Files
yaoyanwei 2f2a601227 init
2025-08-04 16:45:48 +08:00

291 lines
10 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.Events;
using Unity.Netcode;
namespace TcgEngine.Server
{
/// <summary>
/// Top-level server script, that manages new connection, and assign players to the right match
/// Will also receive game actions and send them to the appropirate game
/// Can contain multiple games at once (GameServer)
/// </summary>
public class ServerManager : MonoBehaviour
{
[Header("API")]
public string api_username;
public string api_password;
private Dictionary<ulong, ClientData> client_list = new Dictionary<ulong, ClientData>(); //List of clients
private Dictionary<string, GameServer> game_list = new Dictionary<string, GameServer>(); //List of games
private List<string> game_remove_list = new List<string>();
private float login_timer = 0f;
protected virtual void Awake()
{
Application.runInBackground = true;
Application.targetFrameRate = 200; //Limit server frame rate to prevent using 100% cpu
}
protected virtual void Start()
{
TcgNetwork network = TcgNetwork.Get();
network.onClientJoin += OnClientConnected;
network.onClientQuit += OnClientDisconnected;
Messaging.ListenMsg("connect", ReceiveConnectPlayer);
Messaging.ListenMsg("action", ReceiveGameAction);
if (!network.IsActive())
{
network.StartServer(NetworkData.Get().port);
}
Login();
}
protected virtual void Update()
{
//Update games and Destroy games with no players
foreach (KeyValuePair<string, GameServer> pair in game_list)
{
GameServer gserver = pair.Value;
gserver.Update();
if (gserver.IsGameExpired())
game_remove_list.Add(pair.Key);
}
foreach (string key in game_remove_list)
{
game_list.Remove(key);
if (ServerMatchmaker.Get())
ServerMatchmaker.Get().EndMatch(key);
}
game_remove_list.Clear();
//Re login
login_timer += Time.deltaTime;
if (login_timer > 15f && !Authenticator.Get().IsConnected())
{
login_timer = 0f;
Login();
}
}
protected virtual async void Login()
{
await Authenticator.Get().Login(api_username, api_password);
bool success = Authenticator.Get().IsConnected();
int permission = Authenticator.Get().GetPermission();
string api = Authenticator.Get().IsApi() ? "API" : "Local";
Debug.Log(api + " authentication: " + success + " (" + permission + ")");
//If login fail, login again
if (!success)
{
TimeTool.WaitFor(5f, () =>
{
if (!Authenticator.Get().IsConnected())
{
Login();
}
});
}
}
protected virtual void OnClientConnected(ulong client_id)
{
ClientData iclient = new ClientData(client_id);
client_list[client_id] = iclient;
}
protected virtual void OnClientDisconnected(ulong client_id)
{
ClientData iclient = GetClient(client_id);
client_list.Remove(client_id);
ReceiveDisconnectPlayer(iclient);
}
protected virtual void ReceiveConnectPlayer(ulong client_id, FastBufferReader reader)
{
ClientData iclient = GetClient(client_id);
reader.ReadNetworkSerializable(out MsgPlayerConnect msg);
if (iclient != null && msg != null)
{
if (string.IsNullOrWhiteSpace(msg.username))
return;
if (string.IsNullOrWhiteSpace(msg.game_uid))
return;
Debug.Log("Client " + client_id + " connecting to game: " + msg.game_uid);
//Connect to game as player or observer
if (msg.observer)
ConnectObserverToGame(iclient, msg.user_id, msg.username, msg.game_uid);
else
ConnectPlayerToGame(iclient, msg.user_id, msg.username, msg.game_uid, msg.nb_players);
GameServer gserver = GetGame(msg.game_uid);
if(gserver != null)
gserver.RefreshAll();
}
}
protected virtual void ReceiveDisconnectPlayer(ClientData iclient)
{
if (iclient == null)
return;
GameServer gserver = GetGame(iclient.game_uid);
if (gserver != null)
{
gserver.RemoveClient(iclient);
}
}
protected virtual void ReceiveGameAction(ulong client_id, FastBufferReader reader)
