instance.Disconnect();
265
+
266
+            endPoint = null;
267
+            socket = null;
268
+        }
269
+    }
270
+
271
+    private void InitializeClientData()
272
+    {
273
+        packetHandlers = new Dictionary<int, PacketHandler>()
274
+        {
275
+            { (int)ServerPackets.welcome, ClientHandle.Welcome },
276
+            { (int)ServerPackets.spawnPlayer, ClientHandle.SpawnPlayer },
277
+            { (int)ServerPackets.playerPosition, ClientHandle.PlayerPosition },
278
+            { (int)ServerPackets.playerRotation, ClientHandle.PlayerRotation },
279
+            { (int)ServerPackets.playerDisconnected, ClientHandle.PlayerDisconnected },
280
+            { (int)ServerPackets.playerHealth, ClientHandle.PlayerHealth },
281
+            { (int)ServerPackets.playerRespawned, ClientHandle.PlayerRespawned }
282
+
283
+        };
284
+        Debug.Log("Initialized packets.");
285
+    }
286
+
287
+    private void Disconnect()
288
+    {
289
+        if (isConnected)
290
+        {
291
+            isConnected = false;
292
+            tcp.socket.Close();
293
+            udp.socket.Close();
294
+
295
+            Debug.Log("Disconnected from server");
296
+        }
297
+    }
298
+}

+ 11
- 0
Client/Assets/Scripts/Client.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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2
+guid: 131588d54708a534897302729994d77f
3
+MonoImporter:
4
+  externalObjects: {}
5
+  serializedVersion: 2
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+  defaultReferences: []
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+  executionOrder: 0
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+  icon: {instanceID: 0}
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+  userData: 
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+  assetBundleName: 
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+  assetBundleVariant: 

+ 69
- 0
Client/Assets/Scripts/ClientHandle.cs Wyświetl plik

@@ -0,0 +1,69 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using System.IO.Pipes;
4
+using System.Net;
5
+using UnityEngine;
6
+
7
+public class ClientHandle : MonoBehaviour
8
+{
9
+    public static void Welcome(Packet _packet)
10
+    {
11
+        string _msg = _packet.ReadString();
12
+        int _myId = _packet.ReadInt();
13
+
14
+        Debug.Log($"Message from the server: {_msg}");
15
+        Client.instance.myId = _myId;
16
+        ClientSend.WelcomeReceived();
17
+
18
+        Client.instance.udp.Connect(((IPEndPoint) Client.instance.tcp.socket.Client.LocalEndPoint).Port);
19
+    }
20
+
21
+    public static void SpawnPlayer(Packet _packet)
22
+    {
23
+        int _id = _packet.ReadInt();
24
+        string _username = _packet.ReadString();
25
+        Vector3 _position = _packet.ReadVector3();
26
+        Quaternion _rotation = _packet.ReadQuaternion();
27
+
28
+        GameManager.instance.SpawnPlayer(_id, _username, _position, _rotation);
29
+    }
30
+
31
+    public static void PlayerPosition(Packet _packet)
32
+    {
33
+        int _id = _packet.ReadInt();
34
+        Vector3 _position = _packet.ReadVector3();
35
+
36
+        GameManager.players[_id].transform.position = _position;
37
+    }
38
+
39
+    public static void PlayerRotation(Packet _packet)
40
+    {
41
+        int _id = _packet.ReadInt();
42
+        Quaternion _rotation = _packet.ReadQuaternion();
43
+
44
+        GameManager.players[_id].transform.rotation = _rotation;
45
+    }
46
+
47
+    public static void PlayerDisconnected(Packet _packet)
48
+    {
49
+        int _id = _packet.ReadInt();
50
+
51
+        Destroy(GameManager.players[_id].gameObject);
52
+        GameManager.players.Remove(_id);
53
+    }
54
+
55
+    public static void PlayerHealth(Packet _packet)
56
+    {
57
+        int _id = _packet.ReadInt();
58
+        float _health = _packet.ReadFloat();
59
+
60
+        GameManager.players[_id].SetHealth(_health);
61
+    }
62
+
63
+    public static void PlayerRespawned(Packet _packet)
64
+    {
65
+        int _id = _packet.ReadInt();
66
+
67
+        GameManager.players[_id].Respawn();
68
+    }
69
+}

+ 11
- 0
Client/Assets/Scripts/ClientHandle.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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2
+guid: fd0e1bf0142ed844698a09b38e5a861f
3
+MonoImporter:
4
+  externalObjects: {}
5
+  serializedVersion: 2
6
+  defaultReferences: []
7
+  executionOrder: 0
8
+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 54
- 0
Client/Assets/Scripts/ClientSend.cs Wyświetl plik

@@ -0,0 +1,54 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class ClientSend : MonoBehaviour
6
+{
7
+    private static void SendTCPData(Packet _packet)
8
+    {
9
+        _packet.WriteLength();
10
+        Client.instance.tcp.SendData(_packet);
11
+    }
12
+
13
+    private static void SendUDPData(Packet _packet)
14
+    {
15
+        _packet.WriteLength();
16
+        Client.instance.udp.SendData(_packet);
17
+    }
18
+
19
+    #region packets
20
+    public static void WelcomeReceived()
21
+    {
22
+        using (Packet _packet = new Packet((int)ClientPackets.welcomeReceived))
23
+        {
24
+            _packet.Write(Client.instance.myId);
25
+            _packet.Write(UIManager.instance.usernameField.text);
26
+
27
+            SendTCPData(_packet);
28
+        }
29
+    }
30
+
31
+    public static void PlayerMovement(bool[] _inputs)
32
+    {
33
+        using (Packet _packet = new Packet((int)ClientPackets.playerMovement))
34
+        {
35
+            _packet.Write(_inputs.Length);
36
+            foreach (bool _input in _inputs)
37
+            {
38
+                _packet.Write(_input);
39
+            }
40
+            _packet.Write(GameManager.players[Client.instance.myId].transform.rotation);
41
+            SendUDPData(_packet);
42
+        }
43
+    }
44
+
45
+    public static void PlayerShoot(Vector3 _facing)
46
+    {
47
+        using (Packet _packet = new Packet((int)ClientPackets.playerShoot))
48
+        {
49
+            _packet.Write(_facing);
50
+            SendTCPData(_packet);
51
+        }
52
+    }
53
+    #endregion
54
+}

+ 11
- 0
Client/Assets/Scripts/ClientSend.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
2
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3
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+  externalObjects: {}
5
+  serializedVersion: 2
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+  defaultReferences: []
7
+  executionOrder: 0
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+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 45
- 0
Client/Assets/Scripts/GameManager.cs Wyświetl plik

@@ -0,0 +1,45 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using System.Runtime.InteropServices.ComTypes;
4
+using UnityEngine;
5
+
6
+public class GameManager : MonoBehaviour
7
+{
8
+    public static GameManager instance;
9
+
10
+    public static Dictionary<int, PlayerManager> players = new Dictionary<int, PlayerManager>();
11
+
12
+    public GameObject localPlayerPrefab;
13
+    public GameObject playerPrefab;
14
+
15
+
16
+    private void Awake()
17
+    {
18
+        if (instance == null)
19
+        {
20
+            instance = this;
21
+        }
22
+        else if (instance != this)
23
+        {
24
+            Debug.Log("Instance already exists. Destroying object !");
25
+            Destroy(this);
26
+        }
27
+    }
28
+
29
+    public void SpawnPlayer(int _id, string _username, Vector3 _position, Quaternion _rotation)
30
+    {
31
+        GameObject _player;
32
+
33
+        if(_id == Client.instance.myId)
34
+        {
35
+            _player = Instantiate(localPlayerPrefab, _position, _rotation);
36
+        } else
37
+        {
38
+            _player = Instantiate(playerPrefab, _position, _rotation);
39
+        }
40
+
41
+        _player.GetComponent<PlayerManager>().Initialize(_id, _username);
42
+
43
+        players.Add(_id, _player.GetComponent<PlayerManager>());
44
+    }
45
+}

+ 11
- 0
Client/Assets/Scripts/GameManager.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
2
+guid: ca3bb586695c6e94fb28f94fc9b3da31
3
+MonoImporter:
4
+  externalObjects: {}
5
+  serializedVersion: 2
6
+  defaultReferences: []
7
+  executionOrder: 0
8
+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 387
- 0
Client/Assets/Scripts/Packet.cs Wyświetl plik

