Gonna move to server authority

This commit is contained in:
2022-01-31 17:27:38 +05:30
parent f3d21f4ec6
commit 7368968176
1354 changed files with 107808 additions and 80043 deletions

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using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class CellGUI : MonoBehaviour
{
public MatchController matchController;
public CellValue cellValue;
[Header("GUI References")]
public Image image;
public Button button;
[Header("Diagnostics - Do Not Modify")]
public NetworkIdentity playerIdentity;
public void Awake()
{
matchController.MatchCells.Add(cellValue, this);
}
public void MakePlay()
{
if (matchController.currentPlayer.isLocalPlayer)
matchController.CmdMakePlay(cellValue);
}
public void SetPlayer(NetworkIdentity playerIdentity)
{
if (playerIdentity != null)
{
this.playerIdentity = playerIdentity;
image.color = this.playerIdentity.isLocalPlayer ? Color.blue : Color.red;
button.interactable = false;
}
else
{
this.playerIdentity = null;
image.color = Color.white;
button.interactable = true;
}
}
}
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class CellGUI : MonoBehaviour
{
public MatchController matchController;
public CellValue cellValue;
[Header("GUI References")]
public Image image;
public Button button;
[Header("Diagnostics - Do Not Modify")]
public NetworkIdentity playerIdentity;
public void Awake()
{
matchController.MatchCells.Add(cellValue, this);
}
public void MakePlay()
{
if (matchController.currentPlayer.isLocalPlayer)
matchController.CmdMakePlay(cellValue);
}
public void SetPlayer(NetworkIdentity playerIdentity)
{
if (playerIdentity != null)
{
this.playerIdentity = playerIdentity;
image.color = this.playerIdentity.isLocalPlayer ? Color.blue : Color.red;
button.interactable = false;
}
else
{
this.playerIdentity = null;
image.color = Color.white;
button.interactable = true;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
#pragma warning disable 618
[RequireComponent(typeof(NetworkMatchChecker))]
#pragma warning restore 618
public class MatchController : NetworkBehaviour
{
internal readonly SyncDictionary<NetworkIdentity, MatchPlayerData> matchPlayerData = new SyncDictionary<NetworkIdentity, MatchPlayerData>();
internal readonly Dictionary<CellValue, CellGUI> MatchCells = new Dictionary<CellValue, CellGUI>();
CellValue boardScore = CellValue.None;
bool playAgain = false;
[Header("GUI References")]
public CanvasGroup canvasGroup;
public Text gameText;
public Button exitButton;
public Button playAgainButton;
public Text winCountLocal;
public Text winCountOpponent;
[Header("Diagnostics - Do Not Modify")]
public CanvasController canvasController;
public NetworkIdentity player1;
public NetworkIdentity player2;
public NetworkIdentity startingPlayer;
[SyncVar(hook = nameof(UpdateGameUI))]
public NetworkIdentity currentPlayer;
void Awake()
{
canvasController = FindObjectOfType<CanvasController>();
}
public override void OnStartServer()
{
StartCoroutine(AddPlayersToMatchController());
}
// For the SyncDictionary to properly fire the update callback, we must
// wait a frame before adding the players to the already spawned MatchController
IEnumerator AddPlayersToMatchController()
{
yield return null;
matchPlayerData.Add(player1, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player1.connectionToClient].playerIndex });
matchPlayerData.Add(player2, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player2.connectionToClient].playerIndex });
}
public override void OnStartClient()
{
matchPlayerData.Callback += UpdateWins;
canvasGroup.alpha = 1f;
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
}
public void UpdateGameUI(NetworkIdentity _, NetworkIdentity newPlayerTurn)
{
if (!newPlayerTurn) return;
if (newPlayerTurn.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
gameText.text = "Your Turn";
gameText.color = Color.blue;
}
else
{
gameText.text = "Their Turn";
gameText.color = Color.red;
}
}
public void UpdateWins(SyncDictionary<NetworkIdentity, MatchPlayerData>.Operation op, NetworkIdentity key, MatchPlayerData matchPlayerData)
{
if (key.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
winCountLocal.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
}
else