{
ClientData client = GetClient(client_id);
if (client != null)
{
GameServer gserver = GetGame(client.game_uid);
if (gserver != null && gserver.IsConnectedPlayer(client.user_id))
gserver.ReceiveAction(client_id, reader);
}
}
//Player wants to connect to game_uid
protected virtual void ConnectPlayerToGame(ClientData client, string user_id, string username, string game_uid, int nb_players)
{
//Create game
GameServer gserver = GetGame(game_uid);
if (gserver == null)
gserver = CreateGame(game_uid, nb_players);
bool can_connect = gserver.IsPlayer(user_id) || gserver.CountPlayers() < gserver.nb_players;
if (gserver != null && can_connect)
{
//Add player to game
client.game_uid = game_uid;
client.user_id = user_id;
client.username = username;
gserver.AddClient(client);
int player_id = gserver.AddPlayer(client);
//Send back result
MsgAfterConnected msg_data = new MsgAfterConnected();
msg_data.success = true;
msg_data.player_id = player_id;
msg_data.game_data = gserver.GetGameData();
SendToClient(client.client_id, GameAction.Connected, msg_data, NetworkDelivery.ReliableFragmentedSequenced);
}
}
//Player wants to connect to game_uid as observer
protected virtual void ConnectObserverToGame(ClientData client, string user_id, string username, string game_uid)
{
GameServer gserver = GetGame(game_uid);
if (gserver != null && client != null)
{
//Set client data
client.game_uid = game_uid;
client.user_id = user_id;
client.username = username;
gserver.AddClient(client);
//Return request
MsgAfterConnected msg_data = new MsgAfterConnected();
msg_data.success = true;
msg_data.player_id = -1;
msg_data.game_data = gserver.GetGameData();
SendToClient(client.client_id, GameAction.Connected, msg_data, NetworkDelivery.ReliableFragmentedSequenced);
}
}
public void SendToClient(ulong client_id, ushort tag, INetworkSerializable data, NetworkDelivery delivery)
{
FastBufferWriter writer = new FastBufferWriter(128, Unity.Collections.Allocator.Temp, TcgNetwork.MsgSizeMax);
writer.WriteValueSafe(tag);
writer.WriteNetworkSerializable(data);
Messaging.Send("refresh", client_id, writer, delivery);
writer.Dispose();
}
public void SendMsgToClient(ushort client_id, string msg)
{
FastBufferWriter writer = new FastBufferWriter(128, Unity.Collections.Allocator.Temp, TcgNetwork.MsgSizeMax);
writer.WriteValueSafe(GameAction.ServerMessage);
writer.WriteValueSafe(msg);
Messaging.Send("refresh", client_id, writer, NetworkDelivery.Reliable);
writer.Dispose();
}
public GameServer CreateGame(string uid, int nb_players)
{
GameServer game = new GameServer(uid, nb_players, true);
game_list[game.game_uid] = game;
return game;
}
public void RemoveGame(string game_id)
{
game_list.Remove(game_id);
}
public GameServer GetGame(string game_uid)
{
if (string.IsNullOrEmpty(game_uid))
return null;
if (game_list.ContainsKey(game_uid))
return game_list[game_uid];
return null;
}
public ClientData GetClient(ulong client_id)
{
if (client_list.ContainsKey(client_id))
return client_list[client_id];
return null;
}
public ClientData GetClientByUser(string username)
{
foreach (KeyValuePair<ulong, ClientData> pair in client_list)
{
if (pair.Value.username == username)
return pair.Value;
}
return null;
}
public ulong ServerID { get { return TcgNetwork.Get().ServerID; } }
public NetworkMessaging Messaging { get { return TcgNetwork.Get().Messaging; } }
}
public class ClientData
{
public ulong client_id; //index of the connection
public string user_id; //Player user_id, in auth system
public string username; //Player username
public string game_uid; //Unique id for the game
public ClientData(ulong id) { client_id = id; }
}
public class CommandEvent
{
public ushort tag;
public UnityAction<ClientData, SerializedData> callback;
}
}