@@ -0,0 +1,387 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+using UnityEngine;
5
+
6
+/// <summary>Sent from server to client.</summary>
7
+public enum ServerPackets
8
+{
9
+    welcome = 1,
10
+    spawnPlayer,
11
+    playerPosition,
12
+    playerRotation,
13
+    playerDisconnected,
14
+    playerHealth,
15
+    playerRespawned
16
+}
17
+
18
+/// <summary>Sent from client to server.</summary>
19
+public enum ClientPackets
20
+{
21
+    welcomeReceived = 1,
22
+    playerMovement,
23
+    playerShoot
24
+}
25
+
26
+public class Packet : IDisposable
27
+{
28
+    private List<byte> buffer;
29
+    private byte[] readableBuffer;
30
+    private int readPos;
31
+
32
+    /// <summary>Creates a new empty packet (without an ID).</summary>
33
+    public Packet()
34
+    {
35
+        buffer = new List<byte>(); // Intitialize buffer
36
+        readPos = 0; // Set readPos to 0
37
+    }
38
+
39
+    /// <summary>Creates a new packet with a given ID. Used for sending.</summary>
40
+    /// <param name="_id">The packet ID.</param>
41
+    public Packet(int _id)
42
+    {
43
+        buffer = new List<byte>(); // Intitialize buffer
44
+        readPos = 0; // Set readPos to 0
45
+
46
+        Write(_id); // Write packet id to the buffer
47
+    }
48
+
49
+    /// <summary>Creates a packet from which data can be read. Used for receiving.</summary>
50
+    /// <param name="_data">The bytes to add to the packet.</param>
51
+    public Packet(byte[] _data)
52
+    {
53
+        buffer = new List<byte>(); // Intitialize buffer
54
+        readPos = 0; // Set readPos to 0
55
+
56
+        SetBytes(_data);
57
+    }
58
+
59
+    #region Functions
60
+    /// <summary>Sets the packet's content and prepares it to be read.</summary>
61
+    /// <param name="_data">The bytes to add to the packet.</param>
62
+    public void SetBytes(byte[] _data)
63
+    {
64
+        Write(_data);
65
+        readableBuffer = buffer.ToArray();
66
+    }
67
+
68
+    /// <summary>Inserts the length of the packet's content at the start of the buffer.</summary>
69
+    public void WriteLength()
70
+    {
71
+        buffer.InsertRange(0, BitConverter.GetBytes(buffer.Count)); // Insert the byte length of the packet at the very beginning
72
+    }
73
+
74
+    /// <summary>Inserts the given int at the start of the buffer.</summary>
75
+    /// <param name="_value">The int to insert.</param>
76
+    public void InsertInt(int _value)
77
+    {
78
+        buffer.InsertRange(0, BitConverter.GetBytes(_value)); // Insert the int at the start of the buffer
79
+    }
80
+
81
+    /// <summary>Gets the packet's content in array form.</summary>
82
+    public byte[] ToArray()
83
+    {
84
+        readableBuffer = buffer.ToArray();
85
+        return readableBuffer;
86
+    }
87
+
88
+    /// <summary>Gets the length of the packet's content.</summary>
89
+    public int Length()
90
+    {
91
+        return buffer.Count; // Return the length of buffer
92
+    }
93
+
94
+    /// <summary>Gets the length of the unread data contained in the packet.</summary>
95
+    public int UnreadLength()
96
+    {
97
+        return Length() - readPos; // Return the remaining length (unread)
98
+    }
99
+
100
+    /// <summary>Resets the packet instance to allow it to be reused.</summary>
101
+    /// <param name="_shouldReset">Whether or not to reset the packet.</param>
102
+    public void Reset(bool _shouldReset = true)
103
+    {
104
+        if (_shouldReset)
105
+        {
106
+            buffer.Clear(); // Clear buffer
107
+            readableBuffer = null;
108
+            readPos = 0; // Reset readPos
109
+        }
110
+        else
111
+        {
112
+            readPos -= 4; // "Unread" the last read int
113
+        }
114
+    }
115
+    #endregion
116
+
117
+    #region Write Data
118
+    /// <summary>Adds a byte to the packet.</summary>
119
+    /// <param name="_value">The byte to add.</param>
120
+    public void Write(byte _value)
121
+    {
122
+        buffer.Add(_value);
123
+    }
124
+    /// <summary>Adds an array of bytes to the packet.</summary>
125
+    /// <param name="_value">The byte array to add.</param>
126
+    public void Write(byte[] _value)
127
+    {
128
+        buffer.AddRange(_value);
129
+    }
130
+    /// <summary>Adds a short to the packet.</summary>
131
+    /// <param name="_value">The short to add.</param>
132
+    public void Write(short _value)
133
+    {
134
+        buffer.AddRange(BitConverter.GetBytes(_value));
135
+    }
136
+    /// <summary>Adds an int to the packet.</summary>
137
+    /// <param name="_value">The int to add.</param>
138
+    public void Write(int _value)
139
+    {
140
+        buffer.AddRange(BitConverter.GetBytes(_value));
141
+    }
142
+    /// <summary>Adds a long to the packet.</summary>
143
+    /// <param name="_value">The long to add.</param>
144
+    public void Write(long _value)
145
+    {
146
+        buffer.AddRange(BitConverter.GetBytes(_value));
147
+    }
148
+    /// <summary>Adds a float to the packet.</summary>
149
+    /// <param name="_value">The float to add.</param>
150
+    public void Write(float _value)
151
+    {
152
+        buffer.AddRange(BitConverter.GetBytes(_value));
153
+    }
154
+    /// <summary>Adds a bool to the packet.</summary>
155
+    /// <param name="_value">The bool to add.</param>
156
+    public void Write(bool _value)
157
+    {
158
+        buffer.AddRange(BitConverter.GetBytes(_value));
159
+    }
160
+    /// <summary>Adds a string to the packet.</summary>
161
+    /// <param name="_value">The string to add.</param>
162
+    public void Write(string _value)
163
+    {
164
+        Write(_value.Length); // Add the length of the string to the packet
165
+        buffer.AddRange(Encoding.ASCII.GetBytes(_value)); // Add the string itself
166
+    }
167
+
168
+    public void Write(Vector3 _value)
169
+    {
170
+        Write(_value.x);
171
+        Write(_value.y);
172
+        Write(_value.z);
173
+    }
174
+
175
+    public void Write(Quaternion _value)
176
+    {
177
+        Write(_value.x);
178
+        Write(_value.y);
179
+        Write(_value.z);
180
+        Write(_value.w);
181
+    }
182
+    #endregion
183
+
184
+    #region Read Data
185
+    /// <summary>Reads a byte from the packet.</summary>
186
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
187
+    public byte ReadByte(bool _moveReadPos = true)
188
+    {
189
+        if (buffer.Count > readPos)
190
+        {
191
+            // If there are unread bytes
192
+            byte _value = readableBuffer[readPos]; // Get the byte at readPos' position
193
+            if (_moveReadPos)
194
+            {
195
+                // If _moveReadPos is true
196
+                readPos += 1; // Increase readPos by 1
197
+            }
198
+            return _value; // Return the byte
199
+        }
200
+        else
201
+        {
202
+            throw new Exception("Could not read value of type 'byte'!");
203
+        }
204
+    }
205
+
206
+    /// <summary>Reads an array of bytes from the packet.</summary>
207
+    /// <param name="_length">The length of the byte array.</param>
208
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
209
+    public byte[] ReadBytes(int _length, bool _moveReadPos = true)
210
+    {
211
+        if (buffer.Count > readPos)
212
+        {
213
+            // If there are unread bytes
214
+            byte[] _value = buffer.GetRange(readPos, _length).ToArray(); // Get the bytes at readPos' position with a range of _length
215
+            if (_moveReadPos)
216
+            {
217
+                // If _moveReadPos is true
218
+                readPos += _length; // Increase readPos by _length
219
+            }
220
+            return _value; // Return the bytes
221
+        }
222
+        else
223
+        {
224
+            throw new Exception("Could not read value of type 'byte[]'!");
225
+        }
226
+    }
227
+
228
+    /// <summary>Reads a short from the packet.</summary>
229
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
230
+    public short ReadShort(bool _moveReadPos = true)
231
+    {
232
+        if (buffer.Count > readPos)
233
+        {
234
+            // If there are unread bytes
235
+            short _value = BitConverter.ToInt16(readableBuffer, readPos); // Convert the bytes to a short
236
+            if (_moveReadPos)
237
+            {
238
+                // If _moveReadPos is true and there are unread bytes
239
+                readPos += 2; // Increase readPos by 2
240
+            }
241
+            return _value; // Return the short
242
+        }
243
+        else
244
+        {
245
+            throw new Exception("Could not read value of type 'short'!");
246
+        }
247
+    }
248
+
249
+    /// <summary>Reads an int from the packet.</summary>
250
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
251
+    public int ReadInt(bool _moveReadPos = true)
252
+    {
253
+        if (buffer.Count > readPos)
254
+        {
255
+            // If there are unread bytes
256
+            int _value = BitConverter.ToInt32(readableBuffer, readPos); // Convert the bytes to an int
257
+            if (_moveReadPos)
258
+            {
259
+                // If _moveReadPos is true
260
+                readPos += 4; // Increase readPos by 4
261
+            }
262
+            return _value; // Return the int
263
+        }
264
+        else
265
+        {
266
+            throw new Exception("Could not read value of type 'int'!");
267
+        }
268
+    }
269
+
270
+    /// <summary>Reads a long from the packet.</summary>
271
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
272
+    public long ReadLong(bool _moveReadPos = true)
273
+    {
274
+        if (buffer.Count > readPos)
275
+        {
276
+            // If there are unread bytes
277
+            long _value = BitConverter.ToInt64(readableBuffer, readPos); // Convert the bytes to a long
278
+            if (_moveReadPos)
279
+            {
280
+                // If _moveReadPos is true
281
+                readPos += 8; // Increase readPos by 8
282
+            }
283
+            return _value; // Return the long
284
+        }
285
+        else
286
+        {
287
+            throw new Exception("Could not read value of type 'long'!");
288
+        }
289
+    }
290
+
291
+    /// <summary>Reads a float from the packet.</summary>
292
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
293
+    public float ReadFloat(bool _moveReadPos = true)
294
+    {
295
+        if (buffer.Count > readPos)
296
+        {
297
+            // If there are unread bytes
298
+            float _value = BitConverter.ToSingle(readableBuffer, readPos); // Convert the bytes to a float
299
+            if (_moveReadPos)
300
+            {
301
+                // If _moveReadPos is true
302
+                readPos += 4; // Increase readPos by 4
303
+            }
304
+            return _value; // Return the float
305
+        }
306
+        else
307
+        {
308
+            throw new Exception("Could not read value of type 'float'!");
309
+        }
310
+    }
311
+
312
+    /// <summary>Reads a bool from the packet.</summary>
313
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
314
+    public bool ReadBool(bool _moveReadPos = true)
315
+    {
316
+        if (buffer.Count > readPos)
317
+        {
318
+            // If there are unread bytes
319
+            bool _value = BitConverter.ToBoolean(readableBuffer, readPos); // Convert the bytes to a bool
320
+            if (_moveReadPos)
321
+            {
322
+                // If _moveReadPos is true
323
+                readPos += 1; // Increase readPos by 1
324
+            }
325
+            return _value; // Return the bool
326
+        }
327
+        else
328
+        {
329
+            throw new Exception("Could not read value of type 'bool'!");
330
+        }
331
+    }
332
+
333
+    /// <summary>Reads a string from the packet.</summary>
334
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
335
+    public string ReadString(bool _moveReadPos = true)
336
+    {
337
+        try
338
+        {
339
+            int _length = ReadInt(); // Get the length of the string
340
+            string _value = Encoding.ASCII.GetString(readableBuffer, readPos, _length); // Convert the bytes to a string
341
+            if (_moveReadPos && _value.Length > 0)
342
+            {
343
+                // If _moveReadPos is true string is not empty
344
+                readPos += _length; // Increase readPos by the length of the string
345
+            }
346
+            return _value; // Return the string
347
+        }
348
+        catch
349
+        {
350
+            throw new Exception("Could not read value of type 'string'!");
351
+        }
352
+    }
353
+
354
+    public Vector3 ReadVector3(bool _moveReadPos = true)
355
+    {
356
+        return new Vector3(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
357
+    }
358
+
359
+    public Quaternion ReadQuaternion(bool _moveReadPos = true)
360
+    {
361
+        return new Quaternion(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
362
+    }
363
+    #endregion
364
+
365
+    private bool disposed = false;
366
+
367
+    protected virtual void Dispose(bool _disposing)
368
+    {
369
+        if (!disposed)
370
+        {
371
+            if (_disposing)
372
+            {
373
+                buffer = null;
374
+                readableBuffer = null;
375
+                readPos = 0;
376
+            }
377
+
378
+            disposed = true;
379
+        }
380
+    }
381
+
382
+    public void Dispose()
383
+    {
384
+        Dispose(true);
385
+        GC.SuppressFinalize(this);
386
+    }
387
+}

+ 11
- 0
Client/Assets/Scripts/Packet.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
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+  externalObjects: {}
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+  assetBundleVariant: 

+ 34
- 0
Client/Assets/Scripts/PlayerController.cs Wyświetl plik

@@ -0,0 +1,34 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class PlayerController : MonoBehaviour
6
+{
7
+    public Transform camTransform;
8
+    private void Update()
9
+    {
10
+        if (Input.GetKeyDown(KeyCode.Mouse0))
11
+        {
12
+            ClientSend.PlayerShoot(camTransform.forward);
13
+        }
14
+    }
15
+
16
+    private void FixedUpdate()
17
+    {
18
+        SendInputToServer();
19
+    }
20
+
21
+    private void SendInputToServer()
22
+    {
23
+        bool[] _inputs = new bool[]
24
+        {
25
+            Input.GetKey(KeyCode.Z),
26
+            Input.GetKey(KeyCode.S),
27
+            Input.GetKey(KeyCode.Q),
28
+            Input.GetKey(KeyCode.D),
29
+            Input.GetKey(KeyCode.Space)
30
+        };
31
+
32
+        ClientSend.PlayerMovement(_inputs);
33
+    }
34
+}

+ 11
- 0
Client/Assets/Scripts/PlayerController.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
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+ 40
- 0
Client/Assets/Scripts/PlayerManager.cs Wyświetl plik

@@ -0,0 +1,40 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class PlayerManager : MonoBehaviour
6
+{
7
+    public int id;
8
+    public string username;
9
+    public float health;
10
+    public float maxHealth;
11
+    public MeshRenderer model;
12
+
13
+    public void Initialize(int _id, string _username)
14
+    {
15
+        id = _id;
16
+        username = _username;
17
+        health = maxHealth;
18
+    }
19
+
20
+    public void SetHealth(float _health)
21
+    {
22
+        health = _health;
23
+
24
+        if (health <= 0f)
25
+        {
26
+            Die();
27
+        }
28
+    }
29
+
30
+    public void Die()
31
+    {
32
+        model.enabled = false;
33
+    }
34
+
35
+    public void Respawn()
36
+    {
37
+        model.enabled = true;
38
+        SetHealth(maxHealth);
39
+    }
40
+}

+ 11
- 0
Client/Assets/Scripts/PlayerManager.cs.meta Wyświetl plik

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+ 52
- 0
Client/Assets/Scripts/ThreadManager.cs Wyświetl plik

@@ -0,0 +1,52 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class ThreadManager : MonoBehaviour
6
+{
7
+    private static readonly List<Action> executeOnMainThread = new List<Action>();
8
+    private static readonly List<Action> executeCopiedOnMainThread = new List<Action>();
9
+    private static bool actionToExecuteOnMainThread = false;
10
+
11
+    private void Update()
12
+    {
13
+        UpdateMain();
14
+    }
15
+
16
+    /// <summary>Sets an action to be executed on the main thread.</summary>
17
+    /// <param name="_action">The action to be executed on the main thread.</param>
18
+    public static void ExecuteOnMainThread(Action _action)
19
+    {
20
+        if (_action == null)
21
+        {
22
+            Debug.Log("No action to execute on main thread!");
23
+            return;
24
+        }
25
+
26
+        lock (executeOnMainThread)
27
+        {
28
+            executeOnMainThread.Add(_action);
29
+            actionToExecuteOnMainThread = true;
30
+        }
31
+    }
32
+
33
+    /// <summary>Executes all code meant to run on the main thread. NOTE: Call this ONLY from the main thread.</summary>
34
+    public static void UpdateMain()
35
+    {
36
+        if (actionToExecuteOnMainThread)
37
+        {
38
+            executeCopiedOnMainThread.Clear();
39
+            lock (executeOnMainThread)
40
+            {
41
+                executeCopiedOnMainThread.AddRange(executeOnMainThread);
42
+                executeOnMainThread.Clear();
43
+                actionToExecuteOnMainThread = false;
44
+            }
45
+
46
+            for (int i = 0; i < executeCopiedOnMainThread.Count; i++)
47
+            {
48
+                executeCopiedOnMainThread[i]();
49
+            }
50
+        }
51
+    }
52
+}

+ 11
- 0
Client/Assets/Scripts/ThreadManager.cs.meta Wyświetl plik

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+ 37
- 0
Client/Assets/Scripts/UIManager.cs Wyświetl plik

@@ -0,0 +1,37 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using System.Net;
4
+using UnityEngine;
5
+using UnityEngine.UI;
6
+
7
+public class UIManager : MonoBehaviour
8
+{
9
+    public static UIManager instance;
10
+
11
+    public GameObject startMenu;
12
+    public InputField usernameField;
13
+    public InputField ipField;
14
+
15
+    private void Awake()
16
+    {
17
+        if (instance == null)
18
+        {
19
+            instance = this;
20
+        }
21
+        else if (instance != this)
22
+        {
23
+            Debug.Log("Instance already exists. Destroying object !");
24
+            Destroy(this);
25
+        }
26
+    }
27
+
28
+    public void ConnectToServer()
29
+    {
30
+        startMenu.SetActive(false);
31
+        usernameField.interactable = false;
32
+        ipField.interactable = false;
33
+
34
+        Client.instance.ip = ipField.text;
35
+        Client.instance.ConnectToServer();
36
+    }
37
+}

+ 11
- 0
Client/Assets/Scripts/UIManager.cs.meta Wyświetl plik

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+ 46
- 0
Client/Logs/Packages-Update.log Wyświetl plik

