Files
RobustToolbox/SS14.Client/BaseClient.cs
Pieter-Jan Briers 153b57ed56 IPv6 & multi-peer NetManager support. (#705)
1. IPv6 support. Woo!
2. NetManager can now explicitly bind to adresses and work with multiple peers. ~~I thought I needed this for IPv6 because I forgot about IPv4-mapped adresses, but the code's written so let's keep it.~~ OpenBSD doesn't support IPv4-mapped IPv6 addresses so effort not wasted.
2018-11-21 20:57:47 +01:00

328 lines
10 KiB
C#

using System;
using SS14.Client.Interfaces;
using SS14.Client.Interfaces.GameObjects;
using SS14.Client.Interfaces.State;
using SS14.Client.Player;
using SS14.Client.State.States;
using SS14.Shared.Enums;
using SS14.Shared.Interfaces.Configuration;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Network;
using SS14.Shared.Network.Messages;
using SS14.Shared.Players;
using SS14.Shared.Utility;
namespace SS14.Client
{
/// <inheritdoc />
public class BaseClient : IBaseClient
{
[Dependency]
private readonly IClientNetManager _net;
[Dependency]
private readonly IPlayerManager _playMan;
[Dependency]
private readonly IStateManager _stateManager;
[Dependency]
private readonly IConfigurationManager _configManager;
[Dependency] private readonly IClientEntityManager _entityManager;
[Dependency] private readonly IMapManager _mapManager;
/// <inheritdoc />
public ushort DefaultPort { get; } = 1212;
/// <inheritdoc />
public ClientRunLevel RunLevel { get; private set; }
/// <inheritdoc />
public ServerInfo GameInfo { get; private set; }
/// <inheritdoc />
public string PlayerNameOverride { get; set; }
/// <inheritdoc />
public void Initialize()
{
_net.RegisterNetMessage<MsgServerInfo>(MsgServerInfo.NAME, HandleServerInfo);
_net.Connected += OnConnected;
_net.ConnectFailed += OnConnectFailed;
_net.Disconnect += OnNetDisconnect;
_playMan.Initialize();
Reset();
}
/// <inheritdoc />
public void ConnectToServer(string ip, ushort port)
{
if (RunLevel == ClientRunLevel.Connecting)
{
_net.Shutdown("Client mashing that connect button.");
Reset();
}
DebugTools.Assert(RunLevel < ClientRunLevel.Connecting);
DebugTools.Assert(!_net.IsConnected);
OnRunLevelChanged(ClientRunLevel.Connecting);
_net.ClientConnect(ip, port, PlayerNameOverride ?? _configManager.GetCVar<string>("player.name"));
}
/// <inheritdoc />
public void DisconnectFromServer(string reason)
{
DebugTools.Assert(RunLevel > ClientRunLevel.Initialize);
DebugTools.Assert(_net.IsConnected);
// run level changed in OnNetDisconnect()
// are both of these *really* needed?
_net.ClientDisconnect(reason);
}
/// <inheritdoc />
public event EventHandler<RunLevelChangedEventArgs> RunLevelChanged;
public event EventHandler<PlayerEventArgs> PlayerJoinedServer;
public event EventHandler<PlayerEventArgs> PlayerJoinedLobby;
public event EventHandler<PlayerEventArgs> PlayerJoinedGame;
public event EventHandler<PlayerEventArgs> PlayerLeaveServer;
private void OnConnected(object sender, NetChannelArgs args)
{
// request base info about the server
var msgInfo = _net.CreateNetMessage<MsgServerInfoReq>();
_net.ClientSendMessage(msgInfo);
}
/// <summary>
/// Player session is fully built, player is an active member of the server. Player is prepared to start
/// receiving states when they join the lobby.
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedServer(PlayerSession session)
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.Connected);
_entityManager.Startup();
_mapManager.Startup();
PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
}
/// <summary>
/// Player is joining the lobby for whatever reason.
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedLobby(PlayerSession session)
{
DebugTools.Assert(RunLevel >= ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.Lobby);
PlayerJoinedLobby?.Invoke(this, new PlayerEventArgs(session));
}
/// <summary>
/// Player is joining the game (usually from lobby.)
