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using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Threading;
using Hazel;
using Hazel.Udp;
using UnityEngine;
namespace InnerNet
{
public class InnerNetServer : DestroyableSingleton<InnerNetServer>
{
// 单局最大玩家数
public const int MaxPlayers = 10;
public bool Running;
// 是本地游戏的话id是这个32
public const int LocalGameId = 32;
private const int InvalidHost = -1;
private int HostId = -1;
public HashSet<string> ipBans = new HashSet<string>();
public int Port = 22023;
/*
public enum GameStates : byte
{
NotStarted,
Started,
Ended,
Destroyed
}
*/
[SerializeField]
private GameStates GameState;
private NetworkConnectionListener listener;
private List<InnerNetServer.Player> Clients = new List<InnerNetServer.Player>();
// 某个玩家的连接
protected class Player
{
private static int IdCount = 1;
public int Id;
public Connection Connection;
public LimboStates LimboState;
public Player(Connection connection)
{
this.Id = Interlocked.Increment(ref InnerNetServer.Player.IdCount);
this.Connection = connection;
}
}
// 销毁这个单例
public override void OnDestroy()
{
this.StopServer();
base.OnDestroy();
}
// 开启本地服务器,监听端口
// 在HostGameButton.CoStartGame中调用
public void StartAsServer()
{
if (this.listener != null)
{
this.StopServer();
}
this.GameState = GameStates.NotStarted;
this.listener = new UdpConnectionListener(new IPEndPoint(IPAddress.Any, this.Port), IPMode.IPv4, null);
this.listener.NewConnection += this.OnServerConnect;
this.listener.Start();
this.Running = true;
}
// 停止服务器
public void StopServer()
{
this.HostId = -1;
this.Running = false;
this.GameState = GameStates.Destroyed;
if (this.listener != null)
{
this.listener.Close();
this.listener.Dispose();
this.listener = null;
}
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
this.Clients.Clear();
}
}
public static bool IsCompatibleVersion(int version)
{
return Constants.CompatVersions.Contains(version);
}
// 收到某个玩家的连接
private void OnServerConnect(NewConnectionEventArgs evt)
{
MessageReader handshakeData = evt.HandshakeData;
try
{
if (evt.HandshakeData.Length < 5)
{
InnerNetServer.SendIncorrectVersion(evt.Connection);
return;
}
if (!InnerNetServer.IsCompatibleVersion(handshakeData.ReadInt32()))
{
InnerNetServer.SendIncorrectVersion(evt.Connection);
return;
}
}
finally
{
handshakeData.Recycle();
}
InnerNetServer.Player client = new InnerNetServer.Player(evt.Connection);
Debug.Log(string.Format("Client {0} added: {1}", client.Id, evt.Connection.EndPoint));
UdpConnection udpConnection = (UdpConnection)evt.Connection;
udpConnection.KeepAliveInterval = 1500;
udpConnection.DisconnectTimeout = 6000;
udpConnection.ResendPingMultiplier = 1.5f;
udpConnection.DataReceived += delegate(DataReceivedEventArgs e)
{
this.OnDataReceived(client, e);
};
udpConnection.Disconnected += delegate(object o, DisconnectedEventArgs e)
{
this.ClientDisconnect(client);
};
}
private static void SendIncorrectVersion(Connection connection)
{
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.StartMessage(1);
messageWriter.Write(5);
messageWriter.EndMessage();
connection.Send(messageWriter);
messageWriter.Recycle();
}
private void Connection_DataSentRaw(byte[] data, int length)
{
Debug.Log("Server Sent: " + string.Join(" ", (from b in data
select b.ToString()).ToArray<string>(), 0, length));
}
private void OnDataReceived(InnerNetServer.Player client, DataReceivedEventArgs evt)
{
MessageReader message = evt.Message;
if (message.Length <= 0)
{
Debug.Log("Server got 0 bytes");
message.Recycle();
return;
}
try
{
while (message.Position < message.Length)
{
this.HandleMessage(client, message.ReadMessage(), evt.SendOption);
}
}
catch (Exception arg)
{
Debug.Log(string.Format("{0}\r\n{1}", string.Join<byte>(" ", message.Buffer), arg));
}
finally
{
message.Recycle();
}
}
/*
public static class Tags
{
public const byte HostGame = 0;
public const byte JoinGame = 1;
public const byte StartGame = 2;
public const byte RemoveGame = 3;
public const byte RemovePlayer = 4;
public const byte GameData = 5;
public const byte GameDataTo = 6;
public const byte JoinedGame = 7;
public const byte EndGame = 8;
public const byte GetGameList = 9;
public const byte AlterGame = 10;
public const byte KickPlayer = 11;
public const byte WaitForHost = 12;
public const byte Redirect = 13;
}
*/