@@ -0,0 +1,46 @@
1
+
2
+=== Mon Oct  5 17:12:13 2020
3
+
4
+Packages were changed.
5
+Update Mode: mergeDefaultDependencies
6
+
7
+The following packages were added:
8
+  com.unity.collab-proxy@1.3.8
9
+  com.unity.ide.rider@1.2.1
10
+  com.unity.ide.visualstudio@2.0.2
11
+  com.unity.ide.vscode@1.2.1
12
+  com.unity.modules.ai@1.0.0
13
+  com.unity.modules.androidjni@1.0.0
14
+  com.unity.modules.animation@1.0.0
15
+  com.unity.modules.assetbundle@1.0.0
16
+  com.unity.modules.audio@1.0.0
17
+  com.unity.modules.cloth@1.0.0
18
+  com.unity.modules.director@1.0.0
19
+  com.unity.modules.imageconversion@1.0.0
20
+  com.unity.modules.imgui@1.0.0
21
+  com.unity.modules.jsonserialize@1.0.0
22
+  com.unity.modules.particlesystem@1.0.0
23
+  com.unity.modules.physics@1.0.0
24
+  com.unity.modules.physics2d@1.0.0
25
+  com.unity.modules.screencapture@1.0.0
26
+  com.unity.modules.terrain@1.0.0
27
+  com.unity.modules.terrainphysics@1.0.0
28
+  com.unity.modules.tilemap@1.0.0
29
+  com.unity.modules.ui@1.0.0
30
+  com.unity.modules.uielements@1.0.0
31
+  com.unity.modules.umbra@1.0.0
32
+  com.unity.modules.unityanalytics@1.0.0
33
+  com.unity.modules.unitywebrequest@1.0.0
34
+  com.unity.modules.unitywebrequestassetbundle@1.0.0
35
+  com.unity.modules.unitywebrequestaudio@1.0.0
36
+  com.unity.modules.unitywebrequesttexture@1.0.0
37
+  com.unity.modules.unitywebrequestwww@1.0.0
38
+  com.unity.modules.vehicles@1.0.0
39
+  com.unity.modules.video@1.0.0
40
+  com.unity.modules.vr@1.0.0
41
+  com.unity.modules.wind@1.0.0
42
+  com.unity.modules.xr@1.0.0
43
+  com.unity.test-framework@1.1.14
44
+  com.unity.textmeshpro@3.0.1
45
+  com.unity.timeline@1.3.4
46
+  com.unity.ugui@1.0.0

+ 43
- 0
Client/Packages/manifest.json Wyświetl plik

@@ -0,0 +1,43 @@
1
+{
2
+  "dependencies": {
3
+    "com.unity.collab-proxy": "1.3.9",
4
+    "com.unity.ide.rider": "1.2.1",
5
+    "com.unity.ide.visualstudio": "2.0.3",
6
+    "com.unity.ide.vscode": "1.2.2",
7
+    "com.unity.test-framework": "1.1.14",
8
+    "com.unity.textmeshpro": "3.0.1",
9
+    "com.unity.timeline": "1.3.4",
10
+    "com.unity.ugui": "1.0.0",
11
+    "com.unity.modules.ai": "1.0.0",
12
+    "com.unity.modules.androidjni": "1.0.0",
13
+    "com.unity.modules.animation": "1.0.0",
14
+    "com.unity.modules.assetbundle": "1.0.0",
15
+    "com.unity.modules.audio": "1.0.0",
16
+    "com.unity.modules.cloth": "1.0.0",
17
+    "com.unity.modules.director": "1.0.0",
18
+    "com.unity.modules.imageconversion": "1.0.0",
19
+    "com.unity.modules.imgui": "1.0.0",
20
+    "com.unity.modules.jsonserialize": "1.0.0",
21
+    "com.unity.modules.particlesystem": "1.0.0",
22
+    "com.unity.modules.physics": "1.0.0",
23
+    "com.unity.modules.physics2d": "1.0.0",
24
+    "com.unity.modules.screencapture": "1.0.0",
25
+    "com.unity.modules.terrain": "1.0.0",
26
+    "com.unity.modules.terrainphysics": "1.0.0",
27
+    "com.unity.modules.tilemap": "1.0.0",
28
+    "com.unity.modules.ui": "1.0.0",
29
+    "com.unity.modules.uielements": "1.0.0",
30
+    "com.unity.modules.umbra": "1.0.0",
31
+    "com.unity.modules.unityanalytics": "1.0.0",
32
+    "com.unity.modules.unitywebrequest": "1.0.0",
33
+    "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
34
+    "com.unity.modules.unitywebrequestaudio": "1.0.0",
35
+    "com.unity.modules.unitywebrequesttexture": "1.0.0",
36
+    "com.unity.modules.unitywebrequestwww": "1.0.0",
37
+    "com.unity.modules.vehicles": "1.0.0",
38
+    "com.unity.modules.video": "1.0.0",
39
+    "com.unity.modules.vr": "1.0.0",
40
+    "com.unity.modules.wind": "1.0.0",
41
+    "com.unity.modules.xr": "1.0.0"
42
+  }
43
+}

+ 330
- 0
Client/Packages/packages-lock.json Wyświetl plik

@@ -0,0 +1,330 @@
1
+{
2
+  "dependencies": {
3
+    "com.unity.collab-proxy": {
4
+      "version": "1.3.9",
5
+      "depth": 0,
6
+      "source": "registry",
7
+      "dependencies": {},
8
+      "url": "https://packages.unity.com"
9
+    },
10
+    "com.unity.ext.nunit": {
11
+      "version": "1.0.0",
12
+      "depth": 1,
13
+      "source": "registry",
14
+      "dependencies": {},
15
+      "url": "https://packages.unity.com"
16
+    },
17
+    "com.unity.ide.rider": {
18
+      "version": "1.2.1",
19
+      "depth": 0,
20
+      "source": "registry",
21
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Server Standalone/GameServer/GameServer/Client.cs Wyświetl plik

@@ -0,0 +1,227 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+using System.Net;
5
+using System.Net.Sockets;
6
+using System.Numerics;
7
+
8
+namespace GameServer
9
+{
10
+    class Client
11
+    {
12
+        public static int dataBufferSize = 4096;
13
+        
14
+        public int id;
15
+        public Player player;
16
+        public TCP tcp;
17
+        public UDP udp;
18
+
19
+        public Client(int _clientId)
20
+        {
21
+            id = _clientId;
22
+            tcp = new TCP(id);
23
+            udp = new UDP(id);
24
+        }
25
+
26
+        public class TCP
27
+        {
28
+            public TcpClient socket;
29
+
30
+            private readonly int id;
31
+            private NetworkStream stream;
32
+            private Packet receivedData;
33
+            private byte[] receiveBuffer;
34
+
35
+            public TCP(int _id)
36
+            {
37
+                id = _id;
38
+            }
39
+
40
+            public void Connect(TcpClient _socket)
41
+            {
42
+                socket = _socket;
43
+                socket.ReceiveBufferSize = dataBufferSize;
44
+                socket.SendBufferSize = dataBufferSize;
45
+
46
+                stream = socket.GetStream();
47
+
48
+                receivedData = new Packet();
49
+                receiveBuffer = new byte[dataBufferSize];
50
+
51
+                stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
52
+
53
+                ServerSend.Welcome(id, "Welcome to the server");
54
+            }
55
+
56
+            public void SendData(Packet _packet)
57
+            {
58
+                try
59
+                {
60
+                    if (socket != null)
61
+                    {
62
+                        stream.BeginWrite(_packet.ToArray(), 0, _packet.Length(), null, null);
63
+                    }
64
+                }
65
+                catch (Exception _ex)
66
+                {
67
+                    Console.WriteLine($"Error sending data to the player {id} via TCP: {_ex}");
68
+                }
69
+            }
70
+
71
+            private void ReceiveCallback(IAsyncResult _result)
72
+            {
73
+                try
74
+                {
75
+                    int _byteLength = stream.EndRead(_result);
76
+                    if (_byteLength <= 0)
77
+                    {
78
+                        Server.clients[id].Disconnect();
79
+                        return;
80
+                    }
81
+
82
+                    byte[] _data = new byte[_byteLength];
83
+                    Array.Copy(receiveBuffer, _data, _byteLength);
84
+
85
+                    receivedData.Reset(HandleData(_data));
86
+                    stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
87
+                }
88
+                catch (Exception _ex)
89
+                {
90
+                    Console.WriteLine($"Error receiving TCP data : {_ex}");
91
+                    // TODO diconnect
92
+                }
93
+            }
94
+
95
+            private bool HandleData(byte[] _data)
96
+            {
97
+                int _packetLength = 0;
98
+
99
+                receivedData.SetBytes(_data);
100
+
101
+                if (receivedData.UnreadLength() >= 4)
102
+                {
103
+                    _packetLength = receivedData.ReadInt();
104
+                    if (_packetLength <= 0)
105
+                    {
106
+                        return true;
107
+                    }
108
+                }
109
+
110
+                while (_packetLength > 0 && _packetLength <= receivedData.UnreadLength())
111
+                {
112
+                    byte[] _packetBytes = receivedData.ReadBytes(_packetLength);
113
+                    ThreadManager.ExecuteOnMainThread(() =>
114
+                    {
115
+                        using (Packet _packet = new Packet(_packetBytes))
116
+                        {
117
+                            int _packetId = _packet.ReadInt();
118
+                            Server.packetHandlers[_packetId](id, _packet);
119
+                        }
120
+                    });
121
+
122
+                    _packetLength = 0;
123
+                    if (receivedData.UnreadLength() >= 4)
124
+                    {
125
+                        _packetLength = receivedData.ReadInt();
126
+                        if (_packetLength <= 0)
127
+                        {
128
+                            return true;
129
+                        }
130
+                    }
131
+                }
132
+
133
+                if (_packetLength <= 1)
134
+                {
135
+                    return true;
136
+                }
137
+
138
+                return false;
139
+            }
140
+
141
+            public void Disconnect()
142
+            {
143
+                socket.Close();
144
+                stream = null;
145
+                receivedData = null;
146
+                receiveBuffer = null;
147
+                socket = null;
148
+            }
149
+        }
150
+    
151
+        public class UDP
152
+        {
153
+            public IPEndPoint endPoint;
154
+
155
+            private int id;
156
+
157
+            public UDP(int _id)
158
+            {
159
+                id = _id;
160
+            }
161
+
162
+            public void Connect(IPEndPoint _endPoint)
163
+            {
164
+                endPoint = _endPoint;
165
+            }
166
+
167
+            public void SendData(Packet _packet)
168
+            {
169
+                Server.SendUDPData(endPoint, _packet);
170
+            }
171
+
172
+            public void HandleData(Packet _packetData)
173
+            {
174
+                int _packetLength = _packetData.ReadInt();
175
+                byte[] _packetBytes = _packetData.ReadBytes(_packetLength);
176
+
177
+                ThreadManager.ExecuteOnMainThread(() =>
178
+                {
179
+                    using (Packet _packet = new Packet(_packetBytes))
180
+                    {
181
+                        int _packetId = _packet.ReadInt();
182
+                        Server.packetHandlers[_packetId](id, _packet);
183
+                    }
184
+                });
185
+            }
186
+
187
+            public void Disconnect()
188
+            {
189
+                endPoint = null;
190
+            }
191
+        }
192
+
193
+        public void SendIntoGame(string _playerName)
194
+        {
195
+            player = new Player(id, _playerName, new Vector3(0, 0, 0));
196
+
197
+            foreach (Client _client in Server.clients.Values)
198
+            {
199
+                if (_client.player != null)
200
+                {
201
+                    if (_client.id != id)
202
+                    {
203
+                        ServerSend.SpawnPlayer(id, _client.player);
204
+                    }
205
+                }
206
+            }
207
+
208
+            foreach (Client _client in Server.clients.Values)
209
+            {
210
+                if (_client.player != null)
211
+                {
212
+                    ServerSend.SpawnPlayer(_client.id, player);
213
+                }
214
+            }
215
+        }
216
+
217
+        public void Disconnect()
218
+        {
219
+            Console.WriteLine($"{tcp.socket.Client.RemoteEndPoint} has disconnected.");
220
+
221
+            player = null;
222
+
223
+            tcp.Disconnect();
224
+            udp.Disconnect();
225
+        }
226
+    }
227
+}

+ 12
- 0
Server Standalone/GameServer/GameServer/Constants.cs Wyświetl plik

@@ -0,0 +1,12 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+
5
+namespace GameServer
6
+{
7
+    class Constants
8
+    {
9
+        public const int TICKS_PER_SEC = 30;
10
+        public const int MS_PER_TICKS = 1000 / TICKS_PER_SEC;
11
+    }
12
+}

+ 21
- 0
Server Standalone/GameServer/GameServer/GameLogic.cs Wyświetl plik

@@ -0,0 +1,21 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+
5
+namespace GameServer
6
+{
7
+    class GameLogic
8
+    {
9
+        public static void Update()
10
+        {
11
+            foreach (Client _client in Server.clients.Values)
12
+            {
13
+                if (_client.player != null)
14
+                {
15
+                    _client.player.Update();
16
+                }   
17
+            }
18
+            ThreadManager.UpdateMain();
19
+        }
20
+    }
21
+}