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedGame(PlayerSession session)
{
DebugTools.Assert(RunLevel >= ClientRunLevel.Lobby);
OnRunLevelChanged(ClientRunLevel.Ingame);
PlayerJoinedGame?.Invoke(this, new PlayerEventArgs(session));
}
private void Reset()
{
OnRunLevelChanged(ClientRunLevel.Initialize);
}
private void OnConnectFailed(object sender, NetConnectFailArgs args)
{
DebugTools.Assert(RunLevel == ClientRunLevel.Connecting);
Reset();
}
private void OnNetDisconnect(object sender, NetChannelArgs args)
{
DebugTools.Assert(RunLevel > ClientRunLevel.Initialize);
PlayerLeaveServer?.Invoke(this, new PlayerEventArgs(_playMan.LocalPlayer.Session));
_stateManager.RequestStateChange<MainScreen>();
_playMan.Shutdown();
_entityManager.Shutdown();
_mapManager.Shutdown();
Reset();
}
private void HandleServerInfo(MsgServerInfo msg)
{
if (GameInfo == null)
GameInfo = new ServerInfo();
var info = GameInfo;
info.ServerName = msg.ServerName;
info.ServerPort = msg.ServerPort;
info.ServerWelcomeMessage = msg.ServerWelcomeMessage;
info.ServerMaxPlayers = msg.ServerMaxPlayers;
info.ServerMapName = msg.ServerMapName;
info.GameMode = msg.GameMode;
info.ServerPlayerCount = msg.ServerPlayerCount;
info.SessionId = msg.PlayerSessionId;
// start up player management
_playMan.Startup(_net.ServerChannel);
_playMan.LocalPlayer.SessionId = info.SessionId;
_playMan.LocalPlayer.StatusChanged += OnLocalStatusChanged;
}
private void OnLocalStatusChanged(object obj, StatusEventArgs eventArgs)
{
// player finished fully connecting to the server.
if (eventArgs.OldStatus == SessionStatus.Connecting)
OnPlayerJoinedServer(_playMan.LocalPlayer.Session);
if (eventArgs.NewStatus == SessionStatus.InLobby)
{
_stateManager.RequestStateChange<Lobby>();
OnPlayerJoinedLobby(_playMan.LocalPlayer.Session);
}
else if (eventArgs.NewStatus == SessionStatus.InGame)
{
_stateManager.RequestStateChange<GameScreen>();
OnPlayerJoinedGame(_playMan.LocalPlayer.Session);
// request entire map be sent to us
var mapMsg = _net.CreateNetMessage<MsgMapReq>();
_net.ClientSendMessage(mapMsg);
}
}
private void OnRunLevelChanged(ClientRunLevel newRunLevel)
{
Logger.Debug($"[ENG] Runlevel changed to: {newRunLevel}");
var args = new RunLevelChangedEventArgs(RunLevel, newRunLevel);
RunLevel = newRunLevel;
RunLevelChanged?.Invoke(this, args);
}
}
/// <summary>
/// Enumeration of the run levels of the BaseClient.
/// </summary>
public enum ClientRunLevel
{
Error = 0,
Initialize,
Connecting,
Connected,
Lobby,
Ingame,
ChangeMap
}
/// <summary>
/// Event arguments for when something changed with the player.
/// </summary>
public class PlayerEventArgs : EventArgs
{
/// <summary>
/// The session that triggered the event.
/// </summary>
private PlayerSession Session { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public PlayerEventArgs(PlayerSession session)
{
Session = session;
}
}
/// <summary>
/// Event arguments for when the RunLevel has changed in the BaseClient.
/// </summary>
public class RunLevelChangedEventArgs : EventArgs
{
/// <summary>
/// RunLevel that the BaseClient switched from.
/// </summary>
public ClientRunLevel OldLevel { get; }
/// <summary>
/// RunLevel that the BaseClient switched to.
/// </summary>
public ClientRunLevel NewLevel { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public RunLevelChangedEventArgs(ClientRunLevel oldLevel, ClientRunLevel newLevel)
{
OldLevel = oldLevel;
NewLevel = newLevel;
}
}
/// <summary>
/// Info about the server and player that is sent to the client while connecting.
/// </summary>
public class ServerInfo
{
/// <summary>
/// Current name of the server.
/// </summary>
public string ServerName { get; set; }
/// <summary>
/// Current port the server is listening on.
/// </summary>
public int ServerPort { get; set; }
/// <summary>
/// Current welcome message that is displayed when the client connects.
/// </summary>
public string ServerWelcomeMessage { get; set; }
/// <summary>
/// Max number of players that are allowed in the server at one time.
/// </summary>
public int ServerMaxPlayers { get; set; }
/// <summary>
/// Name of the current map loaded on the server.
/// </summary>
public string ServerMapName { get; set; }
/// <summary>
/// Name of the current game mode loaded on the server.
/// </summary>
public string GameMode { get; set; }
/// <summary>
/// Current number of players connected to the server, never greater than ServerMaxPlayers.
/// </summary>
public int ServerPlayerCount { get; set; }
public NetSessionId SessionId { get; set; }
}
}