{
winCountOpponent.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
}
}
[Command(requiresAuthority = false)]
public void CmdMakePlay(CellValue cellValue, NetworkConnectionToClient sender = null)
{
// If wrong player or cell already taken, ignore
if (sender.identity != currentPlayer || MatchCells[cellValue].playerIdentity != null)
return;
MatchCells[cellValue].playerIdentity = currentPlayer;
RpcUpdateCell(cellValue, currentPlayer);
MatchPlayerData mpd = matchPlayerData[currentPlayer];
mpd.currentScore = mpd.currentScore | cellValue;
matchPlayerData[currentPlayer] = mpd;
boardScore = boardScore | cellValue;
if (CheckWinner(mpd.currentScore))
{
mpd.wins += 1;
matchPlayerData[currentPlayer] = mpd;
RpcShowWinner(currentPlayer);
currentPlayer = null;
}
else if (boardScore == CellValue.Full)
{
RpcShowWinner(null);
currentPlayer = null;
}
else
{
// Set currentPlayer SyncVar so clients know whose turn it is
currentPlayer = currentPlayer == player1 ? player2 : player1;
}
}
bool CheckWinner(CellValue currentScore)
{
if ((currentScore & CellValue.TopRow) == CellValue.TopRow)
return true;
if ((currentScore & CellValue.MidRow) == CellValue.MidRow)
return true;
if ((currentScore & CellValue.BotRow) == CellValue.BotRow)
return true;
if ((currentScore & CellValue.LeftCol) == CellValue.LeftCol)
return true;
if ((currentScore & CellValue.MidCol) == CellValue.MidCol)
return true;
if ((currentScore & CellValue.RightCol) == CellValue.RightCol)
return true;
if ((currentScore & CellValue.Diag1) == CellValue.Diag1)
return true;
if ((currentScore & CellValue.Diag2) == CellValue.Diag2)
return true;
return false;
}
[ClientRpc]
public void RpcUpdateCell(CellValue cellValue, NetworkIdentity player)
{
MatchCells[cellValue].SetPlayer(player);
}
[ClientRpc]
public void RpcShowWinner(NetworkIdentity winner)
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.GetComponent<Button>().interactable = false;
if (winner == null)
{
gameText.text = "Draw!";
gameText.color = Color.yellow;
}
else if (winner.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
gameText.text = "Winner!";
gameText.color = Color.blue;
}
else
{
gameText.text = "Loser!";
gameText.color = Color.red;
}
exitButton.gameObject.SetActive(true);
playAgainButton.gameObject.SetActive(true);
}
// Assigned in inspector to ReplayButton::OnClick
[Client]
public void RequestPlayAgain()
{
playAgainButton.gameObject.SetActive(false);
CmdPlayAgain();
}
[Command(requiresAuthority = false)]
public void CmdPlayAgain(NetworkConnectionToClient sender = null)
{
if (!playAgain)
{
playAgain = true;
}
else
{
playAgain = false;
RestartGame();
}
}
[Server]
public void RestartGame()
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.SetPlayer(null);
boardScore = CellValue.None;
NetworkIdentity[] keys = new NetworkIdentity[matchPlayerData.Keys.Count];
matchPlayerData.Keys.CopyTo(keys, 0);
foreach (NetworkIdentity identity in keys)
{
MatchPlayerData mpd = matchPlayerData[identity];
mpd.currentScore = CellValue.None;
matchPlayerData[identity] = mpd;
}
RpcRestartGame();
startingPlayer = startingPlayer == player1 ? player2 : player1;
currentPlayer = startingPlayer;
}
[ClientRpc]
public void RpcRestartGame()
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.SetPlayer(null);
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
}
// Assigned in inspector to BackButton::OnClick
[Client]
public void RequestExitGame()
{
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
CmdRequestExitGame();
}
[Command(requiresAuthority = false)]
public void CmdRequestExitGame(NetworkConnectionToClient sender = null)
{
StartCoroutine(ServerEndMatch(sender, false));
}
public void OnPlayerDisconnected(NetworkConnection conn)
{
// Check that the disconnecting client is a player in this match
if (player1 == conn.identity || player2 == conn.identity)
{
StartCoroutine(ServerEndMatch(conn, true));
}
}
public IEnumerator ServerEndMatch(NetworkConnection conn, bool disconnected)
{
canvasController.OnPlayerDisconnected -= OnPlayerDisconnected;
RpcExitGame();
// Skip a frame so the message goes out ahead of object destruction
yield return null;
// Mirror will clean up the disconnecting client so we only need to clean up the other remaining client.