+ 386
- 0
Server Standalone/GameServer/GameServer/Packet.cs Wyświetl plik

@@ -0,0 +1,386 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Numerics;
4
+using System.Text;
5
+
6
+namespace GameServer
7
+{
8
+    /// <summary>Sent from server to client.</summary>
9
+    public enum ServerPackets
10
+    {
11
+        welcome = 1,
12
+        spawnPlayer,
13
+        playerPosition,
14
+        playerRotation
15
+    }
16
+
17
+    /// <summary>Sent from client to server.</summary>
18
+    public enum ClientPackets
19
+    {
20
+        welcomeReceived = 1,
21
+        playerMovement
22
+    }
23
+
24
+    public class Packet : IDisposable
25
+    {
26
+        private List<byte> buffer;
27
+        private byte[] readableBuffer;
28
+        private int readPos;
29
+
30
+        /// <summary>Creates a new empty packet (without an ID).</summary>
31
+        public Packet()
32
+        {
33
+            buffer = new List<byte>(); // Intitialize buffer
34
+            readPos = 0; // Set readPos to 0
35
+        }
36
+
37
+        /// <summary>Creates a new packet with a given ID. Used for sending.</summary>
38
+        /// <param name="_id">The packet ID.</param>
39
+        public Packet(int _id)
40
+        {
41
+            buffer = new List<byte>(); // Intitialize buffer
42
+            readPos = 0; // Set readPos to 0
43
+
44
+            Write(_id); // Write packet id to the buffer
45
+        }
46
+
47
+        /// <summary>Creates a packet from which data can be read. Used for receiving.</summary>
48
+        /// <param name="_data">The bytes to add to the packet.</param>
49
+        public Packet(byte[] _data)
50
+        {
51
+            buffer = new List<byte>(); // Intitialize buffer
52
+            readPos = 0; // Set readPos to 0
53
+
54
+            SetBytes(_data);
55
+        }
56
+
57
+        #region Functions
58
+        /// <summary>Sets the packet's content and prepares it to be read.</summary>
59
+        /// <param name="_data">The bytes to add to the packet.</param>
60
+        public void SetBytes(byte[] _data)
61
+        {
62
+            Write(_data);
63
+            readableBuffer = buffer.ToArray();
64
+        }
65
+
66
+        /// <summary>Inserts the length of the packet's content at the start of the buffer.</summary>
67
+        public void WriteLength()
68
+        {
69
+            buffer.InsertRange(0, BitConverter.GetBytes(buffer.Count)); // Insert the byte length of the packet at the very beginning
70
+        }
71
+
72
+        /// <summary>Inserts the given int at the start of the buffer.</summary>
73
+        /// <param name="_value">The int to insert.</param>
74
+        public void InsertInt(int _value)
75
+        {
76
+            buffer.InsertRange(0, BitConverter.GetBytes(_value)); // Insert the int at the start of the buffer
77
+        }
78
+
79
+        /// <summary>Gets the packet's content in array form.</summary>
80
+        public byte[] ToArray()
81
+        {
82
+            readableBuffer = buffer.ToArray();
83
+            return readableBuffer;
84
+        }
85
+
86
+        /// <summary>Gets the length of the packet's content.</summary>
87
+        public int Length()
88
+        {
89
+            return buffer.Count; // Return the length of buffer
90
+        }
91
+
92
+        /// <summary>Gets the length of the unread data contained in the packet.</summary>
93
+        public int UnreadLength()
94
+        {
95
+            return Length() - readPos; // Return the remaining length (unread)
96
+        }
97
+
98
+        /// <summary>Resets the packet instance to allow it to be reused.</summary>
99
+        /// <param name="_shouldReset">Whether or not to reset the packet.</param>
100
+        public void Reset(bool _shouldReset = true)
101
+        {
102
+            if (_shouldReset)
103
+            {
104
+                buffer.Clear(); // Clear buffer
105
+                readableBuffer = null;
106
+                readPos = 0; // Reset readPos
107
+            }
108
+            else
109
+            {
110
+                readPos -= 4; // "Unread" the last read int
111
+            }
112
+        }
113
+        #endregion
114
+
115
+        #region Write Data
116
+        /// <summary>Adds a byte to the packet.</summary>
117
+        /// <param name="_value">The byte to add.</param>
118
+        public void Write(byte _value)
119
+        {
120
+            buffer.Add(_value);
121
+        }
122
+        /// <summary>Adds an array of bytes to the packet.</summary>
123
+        /// <param name="_value">The byte array to add.</param>
124
+        public void Write(byte[] _value)
125
+        {
126
+            buffer.AddRange(_value);
127
+        }
128
+        /// <summary>Adds a short to the packet.</summary>
129
+        /// <param name="_value">The short to add.</param>
130
+        public void Write(short _value)
131
+        {
132
+            buffer.AddRange(BitConverter.GetBytes(_value));
133
+        }
134
+        /// <summary>Adds an int to the packet.</summary>
135
+        /// <param name="_value">The int to add.</param>
136
+        public void Write(int _value)
137
+        {
138
+            buffer.AddRange(BitConverter.GetBytes(_value));
139
+        }
140
+        /// <summary>Adds a long to the packet.</summary>
141
+        /// <param name="_value">The long to add.</param>
142
+        public void Write(long _value)
143
+        {
144
+            buffer.AddRange(BitConverter.GetBytes(_value));
145
+        }
146
+        /// <summary>Adds a float to the packet.</summary>
147
+        /// <param name="_value">The float to add.</param>
148
+        public void Write(float _value)
149
+        {
150
+            buffer.AddRange(BitConverter.GetBytes(_value));
151
+        }
152
+        /// <summary>Adds a bool to the packet.</summary>
153
+        /// <param name="_value">The bool to add.</param>
154
+        public void Write(bool _value)
155
+        {
156
+            buffer.AddRange(BitConverter.GetBytes(_value));
157
+        }
158
+        /// <summary>Adds a string to the packet.</summary>
159
+        /// <param name="_value">The string to add.</param>
160
+        public void Write(string _value)
161
+        {
162
+            Write(_value.Length); // Add the length of the string to the packet
163
+            buffer.AddRange(Encoding.ASCII.GetBytes(_value)); // Add the string itself
164
+        }
165
+
166
+        public void Write(Vector3 _value)
167
+        {
168
+            Write(_value.X);
169
+            Write(_value.Y);
170
+            Write(_value.Z);
171
+        }
172
+
173
+        public void Write(Quaternion _value)
174
+        {
175
+            Write(_value.X);
176
+            Write(_value.Y);
177
+            Write(_value.Z);
178
+            Write(_value.W);
179
+        }
180
+        #endregion
181
+
182
+        #region Read Data
183
+        /// <summary>Reads a byte from the packet.</summary>
184
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
185
+        public byte ReadByte(bool _moveReadPos = true)
186
+        {
187
+            if (buffer.Count > readPos)
188
+            {
189
+                // If there are unread bytes
190
+                byte _value = readableBuffer[readPos]; // Get the byte at readPos' position
191
+                if (_moveReadPos)
192
+                {
193
+                    // If _moveReadPos is true
194
+                    readPos += 1; // Increase readPos by 1
195
+                }
196
+                return _value; // Return the byte
197
+            }
198
+            else
199
+            {
200
+                throw new Exception("Could not read value of type 'byte'!");
201
+            }
202
+        }
203
+
204
+        /// <summary>Reads an array of bytes from the packet.</summary>
205
+        /// <param name="_length">The length of the byte array.</param>
206
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
207
+        public byte[] ReadBytes(int _length, bool _moveReadPos = true)
208
+        {
209
+            if (buffer.Count > readPos)
210
+            {
211
+                // If there are unread bytes
212
+                byte[] _value = buffer.GetRange(readPos, _length).ToArray(); // Get the bytes at readPos' position with a range of _length
213
+                if (_moveReadPos)
214
+                {
215
+                    // If _moveReadPos is true
216
+                    readPos += _length; // Increase readPos by _length
217
+                }
218
+                return _value; // Return the bytes
219
+            }
220
+            else
221
+            {
222
+                throw new Exception("Could not read value of type 'byte[]'!");
223
+            }
224
+        }
225
+
226
+        /// <summary>Reads a short from the packet.</summary>
227
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
228
+        public short ReadShort(bool _moveReadPos = true)
229
+        {
230
+            if (buffer.Count > readPos)
231
+            {
232
+                // If there are unread bytes
233
+                short _value = BitConverter.ToInt16(readableBuffer, readPos); // Convert the bytes to a short
234
+                if (_moveReadPos)
235
+                {
236
+                    // If _moveReadPos is true and there are unread bytes
237
+                    readPos += 2; // Increase readPos by 2
238
+                }
239
+                return _value; // Return the short
240
+            }
241
+            else
242
+            {
243
+                throw new Exception("Could not read value of type 'short'!");
244
+            }
245
+        }
246
+
247
+        /// <summary>Reads an int from the packet.</summary>
248
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
249
+        public int ReadInt(bool _moveReadPos = true)
250
+        {
251
+            if (buffer.Count > readPos)
252
+            {
253
+                // If there are unread bytes
254
+                int _value = BitConverter.ToInt32(readableBuffer, readPos); // Convert the bytes to an int
255
+                if (_moveReadPos)
256
+                {
257
+                    // If _moveReadPos is true
258
+                    readPos += 4; // Increase readPos by 4
259
+                }
260
+                return _value; // Return the int
261
+            }
262
+            else
263
+            {
264
+                throw new Exception("Could not read value of type 'int'!");
265
+            }
266
+        }
267
+
268
+        /// <summary>Reads a long from the packet.</summary>
269
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
270
+        public long ReadLong(bool _moveReadPos = true)
271
+        {
272
+            if (buffer.Count > readPos)
273
+            {
274
+                // If there are unread bytes
275
+                long _value = BitConverter.ToInt64(readableBuffer, readPos); // Convert the bytes to a long
276
+                if (_moveReadPos)
277
+                {
278
+                    // If _moveReadPos is true
279
+                    readPos += 8; // Increase readPos by 8
280
+                }
281
+                return _value; // Return the long
282
+            }
283
+            else
284
+            {
285
+                throw new Exception("Could not read value of type 'long'!");
286
+            }
287
+        }
288
+
289
+        /// <summary>Reads a float from the packet.</summary>
290
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
291
+        public float ReadFloat(bool _moveReadPos = true)
292
+        {
293
+            if (buffer.Count > readPos)
294
+            {
295
+                // If there are unread bytes
296
+                float _value = BitConverter.ToSingle(readableBuffer, readPos); // Convert the bytes to a float
297
+                if (_moveReadPos)
298
+                {
299
+                    // If _moveReadPos is true
300
+                    readPos += 4; // Increase readPos by 4
301
+                }
302
+                return _value; // Return the float
303
+            }
304
+            else
305
+            {
306
+                throw new Exception("Could not read value of type 'float'!");
307
+            }
308
+        }
309
+
310
+        /// <summary>Reads a bool from the packet.</summary>
311
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
312
+        public bool ReadBool(bool _moveReadPos = true)
313
+        {
314
+            if (buffer.Count > readPos)
315
+            {
316
+                // If there are unread bytes
317
+                bool _value = BitConverter.ToBoolean(readableBuffer, readPos); // Convert the bytes to a bool
318
+                if (_moveReadPos)
319
+                {
320
+                    // If _moveReadPos is true
321
+                    readPos += 1; // Increase readPos by 1
322
+                }
323
+                return _value; // Return the bool
324
+            }
325
+            else
326
+            {
327
+                throw new Exception("Could not read value of type 'bool'!");
328
+            }
329
+        }
330
+
331
+        /// <summary>Reads a string from the packet.</summary>
332
+        /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
333
+        public string ReadString(bool _moveReadPos = true)
334
+        {
335
+            try
336
+            {
337
+                int _length = ReadInt(); // Get the length of the string
338
+                string _value = Encoding.ASCII.GetString(readableBuffer, readPos, _length); // Convert the bytes to a string
339
+                if (_moveReadPos && _value.Length > 0)
340
+                {
341
+                    // If _moveReadPos is true string is not empty
342
+                    readPos += _length; // Increase readPos by the length of the string
343
+                }
344
+                return _value; // Return the string
345
+            }
346
+            catch
347
+            {
348
+                throw new Exception("Could not read value of type 'string'!");
349
+            }
350
+        }
351
+
352
+        public Vector3 ReadVector3(bool _moveReadPos = true)
353
+        {
354
+            return new Vector3(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
355
+        }
356
+
357
+        public Quaternion ReadQuaternion(bool _moveReadPos = true)
358
+        {
359
+            return new Quaternion(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
360
+        }
361
+        #endregion
362
+
363
+        private bool disposed = false;
364
+
365
+        protected virtual void Dispose(bool _disposing)
366
+        {
367
+            if (!disposed)
368
+            {
369
+                if (_disposing)
370
+                {
371
+                    buffer = null;
372
+                    readableBuffer = null;
373
+                    readPos = 0;
374
+                }
375
+
376
+                disposed = true;
377
+            }
378
+        }
379
+
380
+        public void Dispose()
381
+        {
382
+            Dispose(true);
383
+            GC.SuppressFinalize(this);
384
+        }
385
+    }
386
+}

+ 71
- 0
Server Standalone/GameServer/GameServer/Player.cs Wyświetl plik

@@ -0,0 +1,71 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Dynamic;
4
+using System.Numerics;
5
+using System.Text;
6
+
7
+namespace GameServer
8
+{
9
+    class Player
10
+    {
11
+        public int id;
12
+        public string username;
13
+
14
+        public Vector3 position;
15
+        public Quaternion rotation;
16
+
17
+        private float moveSpeed = 5f / Constants.TICKS_PER_SEC;
18
+        private bool[] inputs;
19
+
20
+        public Player(int _id, string _username, Vector3 _pos)
21
+        {
22
+            id = _id;
23
+            username = _username;
24
+            position = _pos;
25
+            rotation = Quaternion.Identity;
26
+
27
+            inputs = new bool[4];
28
+        }
29
+
30
+        public void Update()
31
+        {
32
+            Vector2 _inputDirection = Vector2.Zero;
33
+            if (inputs[0])
34
+            {
35
+                _inputDirection.Y += 1;
36
+            }
37
+            if (inputs[1])
38
+            {
39
+                _inputDirection.Y -= 1;
40
+            }
41
+            if (inputs[2])
42
+            {
43
+                _inputDirection.X += 1;
44
+            }
45
+            if (inputs[3])
46
+            {
47
+                _inputDirection.X -= 1;
48
+            }
49
+
50
+            Move(_inputDirection);
51
+        }
52
+
53
+        private void Move(Vector2 _inputDirection)
54
+        {
55
+            Vector3 _forward = Vector3.Transform(new Vector3(0, 0, 1), rotation);
56
+            Vector3 _right = Vector3.Normalize(Vector3.Cross(_forward, new Vector3(0, 1, 0)));
57
+
58
+            Vector3 _moveDirection = _right * _inputDirection.X + _forward * _inputDirection.Y;
59
+            position += _moveDirection * moveSpeed;
60
+
61
+            ServerSend.PlayerPosition(this);
62
+            ServerSend.PlayerRotation(this);
63
+        }
64
+
65
+        public void SetInput(bool[] _inputs, Quaternion _rotation)
66
+        {
67
+            inputs = _inputs;
68
+            rotation = _rotation;
69
+        }
70
+    }
71
+}

