OneNightDuel/FNAF_Clone/Client.cs

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4.6 KiB
C#
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using System;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using FNAF_Clone.GUI;
using FNAF_Clone.Map;
using GlobalClassLib;
using LiteNetLib;
using LiteNetLib.Utils;
using PacketLib;
namespace FNAF_Clone;
public class Client {
public enum ConnectionState {
IDLE,
CONNECTING,
CONNECTED,
ACCEPTED,
GAME_STARTING,
GAME_IN_PROGRESS,
SERVER_NOT_FOUND,
SERVER_FULL,
ERROR
}
public static ConnectionState State { get; private set; } = ConnectionState.IDLE;
private static EventBasedNetListener listener = new();
private static NetManager client;
private static NetPeer server;
private static NetDataWriter writer;
private static NetPacketProcessor processor;
public static ClientPlayer Player { get; } = new();
public static ClientPlayer Opponent { get; } = new();
public static ClientPlayer GetPlayer(int pid) => Player.state.pid == pid ? Player : Opponent;
public static void Connect(string endPoint, int port) {
State = ConnectionState.CONNECTING;
writer = new NetDataWriter();
processor = new NetPacketProcessor();
NestedTypeManager.AutoRegister(processor);
processor.SubscribeReusable<JoinAcceptPacket>(OnJoinAccept);
processor.SubscribeReusable<UpdatePlayerPacket>(OnPlayerUpdate);
processor.SubscribeReusable<MapInitPacket>(OnMapInit);
processor.SubscribeReusable<OpponentInitPacket>(packet => { // TODO: move this to a method
Opponent.state = packet.state;
Opponent.username = packet.username;
State = ConnectionState.GAME_STARTING;
});
client = new NetManager(listener){
AutoRecycle = true
};
client.Start();
Console.WriteLine($"Connecting to server @ {endPoint}:{port}");
listener.NetworkReceiveEvent += (peer, reader, channel, method) => {
OnNetworkReceive(peer, reader, method);
};
listener.PeerConnectedEvent += peer => {
Console.WriteLine("Connected to Server");
server = peer;
State = ConnectionState.CONNECTED;
SendPacket(new JoinPacket {username = Player.username == "" ? "Anonymous" : Player.username}, DeliveryMethod.ReliableOrdered);
};
new Thread(() => client.Connect(endPoint, port, "")).Start(); // TODO: figure out how keys work
}
public static void SendPacket<T>(T packet, DeliveryMethod deliveryMethod) where T : class, new() {
if (server != null) {
writer.Reset();
processor.Write(writer, packet);
server.Send(writer, deliveryMethod);
}
}
public static void SendCommands(PlayerCommand[] pCommands) {
SendPacket(new PlayerCommandPacket{commands = pCommands}, DeliveryMethod.ReliableOrdered);
}
private static void OnNetworkReceive(NetPeer peer, NetPacketReader reader, DeliveryMethod deliveryMethod) {
processor.ReadAllPackets(reader, peer);
}
private static void OnJoinAccept(JoinAcceptPacket packet) {
Console.WriteLine($"Accepted by server, pid: {packet.state.pid}");
State = ConnectionState.ACCEPTED;
Player.state = packet.state;
}
#nullable enable
private static void OnMapInit(MapInitPacket packet) {
(int id1, int id2, ConnectorType type, ClientPlayer? owner)[] connectorsData = new (int, int , ConnectorType, ClientPlayer?)[packet.Connectors.Length / 4];
for (int i = 0; i < packet.Connectors.Length / 4; i++){
connectorsData[i] = (packet.Connectors[i * 4], packet.Connectors[i * 4 + 1], (ConnectorType)packet.Connectors[i * 4 + 2], packet.Connectors[i * 4 + 3] == -1 ? null : GetPlayer(packet.Connectors[i * 4 + 3]));
}
ClientMapManager.InitMap(packet.UpsideDown);
TileConnectorProjection[] connectors = connectorsData.Select(c => new TileConnectorProjection(ClientMapManager.Get(c.id1), ClientMapManager.Get(c.id2), c.type){Owner = c.owner}).ToArray();
ClientMapManager.InitConnectors(connectors);
UIManager.SpawnMapElements(connectors.Where(c => c.Type == ConnectorType.DOOR_REMOTE).ToArray());
}
public static void Update() {
client.PollEvents();
}
public static void OnPlayerUpdate(UpdatePlayerPacket packet) { // TODO: move this to a separate class
EventProcessor.Evaluate(packet.events);
//Player.state = Player.state.pid == 0 ? packet.stateP1 : packet.stateP2;
}
}