// If both players are just returning to the Lobby, we need to remove both connection Players
if (!disconnected)
{
NetworkServer.RemovePlayerForConnection(player1.connectionToClient, true);
CanvasController.waitingConnections.Add(player1.connectionToClient);
NetworkServer.RemovePlayerForConnection(player2.connectionToClient, true);
CanvasController.waitingConnections.Add(player2.connectionToClient);
}
else if (conn == player1.connectionToClient)
{
// player1 has disconnected - send player2 back to Lobby
NetworkServer.RemovePlayerForConnection(player2.connectionToClient, true);
CanvasController.waitingConnections.Add(player2.connectionToClient);
}
else if (conn == player2.connectionToClient)
{
// player2 has disconnected - send player1 back to Lobby
NetworkServer.RemovePlayerForConnection(player1.connectionToClient, true);
CanvasController.waitingConnections.Add(player1.connectionToClient);
}
// Skip a frame to allow the Removal(s) to complete
yield return null;
// Send latest match list
canvasController.SendMatchList();
NetworkServer.Destroy(gameObject);
}
[ClientRpc]
public void RpcExitGame()
{
canvasController.OnMatchEnded();
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
[RequireComponent(typeof(NetworkMatch))]
public class MatchController : NetworkBehaviour
{
internal readonly SyncDictionary<NetworkIdentity, MatchPlayerData> matchPlayerData = new SyncDictionary<NetworkIdentity, MatchPlayerData>();
internal readonly Dictionary<CellValue, CellGUI> MatchCells = new Dictionary<CellValue, CellGUI>();
CellValue boardScore = CellValue.None;
bool playAgain = false;
[Header("GUI References")]
public CanvasGroup canvasGroup;
public Text gameText;
public Button exitButton;
public Button playAgainButton;
public Text winCountLocal;
public Text winCountOpponent;
[Header("Diagnostics - Do Not Modify")]
public CanvasController canvasController;
public NetworkIdentity player1;
public NetworkIdentity player2;
public NetworkIdentity startingPlayer;
[SyncVar(hook = nameof(UpdateGameUI))]
public NetworkIdentity currentPlayer;
void Awake()
{
canvasController = FindObjectOfType<CanvasController>();
}
public override void OnStartServer()
{
StartCoroutine(AddPlayersToMatchController());
}
// For the SyncDictionary to properly fire the update callback, we must
// wait a frame before adding the players to the already spawned MatchController
IEnumerator AddPlayersToMatchController()
{
yield return null;
matchPlayerData.Add(player1, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player1.connectionToClient].playerIndex });
matchPlayerData.Add(player2, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player2.connectionToClient].playerIndex });
}
public override void OnStartClient()
{
matchPlayerData.Callback += UpdateWins;
canvasGroup.alpha = 1f;
canvasGroup.interactable = true;
canvasGroup.blocksRaycasts = true;
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
}
public void UpdateGameUI(NetworkIdentity _, NetworkIdentity newPlayerTurn)
{
if (!newPlayerTurn) return;
if (newPlayerTurn.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
gameText.text = "Your Turn";
gameText.color = Color.blue;
}
else
{
gameText.text = "Their Turn";
gameText.color = Color.red;
}
}
public void UpdateWins(SyncDictionary<NetworkIdentity, MatchPlayerData>.Operation op, NetworkIdentity key, MatchPlayerData matchPlayerData)
{
if (key.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
winCountLocal.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
}
else
{
winCountOpponent.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
}
}
[Command(requiresAuthority = false)]
public void CmdMakePlay(CellValue cellValue, NetworkConnectionToClient sender = null)
{
// If wrong player or cell already taken, ignore
if (sender.identity != currentPlayer || MatchCells[cellValue].playerIdentity != null)
return;
MatchCells[cellValue].playerIdentity = currentPlayer;
RpcUpdateCell(cellValue, currentPlayer);
MatchPlayerData mpd = matchPlayerData[currentPlayer];
mpd.currentScore = mpd.currentScore | cellValue;
matchPlayerData[currentPlayer] = mpd;
boardScore = boardScore | cellValue;
if (CheckWinner(mpd.currentScore))
{
mpd.wins += 1;
matchPlayerData[currentPlayer] = mpd;
RpcShowWinner(currentPlayer);
currentPlayer = null;
}
else if (boardScore == CellValue.Full)
{
RpcShowWinner(null);
currentPlayer = null;
}
else
{
// Set currentPlayer SyncVar so clients know whose turn it is
currentPlayer = currentPlayer == player1 ? player2 : player1;
}
}
bool CheckWinner(CellValue currentScore)
{
if ((currentScore & CellValue.TopRow) == CellValue.TopRow)
return true;
if ((currentScore & CellValue.MidRow) == CellValue.MidRow)
return true;
if ((currentScore & CellValue.BotRow) == CellValue.BotRow)