+ 42
- 0
Server Standalone/GameServer/GameServer/Program.cs Wyświetl plik

@@ -0,0 +1,42 @@
1
+using System;
2
+using System.Threading;
3
+
4
+namespace GameServer
5
+{
6
+    class Program
7
+    {
8
+        private static bool isRunning = false;
9
+
10
+        static void Main(string[] args)
11
+        {
12
+            Console.Title = "Game Server";
13
+            isRunning = true;
14
+
15
+            Thread mainThread = new Thread(new ThreadStart(MainThread));
16
+            mainThread.Start();
17
+
18
+            Server.Start(8, 26950);
19
+        }
20
+
21
+        private static void MainThread()
22
+        {
23
+            Console.WriteLine($"Main thread started. Running at {Constants.TICKS_PER_SEC} ticks per second.");
24
+            DateTime _nextLoop = DateTime.Now;
25
+
26
+            while (isRunning)
27
+            {
28
+                while (_nextLoop < DateTime.Now)
29
+                {
30
+                    GameLogic.Update();
31
+
32
+                    _nextLoop = _nextLoop.AddMilliseconds(Constants.MS_PER_TICKS);
33
+
34
+                    if (_nextLoop > DateTime.Now)
35
+                    {
36
+                        Thread.Sleep(_nextLoop - DateTime.Now);
37
+                    }
38
+                }
39
+            }
40
+        }
41
+    }
42
+}

+ 126
- 0
Server Standalone/GameServer/GameServer/Server.cs Wyświetl plik

@@ -0,0 +1,126 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+using System.Net;
5
+using System.Net.Sockets;
6
+
7
+namespace GameServer
8
+{
9
+    class Server
10
+    {
11
+        public static int MaxPlayers { get; private set; }
12
+        public static int Port { get; private set; }
13
+        public static Dictionary<int, Client> clients = new Dictionary<int, Client>();
14
+        public delegate void PacketHandler(int _fromClient, Packet _packet);
15
+        public static Dictionary<int, PacketHandler> packetHandlers;
16
+        
17
+        public static TcpListener tcpListener;
18
+        public static UdpClient udpListener;
19
+
20
+        public static void Start(int _maxPlayers, int _port)
21
+        {
22
+            MaxPlayers = _maxPlayers;
23
+            Port = _port;
24
+
25
+            Console.WriteLine("Starting Server...");
26
+            InitializeServerData();
27
+
28
+            tcpListener = new TcpListener(IPAddress.Any, Port);
29
+            tcpListener.Start();
30
+            tcpListener.BeginAcceptTcpClient(TCPConnectCallback, null);
31
+
32
+            udpListener = new UdpClient(Port);
33
+            udpListener.BeginReceive(UDPReceiveCallback, null);
34
+
35
+            Console.WriteLine($"Server started on port : {Port}.");
36
+        }
37
+
38
+        private static void TCPConnectCallback(IAsyncResult _result)
39
+        {
40
+            TcpClient _client = tcpListener.EndAcceptTcpClient(_result);
41
+            tcpListener.BeginAcceptTcpClient(new AsyncCallback(TCPConnectCallback), null);
42
+            Console.WriteLine($"Incoming connection from {_client.Client.RemoteEndPoint}...");
43
+
44
+            for (int i = 1; i <= MaxPlayers; i++)
45
+            {
46
+                if (clients[i].tcp.socket == null)
47
+                {
48
+                    clients[i].tcp.Connect(_client);
49
+                    return;
50
+                }
51
+            }
52
+
53
+            Console.WriteLine($"{_client.Client.RemoteEndPoint} failed to connect. server full !");
54
+        }
55
+
56
+        private static void UDPReceiveCallback(IAsyncResult _result)
57
+        {
58
+            try
59
+            {
60
+                IPEndPoint _clientEndPoint = new IPEndPoint(IPAddress.Any, 0);
61
+                byte[] _data = udpListener.EndReceive(_result, ref _clientEndPoint);
62
+                udpListener.BeginReceive(UDPReceiveCallback, null);
63
+
64
+                if (_data.Length < 4)
65
+                {
66
+                    return;
67
+                }
68
+
69
+                using (Packet _packet = new Packet(_data))
70
+                {
71
+                    int _clientId = _packet.ReadInt();
72
+
73
+                    if (_clientId == 0)
74
+                    {
75
+                        return;
76
+                    }
77
+
78
+                    if (clients[_clientId].udp.endPoint == null)
79
+                    {
80
+                        clients[_clientId].udp.Connect(_clientEndPoint);
81
+                        return;
82
+                    }
83
+
84
+                    if (clients[_clientId].udp.endPoint.ToString() == _clientEndPoint.ToString())
85
+                    {
86
+                        clients[_clientId].udp.HandleData(_packet);
87
+                    }
88
+                }
89
+            }
90
+            catch (Exception _ex)
91
+            {
92
+                Console.WriteLine($"Error receiving UDP data: {_ex}");
93
+            }
94
+        }
95
+
96
+        public static void SendUDPData(IPEndPoint _clientEndPoint, Packet _packet)
97
+        {
98
+            try
99
+            {
100
+                if (_clientEndPoint != null)
101
+                {
102
+                    udpListener.BeginSend(_packet.ToArray(), _packet.Length(), _clientEndPoint, null, null);
103
+                }
104
+            }
105
+            catch (Exception _ex)
106
+            {
107
+                Console.WriteLine($"Error sending data to {_clientEndPoint} via UDP: {_ex}");
108
+            }
109
+        }
110
+
111
+        private static void InitializeServerData()
112
+        {
113
+            for (int i = 1; i <= MaxPlayers; i++)
114
+            {
115
+                clients.Add(i, new Client(i));
116
+            }
117
+
118
+            packetHandlers = new Dictionary<int, PacketHandler>()
119
+            {
120
+                { (int)ClientPackets.welcomeReceived, ServerHandle.WelcomeReceived },
121
+                { (int)ClientPackets.playerMovement, ServerHandle.PlayerMovement }
122
+            };
123
+            Console.WriteLine("Initialized packets.");
124
+        }
125
+    }
126
+}

+ 35
- 0
Server Standalone/GameServer/GameServer/ServerHandle.cs Wyświetl plik

@@ -0,0 +1,35 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Numerics;
4
+using System.Text;
5
+
6
+namespace GameServer
7
+{
8
+    class ServerHandle
9
+    {
10
+        public static void WelcomeReceived(int _fromClient, Packet _packet)
11
+        {
12
+            int _clientIdCheck = _packet.ReadInt();
13
+            string _username = _packet.ReadString();
14
+
15
+            Console.WriteLine($"{Server.clients[_fromClient].tcp.socket.Client.RemoteEndPoint} connected successfully and is now player {_fromClient}.");
16
+            if (_clientIdCheck != _fromClient)
17
+            {
18
+                Console.WriteLine($"Player \"{_username}\" (ID: {_fromClient}) has assumed the wrong client ID ({_clientIdCheck})!");
19
+            }
20
+            Server.clients[_fromClient].SendIntoGame(_username);
21
+        }
22
+
23
+        public static void PlayerMovement(int _fromClient, Packet _packet)
24
+        {
25
+            bool[] _inputs = new bool[_packet.ReadInt()];
26
+            for (int i = 0; i < _inputs.Length; i++)
27
+            {
28
+                _inputs[i] = _packet.ReadBool();
29
+            }
30
+            Quaternion _rotation = _packet.ReadQuaternion();
31
+
32
+            Server.clients[_fromClient].player.SetInput(_inputs, _rotation); 
33
+        }
34
+    }
35
+}

+ 110
- 0
Server Standalone/GameServer/GameServer/ServerSend.cs Wyświetl plik

@@ -0,0 +1,110 @@
1
+using System;
2
+using System.Collections.Generic;
3
+using System.Text;
4
+
5
+namespace GameServer
6
+{
7
+    class ServerSend
8
+    {
9
+        private static void SendTCPData(int _toClient, Packet _packet)
10
+        {
11
+            _packet.WriteLength();
12
+            Server.clients[_toClient].tcp.SendData(_packet);
13
+        }
14
+
15
+        private static void SendUDPData(int _toClient, Packet _packet)
16
+        {
17
+            _packet.WriteLength();
18
+            Server.clients[_toClient].udp.SendData(_packet);
19
+        }
20
+
21
+        private static void SendTCPDataToAll(Packet _packet)
22
+        {
23
+            _packet.WriteLength();
24
+            for (int i = 1; i <= Server.MaxPlayers; i++)
25
+            {
26
+                Server.clients[i].tcp.SendData(_packet);
27
+            }
28
+        }
29
+
30
+        private static void SendTCPDataToAll(int _exceptClient, Packet _packet)
31
+        {
32
+            _packet.WriteLength();
33
+            for (int i = 1; i <= Server.MaxPlayers; i++)
34
+            {
35
+                if (i != _exceptClient)
36
+                {
37
+                    Server.clients[i].tcp.SendData(_packet);
38
+                }
39
+            }
40
+        }
41
+
42
+        private static void SendUDPDataToAll(Packet _packet)
43
+        {
44
+            _packet.WriteLength();
45
+            for (int i = 1; i <= Server.MaxPlayers; i++)
46
+            {
47
+                Server.clients[i].udp.SendData(_packet);
48
+            }
49
+        }
50
+
51
+        private static void SendUDPDataToAll(int _exceptClient, Packet _packet)
52
+        {
53
+            _packet.WriteLength();
54
+            for (int i = 1; i <= Server.MaxPlayers; i++)
55
+            {
56
+                if (i != _exceptClient)
57
+                {
58
+                    Server.clients[i].udp.SendData(_packet);
59
+                }
60
+            }
61
+        }
62
+
63
+        #region packets
64
+        public static void Welcome(int _toClient, string _msg)
65
+        {
66
+            using Packet _packet = new Packet((int)ServerPackets.welcome);
67
+
68
+            _packet.Write(_msg);
69
+            _packet.Write(_toClient);
70
+
71
+            SendTCPData(_toClient, _packet);
72
+        }
73
+        
74
+        public static void SpawnPlayer(int _toClient, Player _player)
75
+        {
76
+            using (Packet _packet = new Packet((int)ServerPackets.spawnPlayer))
77
+            {
78
+                _packet.Write(_player.id);
79
+                _packet.Write(_player.username);
80
+                _packet.Write(_player.position);
81
+                _packet.Write(_player.rotation);
82
+
83
+                SendTCPData(_toClient, _packet);
84
+            }
85
+        }
86
+
87
+        public static void PlayerPosition(Player _player)
88
+        {
89
+            using (Packet _packet = new Packet((int)ServerPackets.playerPosition))
90
+            {
91
+                _packet.Write(_player.id);
92
+                _packet.Write(_player.position);
93
+
94
+                SendUDPDataToAll(_packet);
95
+            }
96
+        }
97
+
98
+        public static void PlayerRotation(Player _player)
99
+        {
100
+            using (Packet _packet = new Packet((int)ServerPackets.playerRotation))
101
+            {
102
+                _packet.Write(_player.id);
103
+                _packet.Write(_player.rotation);
104
+
105
+                SendUDPDataToAll(_player.id, _packet);
106
+            }
107
+        }
108
+        #endregion
109
+    }
110
+}

+ 47
- 0
Server Standalone/GameServer/GameServer/ThreadManager.cs Wyświetl plik

@@ -0,0 +1,47 @@
1
+using System;
2
+using System.Collections.Generic;
3
+
4
+public class ThreadManager
5
+{
6
+    private static readonly List<Action> executeOnMainThread = new List<Action>();
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+    private static readonly List<Action> executeCopiedOnMainThread = new List<Action>();
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+    private static bool actionToExecuteOnMainThread = false;
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+
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+
11
+    /// <summary>Sets an action to be executed on the main thread.</summary>
12
+    /// <param name="_action">The action to be executed on the main thread.</param>
13
+    public static void ExecuteOnMainThread(Action _action)
14
+    {
15
+        if (_action == null)
16
+        {
17
+            Console.WriteLine("No action to execute on main thread!");
18
+            return;
19
+        }
20
+
21
+        lock (executeOnMainThread)
22
+        {
23
+            executeOnMainThread.Add(_action);
24
+            actionToExecuteOnMainThread = true;
25
+        }
26
+    }
27
+
28
+    /// <summary>Executes all code meant to run on the main thread. NOTE: Call this ONLY from the main thread.</summary>
29
+    public static void UpdateMain()
30
+    {
31
+        if (actionToExecuteOnMainThread)
32
+        {
33
+            executeCopiedOnMainThread.Clear();
34
+            lock (executeOnMainThread)
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+            {
36
+                executeCopiedOnMainThread.AddRange(executeOnMainThread);
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+                executeOnMainThread.Clear();
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+                actionToExecuteOnMainThread = false;
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+            }
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+
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+            for (int i = 0; i < executeCopiedOnMainThread.Count; i++)
42
+            {
43
+                executeCopiedOnMainThread[i]();
44
+            }
45
+        }
46
+    }
47
+}