// 处理收到的消息,在网络线程执行
// reader是数据
private void HandleMessage(InnerNetServer.Player client, MessageReader reader, SendOption sendOption)
{
switch (reader.Tag)
{
case 0: // HostGame
{
Debug.Log("Server got host game");
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.StartMessage(0); // tag
messageWriter.Write(LocalGameId); // gameId
messageWriter.EndMessage();
client.Connection.Send(messageWriter);
messageWriter.Recycle();
return;
}
case 1: // JoinGame
{
Debug.Log("Server got join game");
if (reader.ReadInt32() == LocalGameId)
{
this.JoinGame(client);
return;
}
MessageWriter messageWriter2 = MessageWriter.Get(SendOption.Reliable);
messageWriter2.StartMessage(1); // tag
messageWriter2.Write(3); //
messageWriter2.EndMessage();
client.Connection.Send(messageWriter2);
messageWriter2.Recycle();
return;
}
case 2: // StartGame
if (reader.ReadInt32() == 32)
{
this.StartGame(reader, client);
return;
}
break;
case 3: // RemoveGame
if (reader.ReadInt32() == 32)
{
this.ClientDisconnect(client);
return;
}
break;
case 4: // remove player
case 7: // joined game
case 9: // get game list
case 10: // alter game
break;
case 5: // Tags.GameData
if (this.Clients.Contains(client))
{
if (reader.ReadInt32() == 32)
{
MessageWriter messageWriter3 = MessageWriter.Get(sendOption);
messageWriter3.CopyFrom(reader);
// 广播这个消息
this.Broadcast(messageWriter3, client);
messageWriter3.Recycle();
return;
}
}
else if (this.GameState == GameStates.Started) // 没有这个连接就踢掉这个错误的连接
{
client.Connection.Dispose();
return;
}
break;
case 6: // GameDataTo 到指定玩家,和Tags.GameData不同,包括Rpc
if (this.Clients.Contains(client))
{
if (reader.ReadInt32() == 32)
{
int targetId = reader.ReadPackedInt32();
MessageWriter messageWriter4 = MessageWriter.Get(sendOption);
messageWriter4.CopyFrom(reader);
this.SendTo(messageWriter4, targetId);
messageWriter4.Recycle();
return;
}
}
else if (this.GameState == GameStates.Started)
{
Debug.Log("GameDataTo: Server didn't have client");
client.Connection.Dispose();
return;
}
break;
case 8: // EndGame
if (reader.ReadInt32() == 32)
{
this.EndGame(reader, client);
return;
}
break;
case 11: // kick player
if (reader.ReadInt32() == 32)
{
this.KickPlayer(reader.ReadPackedInt32(), reader.ReadBoolean());
}
break;
default:
return;
}
}
// 踢玩家
private void KickPlayer(int targetId, bool ban)
{
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
InnerNetServer.Player player = null;
// 找到对应的玩家的连接
for (int i = 0; i < this.Clients.Count; i++)
{
if (this.Clients[i].Id == targetId)
{
player = this.Clients[i];
break;
}
}
if (player != null)
{
if (ban) // 是否ban掉这个ip
{
HashSet<string> obj = this.ipBans;
lock (obj)
{
IPEndPoint endPoint = player.Connection.EndPoint;
this.ipBans.Add(endPoint.Address.ToString());
}
}
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.StartMessage(11);
messageWriter.Write(32);
messageWriter.WritePacked(targetId);
messageWriter.Write(ban);
messageWriter.EndMessage();
this.Broadcast(messageWriter, null);
messageWriter.Recycle();
}
}
}
protected void JoinGame(InnerNetServer.Player client)
{
HashSet<string> obj = this.ipBans;
lock (obj)
{
IPEndPoint endPoint = client.Connection.EndPoint;
// 如果这个ip被ban掉了,踢掉这个玩家
if (this.ipBans.Contains(endPoint.Address.ToString()))
{
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.StartMessage(1);
messageWriter.Write(6);
messageWriter.EndMessage();
client.Connection.Send(messageWriter);
messageWriter.Recycle();
return;
}
}
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
switch (this.GameState)
{
case GameStates.NotStarted:
this.HandleNewGameJoin(client);
break;
default:
{
MessageWriter messageWriter2 = MessageWriter.Get(SendOption.Reliable);
messageWriter2.StartMessage(1);
messageWriter2.Write(2);
messageWriter2.EndMessage();
client.Connection.Send(messageWriter2);
messageWriter2.Recycle();
break;
}
case GameStates.Ended:
this.HandleRejoin(client);
break;
}
}
}
private void HandleRejoin(InnerNetServer.Player client)
{
if (client.Id == this.HostId)
{
this.GameState = GameStates.NotStarted;
this.HandleNewGameJoin(client);
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
for (int i = 0; i < this.Clients.Count; i++)
{
InnerNetServer.Player player = this.Clients[i];
if (player != client)
{
try
{
this.WriteJoinedMessage(player, messageWriter, true);
player.Connection.Send(messageWriter);