+ 34
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Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.deps.json Wyświetl plik

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+{
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+  "runtimeTarget": {
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+    "name": ".NETCoreApp,Version=v3.1",
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+    "signature": ""
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+  },
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+  "compilationOptions": {},
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+  "targets": {
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+    ".NETCoreApp,Version=v3.1": {
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+      "GameServer/1.0.0": {
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+        "dependencies": {
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+          "System.Numerics.Vectors": "4.5.0"
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+        },
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+        "runtime": {
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+          "GameServer.dll": {}
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+        }
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+      },
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+      "System.Numerics.Vectors/4.5.0": {}
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+    }
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+  },
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+  "libraries": {
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+    "GameServer/1.0.0": {
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+      "type": "project",
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+      "serviceable": false,
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+      "sha512": ""
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+    },
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+    "System.Numerics.Vectors/4.5.0": {
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+      "type": "package",
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+      "serviceable": true,
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+      "sha512": "sha512-QQTlPTl06J/iiDbJCiepZ4H//BVraReU4O4EoRw1U02H5TLUIT7xn3GnDp9AXPSlJUDyFs4uWjWafNX6WrAojQ==",
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+      "path": "system.numerics.vectors/4.5.0",
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+      "hashPath": "system.numerics.vectors.4.5.0.nupkg.sha512"
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+    }
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+  }
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+}

BIN
Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.dll Wyświetl plik


BIN
Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.exe Wyświetl plik


+ 8
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Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.runtimeconfig.dev.json Wyświetl plik

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+{
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+  "runtimeOptions": {
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+    "additionalProbingPaths": [
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+      "C:\\Users\\Figg\\.dotnet\\store\\|arch|\\|tfm|",
5
+      "C:\\Users\\Figg\\.nuget\\packages"
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+    ]
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+  }
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+}

+ 9
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Server Standalone/GameServer/GameServer/bin/Debug/netcoreapp3.1/GameServer.runtimeconfig.json Wyświetl plik

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+{
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+  "runtimeOptions": {
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+    "tfm": "netcoreapp3.1",
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+    "framework": {
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+      "name": "Microsoft.NETCore.App",
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+      "version": "3.1.0"
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+    }
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+  }
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Server/Assets/Scripts/Client.cs Wyświetl plik

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+using System;
2
+using System.Collections;
3
+using System.Collections.Generic;
4
+using System.Net;
5
+using System.Net.Sockets;
6
+using UnityEngine;
7
+
8
+public class Client
9
+{
10
+    public static int dataBufferSize = 4096;
11
+
12
+    public int id;
13
+    public Player player;
14
+    public TCP tcp;
15
+    public UDP udp;
16
+
17
+    public Client(int _clientId)
18
+    {
19
+        id = _clientId;
20
+        tcp = new TCP(id);
21
+        udp = new UDP(id);
22
+    }
23
+
24
+    public class TCP
25
+    {
26
+        public TcpClient socket;
27
+
28
+        private readonly int id;
29
+        private NetworkStream stream;
30
+        private Packet receivedData;
31
+        private byte[] receiveBuffer;
32
+
33
+        public TCP(int _id)
34
+        {
35
+            id = _id;
36
+        }
37
+
38
+        public void Connect(TcpClient _socket)
39
+        {
40
+            socket = _socket;
41
+            socket.ReceiveBufferSize = dataBufferSize;
42
+            socket.SendBufferSize = dataBufferSize;
43
+
44
+            stream = socket.GetStream();
45
+
46
+            receivedData = new Packet();
47
+            receiveBuffer = new byte[dataBufferSize];
48
+
49
+            stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
50
+
51
+            ServerSend.Welcome(id, "Welcome to the server");
52
+        }
53
+
54
+        public void SendData(Packet _packet)
55
+        {
56
+            try
57
+            {
58
+                if (socket != null)
59
+                {
60
+                    stream.BeginWrite(_packet.ToArray(), 0, _packet.Length(), null, null);
61
+                }
62
+            }
63
+            catch (Exception _ex)
64
+            {
65
+                Debug.Log($"Error sending data to the player {id} via TCP: {_ex}");
66
+            }
67
+        }
68
+
69
+        private void ReceiveCallback(IAsyncResult _result)
70
+        {
71
+            try
72
+            {
73
+                int _byteLength = stream.EndRead(_result);
74
+                if (_byteLength <= 0)
75
+                {
76
+                    Server.clients[id].Disconnect();
77
+                    return;
78
+                }
79
+
80
+                byte[] _data = new byte[_byteLength];
81
+                Array.Copy(receiveBuffer, _data, _byteLength);
82
+
83
+                receivedData.Reset(HandleData(_data));
84
+                stream.BeginRead(receiveBuffer, 0, dataBufferSize, ReceiveCallback, null);
85
+            }
86
+            catch (Exception _ex)
87
+            {
88
+                Debug.Log($"Error receiving TCP data : {_ex}");
89
+                // TODO diconnect
90
+            }
91
+        }
92
+
93
+        private bool HandleData(byte[] _data)
94
+        {
95
+            int _packetLength = 0;
96
+
97
+            receivedData.SetBytes(_data);
98
+
99
+            if (receivedData.UnreadLength() >= 4)
100
+            {
101
+                _packetLength = receivedData.ReadInt();
102
+                if (_packetLength <= 0)
103
+                {
104
+                    return true;
105
+                }
106
+            }
107
+
108
+            while (_packetLength > 0 && _packetLength <= receivedData.UnreadLength())
109
+            {
110
+                byte[] _packetBytes = receivedData.ReadBytes(_packetLength);
111
+                ThreadManager.ExecuteOnMainThread(() =>
112
+                {
113
+                    using (Packet _packet = new Packet(_packetBytes))
114
+                    {
115
+                        int _packetId = _packet.ReadInt();
116
+                        Server.packetHandlers[_packetId](id, _packet);
117
+                    }
118
+                });
119
+
120
+                _packetLength = 0;
121
+                if (receivedData.UnreadLength() >= 4)
122
+                {
123
+                    _packetLength = receivedData.ReadInt();
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+                    if (_packetLength <= 0)
125
+                    {
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+                        return true;
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+                    }
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+                }
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+            }
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+
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+            if (_packetLength <= 1)
132
+            {
133
+                return true;
134
+            }
135
+
136
+            return false;
137
+        }
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+
139
+        public void Disconnect()
140
+        {
141
+            socket.Close();
142
+            stream = null;
143
+            receivedData = null;
144
+            receiveBuffer = null;
145
+            socket = null;
146
+        }
147
+    }
148
+
149
+    public class UDP
150
+    {
151
+        public IPEndPoint endPoint;
152
+
153
+        private int id;
154
+
155
+        public UDP(int _id)
156
+        {
157
+            id = _id;
158
+        }
159
+
160
+        public void Connect(IPEndPoint _endPoint)
161
+        {
162
+            endPoint = _endPoint;
163
+        }
164
+
165
+        public void SendData(Packet _packet)
166
+        {
167
+            Server.SendUDPData(endPoint, _packet);
168
+        }
169
+
170
+        public void HandleData(Packet _packetData)
171
+        {
172
+            int _packetLength = _packetData.ReadInt();
173
+            byte[] _packetBytes = _packetData.ReadBytes(_packetLength);
174
+
175
+            ThreadManager.ExecuteOnMainThread(() =>
176
+            {
177
+                using (Packet _packet = new Packet(_packetBytes))
178
+                {
179
+                    int _packetId = _packet.ReadInt();
180
+                    Server.packetHandlers[_packetId](id, _packet);
181
+                }
182
+            });
183
+        }
184
+
185
+        public void Disconnect()
186
+        {
187
+            endPoint = null;
188
+        }
189
+    }
190
+
191
+    public void SendIntoGame(string _playerName)
192
+    {
193
+        player = NetworkManager.instance.InstantiatePlayer();
194
+        player.Initialize(id, _playerName);
195
+
196
+        foreach (Client _client in Server.clients.Values)
197
+        {
198
+            if (_client.player != null)
199
+            {
200
+                if (_client.id != id)
201
+                {
202
+                    ServerSend.SpawnPlayer(id, _client.player);
203
+                }
204
+            }
205
+        }
206
+
207
+        foreach (Client _client in Server.clients.Values)
208
+        {
209
+            if (_client.player != null)
210
+            {
211
+                ServerSend.SpawnPlayer(_client.id, player);
212
+            }
213
+        }
214
+    }
215
+
216
+    public void Disconnect()
217
+    {
218
+        Debug.Log($"{tcp.socket.Client.RemoteEndPoint} has disconnected.");
219
+
220
+        ThreadManager.ExecuteOnMainThread(() =>
221
+        {
222
+            UnityEngine.Object.Destroy(player.gameObject);
223
+            player = null;
224
+        });
225
+
226
+        tcp.Disconnect();
227
+        udp.Disconnect();
228
+
229
+        ServerSend.PlayerDisconnected(id);
230
+    }
231
+}

+ 11
- 0
Server/Assets/Scripts/Client.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
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+guid: 75117f3be01657b46ab2852084d46ec2
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+MonoImporter:
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+  externalObjects: {}
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+  executionOrder: 0
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+  icon: {instanceID: 0}
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+  userData: 
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+  assetBundleName: 
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+  assetBundleVariant: 

+ 9
- 0
Server/Assets/Scripts/Constants.cs Wyświetl plik

@@ -0,0 +1,9 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class Constants
6
+{
7
+    public const int TICKS_PER_SEC = 30;
8
+    public const int MS_PER_TICKS = 1000 / TICKS_PER_SEC;
9
+}

+ 11
- 0
Server/Assets/Scripts/Constants.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
2
+guid: 2928664bb9c8ca54982bc6f4bf60cd85
3
+MonoImporter:
4
+  externalObjects: {}
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+  serializedVersion: 2
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+  executionOrder: 0
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+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 41
- 0
Server/Assets/Scripts/NetworkManager.cs Wyświetl plik

@@ -0,0 +1,41 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class NetworkManager : MonoBehaviour
6
+{
7
+    public static NetworkManager instance;
8
+
9
+    public GameObject playerPrefab;
10
+
11
+    private void Awake()
12
+    {
13
+        if (instance == null)
14
+        {
15
+            instance = this;
16
+        }
17
+        else if (instance != this)
18
+        {
19
+            Debug.Log("Instance already exists, destroying object !");
20
+            Destroy(this);
21
+        }
22
+    }
23
+
24
+    private void Start()
25
+    {
26
+        QualitySettings.vSyncCount = 0;
27
+        Application.targetFrameRate = 30;
28
+
29
+        Server.Start(10, 26950);
30
+    }
31
+
32
+    private void OnApplicationQuit()
33
+    {
34
+        Server.Stop();
35
+    }
36
+
37
+    public Player InstantiatePlayer()
38
+    {
39
+        return Instantiate(playerPrefab, new Vector3(0f, 0.5f, 0f), Quaternion.identity).GetComponent<Player>();
40
+    }
41
+}

+ 11
- 0
Server/Assets/Scripts/NetworkManager.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
2
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+  externalObjects: {}
5
+  serializedVersion: 2
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+  defaultReferences: []
7
+  executionOrder: 0
8
+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 387
- 0
Server/Assets/Scripts/Packet.cs Wyświetl plik

@@ -0,0 +1,387 @@
1
+using System;
2
+using System.Collections;
3
+using System.Collections.Generic;
4
+using System.Text;
5
+using UnityEngine;
6
+
7
+public enum ServerPackets
8
+{
9
+    welcome = 1,
10
+    spawnPlayer,
11
+    playerPosition,
12
+    playerRotation,
13
+    playerDisconnected,
14
+    playerHealth,
15
+    playerRespawned
16
+}
17
+
18
+/// <summary>Sent from client to server.</summary>
19
+public enum ClientPackets
20
+{
21
+    welcomeReceived = 1,
22
+    playerMovement,
23
+    playerShoot
24
+}
25
+
26
+public class Packet : IDisposable
27
+{
28
+    private List<byte> buffer;
29
+    private byte[] readableBuffer;
30
+    private int readPos;
31
+
32
+    /// <summary>Creates a new empty packet (without an ID).</summary>
33
+    public Packet()
34
+    {
35
+        buffer = new List<byte>(); // Intitialize buffer
36
+        readPos = 0; // Set readPos to 0
37
+    }
38
+
39
+    /// <summary>Creates a new packet with a given ID. Used for sending.</summary>
40
+    /// <param name="_id">The packet ID.</param>
41
+    public Packet(int _id)
42
+    {
43
+        buffer = new List<byte>(); // Intitialize buffer
44
+        readPos = 0; // Set readPos to 0
45
+
46
+        Write(_id); // Write packet id to the buffer
47
+    }
48
+
49
+    /// <summary>Creates a packet from which data can be read. Used for receiving.</summary>
50
+    /// <param name="_data">The bytes to add to the packet.</param>
51
+    public Packet(byte[] _data)
52
+    {
53
+        buffer = new List<byte>(); // Intitialize buffer
54
+        readPos = 0; // Set readPos to 0
55
+
56
+        SetBytes(_data);
57
+    }
58
+
59
+    #region Functions
60
+    /// <summary>Sets the packet's content and prepares it to be read.</summary>
61
+    /// <param name="_data">The bytes to add to the packet.</param>
62
+    public void SetBytes(byte[] _data)
63
+    {
64
+        Write(_data);
65
+        readableBuffer = buffer.ToArray();
66
+    }
67
+
68
+    /// <summary>Inserts the length of the packet's content at the start of the buffer.</summary>
69
+    public void WriteLength()
70
+    {
71
+        buffer.InsertRange(0, BitConverter.GetBytes(buffer.Count)); // Insert the byte length of the packet at the very beginning
72
+    }
73
+
74
+    /// <summary>Inserts the given int at the start of the buffer.</summary>
75
+    /// <param name="_value">The int to insert.</param>
76
+    public void InsertInt(int _value)
77
+    {
78
+        buffer.InsertRange(0, BitConverter.GetBytes(_value)); // Insert the int at the start of the buffer
79
+    }
80
+
81
+    /// <summary>Gets the packet's content in array form.</summary>
82
+    public byte[] ToArray()
83
+    {
84
+        readableBuffer = buffer.ToArray();
85
+        return readableBuffer;
86
+    }
87
+
88
+    /// <summary>Gets the length of the packet's content.</summary>
89
+    public int Length()
90
+    {
91
+        return buffer.Count; // Return the length of buffer
92
+    }
93
+
94
+    /// <summary>Gets the length of the unread data contained in the packet.</summary>
95
+    public int UnreadLength()
96
+    {
97
+        return Length() - readPos; // Return the remaining length (unread)
98
+    }
99
+
100
+    /// <summary>Resets the packet instance to allow it to be reused.</summary>
101
+    /// <param name="_shouldReset">Whether or not to reset the packet.</param>
102
+    public void Reset(bool _shouldReset = true)
103
+    {
104
+        if (_shouldReset)
105
+        {
106
+            buffer.Clear(); // Clear buffer
107
+            readableBuffer = null;
108
+            readPos = 0; // Reset readPos
109
+        }
110
+        else
111
+        {
112
+            readPos -= 4; // "Unread" the last read int
113
+        }
114
+    }
115
+    #endregion
116
+
117
+    #region Write Data
118
+    /// <summary>Adds a byte to the packet.</summary>
119
+    /// <param name="_value">The byte to add.</param>
120
+    public void Write(byte _value)
121
+    {
122
+        buffer.Add(_value);
123
+    }
124
+    /// <summary>Adds an array of bytes to the packet.</summary>
125
+    /// <param name="_value">The byte array to add.</param>
126
+    public void Write(byte[] _value)
127
+    {
128
+        buffer.AddRange(_value);
129
+    }
130
+    /// <summary>Adds a short to the packet.</summary>
131
+    /// <param name="_value">The short to add.</param>
132
+    public void Write(short _value)
133
+    {
134
+        buffer.AddRange(BitConverter.GetBytes(_value));
135
+    }
136
+    /// <summary>Adds an int to the packet.</summary>
137
+    /// <param name="_value">The int to add.</param>
138
+    public void Write(int _value)
139
+    {
140
+        buffer.AddRange(BitConverter.GetBytes(_value));
141
+    }
142
+    /// <summary>Adds a long to the packet.</summary>
143
+    /// <param name="_value">The long to add.</param>
144
+    public void Write(long _value)
145
+    {
146
+        buffer.AddRange(BitConverter.GetBytes(_value));
147
+    }
148
+    /// <summary>Adds a float to the packet.</summary>
149
+    /// <param name="_value">The float to add.</param>
150
+    public void Write(float _value)
151
+    {
152
+        buffer.AddRange(BitConverter.GetBytes(_value));
153
+    }
154
+    /// <summary>Adds a bool to the packet.</summary>
155
+    /// <param name="_value">The bool to add.</param>
156
+    public void Write(bool _value)
157
+    {
158
+        buffer.AddRange(BitConverter.GetBytes(_value));
159
+    }
160
+    /// <summary>Adds a string to the packet.</summary>
161
+    /// <param name="_value">The string to add.</param>
162
+    public void Write(string _value)
163
+    {
164
+        Write(_value.Length); // Add the length of the string to the packet
165
+        buffer.AddRange(Encoding.ASCII.GetBytes(_value)); // Add the string itself
166
+    }
167
+
168
+    public void Write(Vector3 _value)
169
+    {
170
+        Write(_value.x);
171
+        Write(_value.y);
172
+        Write(_value.z);
173
+    }
174
+
175
+    public void Write(Quaternion _value)
176
+    {
177
+        Write(_value.x);
178
+        Write(_value.y);
179
+        Write(_value.z);
180
+        Write(_value.w);
181
+    }
182
+    #endregion
183
+
184
+    #region Read Data
185
+    /// <summary>Reads a byte from the packet.</summary>
186
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
187
+    public byte ReadByte(bool _moveReadPos = true)
188
+    {
189
+        if (buffer.Count > readPos)
190
+        {
191
+            // If there are unread bytes
192
+            byte _value = readableBuffer[readPos]; // Get the byte at readPos' position
193
+            if (_moveReadPos)
194
+            {
195
+                // If _moveReadPos is true
196
+                readPos += 1; // Increase readPos by 1
197
+            }
198
+            return _value; // Return the byte
199
+        }
200
+        else
201
+        {
202
+            throw new Exception("Could not read value of type 'byte'!");
203
+        }
204
+    }
205
+
206
+    /// <summary>Reads an array of bytes from the packet.</summary>
207
+    /// <param name="_length">The length of the byte array.</param>
208
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
209
+    public byte[] ReadBytes(int _length, bool _moveReadPos = true)
210
+    {
211
+        if (buffer.Count > readPos)
212
+        {
213
+            // If there are unread bytes
214
+            byte[] _value = buffer.GetRange(readPos, _length).ToArray(); // Get the bytes at readPos' position with a range of _length
215
+            if (_moveReadPos)
216
+            {
217
+                // If _moveReadPos is true
218
+                readPos += _length; // Increase readPos by _length
219
+            }
220
+            return _value; // Return the bytes
221
+        }
222
+        else
223
+        {
224
+            throw new Exception("Could not read value of type 'byte[]'!");
225
+        }
226
+    }
227
+
228
+    /// <summary>Reads a short from the packet.</summary>
229
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
230
+    public short ReadShort(bool _moveReadPos = true)
231
+    {
232
+        if (buffer.Count > readPos)
233
+        {
234
+            // If there are unread bytes
235
+            short _value = BitConverter.ToInt16(readableBuffer, readPos); // Convert the bytes to a short
236
+            if (_moveReadPos)
237
+            {
238
+                // If _moveReadPos is true and there are unread bytes
239
+                readPos += 2; // Increase readPos by 2
240
+            }
241
+            return _value; // Return the short
242
+        }
243
+        else
244
+        {
245
+            throw new Exception("Could not read value of type 'short'!");
246
+        }
247
+    }
248
+
249
+    /// <summary>Reads an int from the packet.</summary>
250
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
251
+    public int ReadInt(bool _moveReadPos = true)
252
+    {
253
+        if (buffer.Count > readPos)
254
+        {
255
+            // If there are unread bytes
256
+            int _value = BitConverter.ToInt32(readableBuffer, readPos); // Convert the bytes to an int
257
+            if (_moveReadPos)
258
+            {
259
+                // If _moveReadPos is true
260
+                readPos += 4; // Increase readPos by 4
261
+            }
262
+            return _value; // Return the int
263
+        }
264
+        else
265
+        {
266
+            throw new Exception("Could not read value of type 'int'!");
267
+        }
268
+    }
269
+
270
+    /// <summary>Reads a long from the packet.</summary>
271
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
272
+    public long ReadLong(bool _moveReadPos = true)
273
+    {
274
+        if (buffer.Count > readPos)
275
+        {
276
+            // If there are unread bytes
277
+            long _value = BitConverter.ToInt64(readableBuffer, readPos); // Convert the bytes to a long
278
+            if (_moveReadPos)
279
+            {
280
+                // If _moveReadPos is true
281
+                readPos += 8; // Increase readPos by 8
282
+            }
283
+            return _value; // Return the long
284
+        }
285
+        else
286
+        {
287
+            throw new Exception("Could not read value of type 'long'!");
288
+        }
289
+    }
290
+
291
+    /// <summary>Reads a float from the packet.</summary>
292
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
293
+    public float ReadFloat(bool _moveReadPos = true)
294
+    {
295
+        if (buffer.Count > readPos)
296
+        {
297
+            // If there are unread bytes
298
+            float _value = BitConverter.ToSingle(readableBuffer, readPos); // Convert the bytes to a float
299
+            if (_moveReadPos)
300
+            {
301
+                // If _moveReadPos is true
302
+                readPos += 4; // Increase readPos by 4
303
+            }
304
+            return _value; // Return the float
305
+        }
306
+        else
307
+        {
308
+            throw new Exception("Could not read value of type 'float'!");
309
+        }
310
+    }
311
+
312
+    /// <summary>Reads a bool from the packet.</summary>
313
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
314
+    public bool ReadBool(bool _moveReadPos = true)
315
+    {
316
+        if (buffer.Count > readPos)
317
+        {
318
+            // If there are unread bytes
319
+            bool _value = BitConverter.ToBoolean(readableBuffer, readPos); // Convert the bytes to a bool
320
+            if (_moveReadPos)
321
+            {
322
+                // If _moveReadPos is true
323
+                readPos += 1; // Increase readPos by 1
324
+            }
325
+            return _value; // Return the bool
326
+        }
327
+        else
328
+        {
329
+            throw new Exception("Could not read value of type 'bool'!");
330
+        }
331
+    }
332
+
333
+    /// <summary>Reads a string from the packet.</summary>
334
+    /// <param name="_moveReadPos">Whether or not to move the buffer's read position.</param>
335
+    public string ReadString(bool _moveReadPos = true)
336
+    {
337
+        try
338
+        {
339
+            int _length = ReadInt(); // Get the length of the string
340
+            string _value = Encoding.ASCII.GetString(readableBuffer, readPos, _length); // Convert the bytes to a string
341
+            if (_moveReadPos && _value.Length > 0)
342
+            {
343
+                // If _moveReadPos is true string is not empty
344
+                readPos += _length; // Increase readPos by the length of the string
345
+            }
346
+            return _value; // Return the string
347
+        }
348
+        catch
349
+        {
350
+            throw new Exception("Could not read value of type 'string'!");
351
+        }
352
+    }
353
+
354
+    public Vector3 ReadVector3(bool _moveReadPos = true)
355
+    {
356
+        return new Vector3(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
357
+    }
358
+
359
+    public Quaternion ReadQuaternion(bool _moveReadPos = true)
360
+    {
361
+        return new Quaternion(ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos), ReadFloat(_moveReadPos));
362
+    }
363
+    #endregion
364
+
365
+    private bool disposed = false;
366
+
367
+    protected virtual void Dispose(bool _disposing)
368
+    {
369
+        if (!disposed)
370
+        {
371
+            if (_disposing)
372
+            {
373
+                buffer = null;
374
+                readableBuffer = null;
375
+                readPos = 0;
376
+            }
377
+
378
+            disposed = true;
379
+        }
380
+    }
381
+
382
+    public void Dispose()
383
+    {
384
+        Dispose(true);
385
+        GC.SuppressFinalize(this);
386
+    }
387
+}

+ 11
- 0
Server/Assets/Scripts/Packet.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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2
+guid: 70df187e7a7a15240957ab4b29411a38
3
+MonoImporter:
4
+  externalObjects: {}
5
+  serializedVersion: 2
6
+  defaultReferences: []
7
+  executionOrder: 0
8
+  icon: {instanceID: 0}
9
+  userData: 
10
+  assetBundleName: 
11
+  assetBundleVariant: 

+ 131
- 0
Server/Assets/Scripts/Player.cs Wyświetl plik

@@ -0,0 +1,131 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class Player : MonoBehaviour
6
+{
7
+    public int id;
8
+    public string username;
9
+    public CharacterController controller;
10
+    public Transform shootOrigin;
11
+    public float gravity = -9.81f;
12
+    public float moveSpeed = 5f;
13
+    public float jumpSpeed = 5f;
14
+    public float health;
15
+    public float maxHealth = 100f;
16
+
17
+    private float yVelocity = 0;
18
+    private bool[] inputs;
19
+
20
+    private void Start()
21
+    {
22
+        gravity *= Time.fixedDeltaTime * Time.fixedDeltaTime;
23
+        moveSpeed *= Time.fixedDeltaTime;
24
+        jumpSpeed *= Time.fixedDeltaTime;
25
+    }
26
+
27
+    public void Initialize(int _id, string _username)
28
+    {
29
+        id = _id;
30
+        username = _username;
31
+        health = maxHealth;
32
+
33
+        inputs = new bool[5];
34
+    }
35
+
36
+    public void FixedUpdate()
37
+    {
38
+        if (health <= 0f)
39
+        {
40
+            return;
41
+        }
42
+
43
+        Vector2 _inputDirection = Vector2.zero;
44
+        if (inputs[0])
45
+        {
46
+            _inputDirection.y += 1;
47
+        }
48
+        if (inputs[1])
49
+        {
50
+            _inputDirection.y -= 1;
51
+        }
52
+        if (inputs[2])
53
+        {
54
+            _inputDirection.x -= 1;
55
+        }
56
+        if (inputs[3])
57
+        {
58
+            _inputDirection.x += 1;
59
+        }
60
+
61
+        Move(_inputDirection);
62
+    }
63
+
64
+    private void Move(Vector2 _inputDirection)
65
+    {
66
+        Vector3 _moveDirection = transform.right * _inputDirection.x + transform.forward * _inputDirection.y;
67
+        _moveDirection *= moveSpeed;
68
+
69
+        if (controller.isGrounded)
70
+        {
71
+            yVelocity = 0f;
72
+            if (inputs[4])
73
+            {
74
+                yVelocity = jumpSpeed;
75
+            }
76
+        }
77
+        yVelocity += gravity;
78
+
79
+        _moveDirection.y = yVelocity;
80
+        controller.Move(_moveDirection);
81
+
82
+        ServerSend.PlayerPosition(this);
83
+        ServerSend.PlayerRotation(this);
84
+    }
85
+
86
+    public void SetInput(bool[] _inputs, Quaternion _rotation)
87
+    {
88
+        inputs = _inputs;
89
+        transform.rotation = _rotation;
90
+    }
91
+
92
+    public void Shoot(Vector3 _viewDirection)
93
+    {
94
+        if (Physics.Raycast(shootOrigin.position, _viewDirection, out RaycastHit _hit, 25f))
95
+        {
96
+            if (_hit.collider.CompareTag("Player"))
97
+            {
98
+                _hit.collider.GetComponent<Player>().TakeDamage(50f);
99
+            }
100
+        }
101
+    }
102
+
103
+    public void TakeDamage(float _damage)
104
+    {
105
+        if (health <= 0f)
106
+        {
107
+            return;
108
+        }
109
+
110
+        health -= _damage;
111
+        if (health <= 0f)
112
+        {
113
+            health = 0f;
114
+            controller.enabled = false;
115
+            transform.position = new Vector3(0f, 25f, 0f);
116
+            ServerSend.PlayerPosition(this);
117
+            StartCoroutine(Respawn());
118
+        }
119
+
120
+        ServerSend.PlayerHealth(this);
121
+    }
122
+
123
+    private IEnumerator Respawn()
124
+    {
125
+        yield return new WaitForSeconds(5f);
126
+
127
+        health = maxHealth;
128
+        controller.enabled = true;
129
+        ServerSend.PlayerRespawned(this);
130
+    }
131
+}