}
catch
{
}
}
}
messageWriter.Recycle();
return;
}
if (this.Clients.Count >= 9)
{
MessageWriter messageWriter2 = MessageWriter.Get(SendOption.Reliable);
messageWriter2.StartMessage(1);
messageWriter2.Write(1);
messageWriter2.EndMessage();
client.Connection.Send(messageWriter2);
messageWriter2.Recycle();
return;
}
this.Clients.Add(client);
client.LimboState = LimboStates.WaitingForHost;
MessageWriter messageWriter3 = MessageWriter.Get(SendOption.Reliable);
try
{
messageWriter3.StartMessage(12);
messageWriter3.Write(32);
messageWriter3.Write(client.Id);
messageWriter3.EndMessage();
client.Connection.Send(messageWriter3);
this.BroadcastJoinMessage(client, messageWriter3);
}
catch
{
}
finally
{
messageWriter3.Recycle();
}
}
private void HandleNewGameJoin(InnerNetServer.Player client)
{
if (this.Clients.Count >= 10)
{
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
try
{
messageWriter.StartMessage(1);
messageWriter.Write(1);
messageWriter.EndMessage();
client.Connection.Send(messageWriter);
}
catch
{
}
finally
{
messageWriter.Recycle();
}
return;
}
this.Clients.Add(client);
client.LimboState = LimboStates.PreSpawn;
if (this.HostId == -1)
{
this.HostId = this.Clients[0].Id;
}
if (this.HostId == client.Id)
{
client.LimboState = LimboStates.NotLimbo;
}
MessageWriter messageWriter2 = MessageWriter.Get(SendOption.Reliable);
try
{
this.WriteJoinedMessage(client, messageWriter2, true);
client.Connection.Send(messageWriter2);
this.BroadcastJoinMessage(client, messageWriter2);
}
catch
{
}
finally
{
messageWriter2.Recycle();
}
}
// 游戏结束
private void EndGame(MessageReader message, InnerNetServer.Player source)
{
if (source.Id == this.HostId)
{
this.GameState = GameStates.Ended;
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.CopyFrom(message);
this.Broadcast(messageWriter, null);
messageWriter.Recycle();
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
this.Clients.Clear();
return;
}
}
Debug.LogWarning("Reset request rejected from: " + source.Id);
}
// 开始游戏,房主点击了开始按钮后,服务器向其他玩家广播开始消息
private void StartGame(MessageReader message, InnerNetServer.Player source)
{
this.GameState = GameStates.Started;
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.CopyFrom(message);
this.Broadcast(messageWriter, null);
messageWriter.Recycle();
}
private void ClientDisconnect(InnerNetServer.Player client)
{
Debug.Log("Server DC client " + client.Id);
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
this.Clients.Remove(client);
client.Connection.Dispose();
if (this.Clients.Count > 0)
{
this.HostId = this.Clients[0].Id;
}
}
MessageWriter messageWriter = MessageWriter.Get(SendOption.Reliable);
messageWriter.StartMessage(4);
messageWriter.Write(32);
messageWriter.Write(client.Id);
messageWriter.Write(this.HostId);
messageWriter.Write(0);
messageWriter.EndMessage();
this.Broadcast(messageWriter, null);
messageWriter.Recycle();
}
// 精确发给某个玩家,而不是广播
protected void SendTo(MessageWriter msg, int targetId)
{
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
for (int i = 0; i < this.Clients.Count; i++)
{
InnerNetServer.Player player = this.Clients[i];
if (player.Id == targetId)
{
try
{
player.Connection.Send(msg);
break;
}
catch (Exception exception)
{
Debug.LogException(exception);
break;
}
}
}
}
}
// 广播消息
protected void Broadcast(MessageWriter msg, InnerNetServer.Player source)
{
List<InnerNetServer.Player> clients = this.Clients;
lock (clients)
{
// 遍历所有的玩家,广播数据
for (int i = 0; i < this.Clients.Count; i++)
{
InnerNetServer.Player player = this.Clients[i];
if (player != source)
{
try
{
// 发送数据
player.Connection.Send(msg);
}
catch
{
}
}
}
}
}
private void BroadcastJoinMessage(InnerNetServer.Player client, MessageWriter msg)
{
msg.Clear(SendOption.Reliable);
msg.StartMessage(1);
msg.Write(32);
msg.Write(client.Id);
msg.Write(this.HostId);
msg.EndMessage();
this.Broadcast(msg, client);
}
private void WriteJoinedMessage(InnerNetServer.Player client, MessageWriter msg, bool clear)
{
if (clear)
{
msg.Clear(SendOption.Reliable);
}
msg.StartMessage(7);
msg.Write(32);
msg.Write(client.Id);
msg.Write(this.HostId);
msg.WritePacked(this.Clients.Count - 1);
for (int i = 0; i < this.Clients.Count; i++)
{
InnerNetServer.Player player = this.Clients[i];
if (player != client)
{
msg.WritePacked(player.Id);
}
}
msg.EndMessage();
}
}
}
|