+ 11
- 0
Server/Assets/Scripts/Player.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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+MonoImporter:
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+  externalObjects: {}
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+  defaultReferences: []
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+  executionOrder: 0
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+  userData: 
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+  assetBundleName: 
11
+  assetBundleVariant: 

+ 131
- 0
Server/Assets/Scripts/Server.cs Wyświetl plik

@@ -0,0 +1,131 @@
1
+using System;
2
+using System.Collections;
3
+using System.Collections.Generic;
4
+using System.Net;
5
+using System.Net.Sockets;
6
+using UnityEngine;
7
+
8
+public class Server
9
+{
10
+    public static int MaxPlayers { get; private set; }
11
+    public static int Port { get; private set; }
12
+    public static Dictionary<int, Client> clients = new Dictionary<int, Client>();
13
+    public delegate void PacketHandler(int _fromClient, Packet _packet);
14
+    public static Dictionary<int, PacketHandler> packetHandlers;
15
+
16
+    public static TcpListener tcpListener;
17
+    public static UdpClient udpListener;
18
+
19
+    public static void Start(int _maxPlayers, int _port)
20
+    {
21
+        MaxPlayers = _maxPlayers;
22
+        Port = _port;
23
+
24
+        Debug.Log("Starting Server...");
25
+        InitializeServerData();
26
+
27
+        tcpListener = new TcpListener(IPAddress.Any, Port);
28
+        tcpListener.Start();
29
+        tcpListener.BeginAcceptTcpClient(TCPConnectCallback, null);
30
+
31
+        udpListener = new UdpClient(Port);
32
+        udpListener.BeginReceive(UDPReceiveCallback, null);
33
+
34
+        Debug.Log($"Server started on port : {Port}.");
35
+    }
36
+
37
+    private static void TCPConnectCallback(IAsyncResult _result)
38
+    {
39
+        TcpClient _client = tcpListener.EndAcceptTcpClient(_result);
40
+        tcpListener.BeginAcceptTcpClient(new AsyncCallback(TCPConnectCallback), null);
41
+        Debug.Log($"Incoming connection from {_client.Client.RemoteEndPoint}...");
42
+
43
+        for (int i = 1; i <= MaxPlayers; i++)
44
+        {
45
+            if (clients[i].tcp.socket == null)
46
+            {
47
+                clients[i].tcp.Connect(_client);
48
+                return;
49
+            }
50
+        }
51
+
52
+        Debug.Log($"{_client.Client.RemoteEndPoint} failed to connect. server full !");
53
+    }
54
+
55
+    private static void UDPReceiveCallback(IAsyncResult _result)
56
+    {
57
+        try
58
+        {
59
+            IPEndPoint _clientEndPoint = new IPEndPoint(IPAddress.Any, 0);
60
+            byte[] _data = udpListener.EndReceive(_result, ref _clientEndPoint);
61
+            udpListener.BeginReceive(UDPReceiveCallback, null);
62
+
63
+            if (_data.Length < 4)
64
+            {
65
+                return;
66
+            }
67
+
68
+            using (Packet _packet = new Packet(_data))
69
+            {
70
+                int _clientId = _packet.ReadInt();
71
+
72
+                if (_clientId == 0)
73
+                {
74
+                    return;
75
+                }
76
+
77
+                if (clients[_clientId].udp.endPoint == null)
78
+                {
79
+                    clients[_clientId].udp.Connect(_clientEndPoint);
80
+                    return;
81
+                }
82
+
83
+                if (clients[_clientId].udp.endPoint.ToString() == _clientEndPoint.ToString())
84
+                {
85
+                    clients[_clientId].udp.HandleData(_packet);
86
+                }
87
+            }
88
+        }
89
+        catch (Exception _ex)
90
+        {
91
+            Debug.Log($"Error receiving UDP data: {_ex}");
92
+        }
93
+    }
94
+
95
+    public static void SendUDPData(IPEndPoint _clientEndPoint, Packet _packet)
96
+    {
97
+        try
98
+        {
99
+            if (_clientEndPoint != null)
100
+            {
101
+                udpListener.BeginSend(_packet.ToArray(), _packet.Length(), _clientEndPoint, null, null);
102
+            }
103
+        }
104
+        catch (Exception _ex)
105
+        {
106
+            Debug.Log($"Error sending data to {_clientEndPoint} via UDP: {_ex}");
107
+        }
108
+    }
109
+
110
+    private static void InitializeServerData()
111
+    {
112
+        for (int i = 1; i <= MaxPlayers; i++)
113
+        {
114
+            clients.Add(i, new Client(i));
115
+        }
116
+
117
+        packetHandlers = new Dictionary<int, PacketHandler>()
118
+            {
119
+                { (int)ClientPackets.welcomeReceived, ServerHandle.WelcomeReceived },
120
+                { (int)ClientPackets.playerMovement, ServerHandle.PlayerMovement },
121
+                { (int)ClientPackets.playerShoot, ServerHandle.PlayerShoot }
122
+            };
123
+        Debug.Log("Initialized packets.");
124
+    }
125
+
126
+    public static void Stop()
127
+    {
128
+        tcpListener.Stop();
129
+        udpListener.Close();
130
+    }
131
+}

+ 11
- 0
Server/Assets/Scripts/Server.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
+fileFormatVersion: 2
2
+guid: 02b9637f413a2414a9176a1f711a649f
3
+MonoImporter:
4
+  externalObjects: {}
5
+  serializedVersion: 2
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+  defaultReferences: []
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+  executionOrder: 0
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+  icon: {instanceID: 0}
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+  userData: 
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+  assetBundleName: 
11
+  assetBundleVariant: 

+ 38
- 0
Server/Assets/Scripts/ServerHandle.cs Wyświetl plik

@@ -0,0 +1,38 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class ServerHandle
6
+{
7
+    public static void WelcomeReceived(int _fromClient, Packet _packet)
8
+    {
9
+        int _clientIdCheck = _packet.ReadInt();
10
+        string _username = _packet.ReadString();
11
+
12
+        Debug.Log($"{Server.clients[_fromClient].tcp.socket.Client.RemoteEndPoint} connected successfully and is now player {_fromClient}.");
13
+        if (_clientIdCheck != _fromClient)
14
+        {
15
+            Debug.Log($"Player \"{_username}\" (ID: {_fromClient}) has assumed the wrong client ID ({_clientIdCheck})!");
16
+        }
17
+        Server.clients[_fromClient].SendIntoGame(_username);
18
+    }
19
+
20
+    public static void PlayerMovement(int _fromClient, Packet _packet)
21
+    {
22
+        bool[] _inputs = new bool[_packet.ReadInt()];
23
+        for (int i = 0; i < _inputs.Length; i++)
24
+        {
25
+            _inputs[i] = _packet.ReadBool();
26
+        }
27
+        Quaternion _rotation = _packet.ReadQuaternion();
28
+
29
+        Server.clients[_fromClient].player.SetInput(_inputs, _rotation);
30
+    }
31
+
32
+    public static void PlayerShoot(int _fromClient, Packet _packet)
33
+    {
34
+        Vector3 shootDirection = _packet.ReadVector3();
35
+
36
+        Server.clients[_fromClient].player.Shoot(shootDirection);
37
+    }
38
+}

+ 11
- 0
Server/Assets/Scripts/ServerHandle.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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+ 139
- 0
Server/Assets/Scripts/ServerSend.cs Wyświetl plik

@@ -0,0 +1,139 @@
1
+using System.Collections;
2
+using System.Collections.Generic;
3
+using UnityEngine;
4
+
5
+public class ServerSend
6
+{
7
+    private static void SendTCPData(int _toClient, Packet _packet)
8
+    {
9
+        _packet.WriteLength();
10
+        Server.clients[_toClient].tcp.SendData(_packet);
11
+    }
12
+
13
+    private static void SendUDPData(int _toClient, Packet _packet)
14
+    {
15
+        _packet.WriteLength();
16
+        Server.clients[_toClient].udp.SendData(_packet);
17
+    }
18
+
19
+    private static void SendTCPDataToAll(Packet _packet)
20
+    {
21
+        _packet.WriteLength();
22
+        for (int i = 1; i <= Server.MaxPlayers; i++)
23
+        {
24
+            Server.clients[i].tcp.SendData(_packet);
25
+        }
26
+    }
27
+
28
+    private static void SendTCPDataToAll(int _exceptClient, Packet _packet)
29
+    {
30
+        _packet.WriteLength();
31
+        for (int i = 1; i <= Server.MaxPlayers; i++)
32
+        {
33
+            if (i != _exceptClient)
34
+            {
35
+                Server.clients[i].tcp.SendData(_packet);
36
+            }
37
+        }
38
+    }
39
+
40
+    private static void SendUDPDataToAll(Packet _packet)
41
+    {
42
+        _packet.WriteLength();
43
+        for (int i = 1; i <= Server.MaxPlayers; i++)
44
+        {
45
+            Server.clients[i].udp.SendData(_packet);
46
+        }
47
+    }
48
+
49
+    private static void SendUDPDataToAll(int _exceptClient, Packet _packet)
50
+    {
51
+        _packet.WriteLength();
52
+        for (int i = 1; i <= Server.MaxPlayers; i++)
53
+        {
54
+            if (i != _exceptClient)
55
+            {
56
+                Server.clients[i].udp.SendData(_packet);
57
+            }
58
+        }
59
+    }
60
+
61
+    #region packets
62
+    public static void Welcome(int _toClient, string _msg)
63
+    {
64
+        using (Packet _packet = new Packet((int)ServerPackets.welcome))
65
+        {
66
+            _packet.Write(_msg);
67
+            _packet.Write(_toClient);
68
+
69
+            SendTCPData(_toClient, _packet);
70
+        }
71
+    }
72
+
73
+    public static void SpawnPlayer(int _toClient, Player _player)
74
+    {
75
+        using (Packet _packet = new Packet((int)ServerPackets.spawnPlayer))
76
+        {
77
+            _packet.Write(_player.id);
78
+            _packet.Write(_player.username);
79
+            _packet.Write(_player.transform.position);
80
+            _packet.Write(_player.transform.rotation);
81
+
82
+            SendTCPData(_toClient, _packet);
83
+        }
84
+    }
85
+
86
+    public static void PlayerPosition(Player _player)
87
+    {
88
+        using (Packet _packet = new Packet((int)ServerPackets.playerPosition))
89
+        {
90
+            _packet.Write(_player.id);
91
+            _packet.Write(_player.transform.position);
92
+
93
+            SendUDPDataToAll(_packet);
94
+        }
95
+    }
96
+
97
+    public static void PlayerRotation(Player _player)
98
+    {
99
+        using (Packet _packet = new Packet((int)ServerPackets.playerRotation))
100
+        {
101
+            _packet.Write(_player.id);
102
+            _packet.Write(_player.transform.rotation);
103
+
104
+            SendUDPDataToAll(_player.id, _packet);
105
+        }
106
+    }
107
+
108
+    public static void PlayerDisconnected(int _playerId)
109
+    {
110
+        using (Packet _packet = new Packet((int)ServerPackets.playerDisconnected))
111
+        {
112
+            _packet.Write(_playerId);
113
+
114
+            SendTCPDataToAll(_packet);
115
+        }
116
+    }
117
+
118
+    public static void PlayerHealth(Player _player)
119
+    {
120
+        using (Packet _packet = new Packet((int)ServerPackets.playerHealth))
121
+        {
122
+            _packet.Write(_player.id);
123
+            _packet.Write(_player.health);
124
+
125
+            SendTCPDataToAll(_packet);
126
+        }
127
+    }
128
+
129
+    public static void PlayerRespawned(Player _player)
130
+    {
131
+        using (Packet _packet = new Packet((int)ServerPackets.playerRespawned))
132
+        {
133
+            _packet.Write(_player.id);
134
+
135
+            SendTCPDataToAll(_packet);
136
+        }
137
+    }
138
+    #endregion
139
+}

+ 11
- 0
Server/Assets/Scripts/ServerSend.cs.meta Wyświetl plik

@@ -0,0 +1,11 @@
1
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2
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+ 0
- 0
Server/Assets/Scripts/ThreadManager.cs Wyświetl plik


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