return true;
if ((currentScore & CellValue.LeftCol) == CellValue.LeftCol)
return true;
if ((currentScore & CellValue.MidCol) == CellValue.MidCol)
return true;
if ((currentScore & CellValue.RightCol) == CellValue.RightCol)
return true;
if ((currentScore & CellValue.Diag1) == CellValue.Diag1)
return true;
if ((currentScore & CellValue.Diag2) == CellValue.Diag2)
return true;
return false;
}
[ClientRpc]
public void RpcUpdateCell(CellValue cellValue, NetworkIdentity player)
{
MatchCells[cellValue].SetPlayer(player);
}
[ClientRpc]
public void RpcShowWinner(NetworkIdentity winner)
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.GetComponent<Button>().interactable = false;
if (winner == null)
{
gameText.text = "Draw!";
gameText.color = Color.yellow;
}
else if (winner.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
{
gameText.text = "Winner!";
gameText.color = Color.blue;
}
else
{
gameText.text = "Loser!";
gameText.color = Color.red;
}
exitButton.gameObject.SetActive(true);
playAgainButton.gameObject.SetActive(true);
}
// Assigned in inspector to ReplayButton::OnClick
[Client]
public void RequestPlayAgain()
{
playAgainButton.gameObject.SetActive(false);
CmdPlayAgain();
}
[Command(requiresAuthority = false)]
public void CmdPlayAgain(NetworkConnectionToClient sender = null)
{
if (!playAgain)
{
playAgain = true;
}
else
{
playAgain = false;
RestartGame();
}
}
[Server]
public void RestartGame()
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.SetPlayer(null);
boardScore = CellValue.None;
NetworkIdentity[] keys = new NetworkIdentity[matchPlayerData.Keys.Count];
matchPlayerData.Keys.CopyTo(keys, 0);
foreach (NetworkIdentity identity in keys)
{
MatchPlayerData mpd = matchPlayerData[identity];
mpd.currentScore = CellValue.None;
matchPlayerData[identity] = mpd;
}
RpcRestartGame();
startingPlayer = startingPlayer == player1 ? player2 : player1;
currentPlayer = startingPlayer;
}
[ClientRpc]
public void RpcRestartGame()
{
foreach (CellGUI cellGUI in MatchCells.Values)
cellGUI.SetPlayer(null);
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
}
// Assigned in inspector to BackButton::OnClick
[Client]
public void RequestExitGame()
{
exitButton.gameObject.SetActive(false);
playAgainButton.gameObject.SetActive(false);
CmdRequestExitGame();
}
[Command(requiresAuthority = false)]
public void CmdRequestExitGame(NetworkConnectionToClient sender = null)
{
StartCoroutine(ServerEndMatch(sender, false));
}
public void OnPlayerDisconnected(NetworkConnection conn)
{
// Check that the disconnecting client is a player in this match
if (player1 == conn.identity || player2 == conn.identity)
{
StartCoroutine(ServerEndMatch(conn, true));
}
}
public IEnumerator ServerEndMatch(NetworkConnection conn, bool disconnected)
{
canvasController.OnPlayerDisconnected -= OnPlayerDisconnected;
RpcExitGame();
// Skip a frame so the message goes out ahead of object destruction
yield return null;
// Mirror will clean up the disconnecting client so we only need to clean up the other remaining client.
// If both players are just returning to the Lobby, we need to remove both connection Players
if (!disconnected)
{
NetworkServer.RemovePlayerForConnection(player1.connectionToClient, true);
CanvasController.waitingConnections.Add(player1.connectionToClient);
NetworkServer.RemovePlayerForConnection(player2.connectionToClient, true);
CanvasController.waitingConnections.Add(player2.connectionToClient);
}
else if (conn == player1.connectionToClient)
{
// player1 has disconnected - send player2 back to Lobby
NetworkServer.RemovePlayerForConnection(player2.connectionToClient, true);
CanvasController.waitingConnections.Add(player2.connectionToClient);
}
else if (conn == player2.connectionToClient)
{
// player2 has disconnected - send player1 back to Lobby
NetworkServer.RemovePlayerForConnection(player1.connectionToClient, true);
CanvasController.waitingConnections.Add(player1.connectionToClient);
}
// Skip a frame to allow the Removal(s) to complete
yield return null;
// Send latest match list
canvasController.SendMatchList();
NetworkServer.Destroy(gameObject);
}
[ClientRpc]
public void RpcExitGame()
{
canvasController.OnMatchEnded();
}
}
}

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using System;
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class MatchGUI : MonoBehaviour
{
Guid matchId;
[Header("GUI Elements")]
public Image image;
public Toggle toggleButton;
public Text matchName;
public Text playerCount;
[Header("Diagnostics - Do Not Modify")]
public CanvasController canvasController;
public void Awake()
{
canvasController = FindObjectOfType<CanvasController>();
toggleButton.onValueChanged.AddListener(delegate { OnToggleClicked(); });
}
public void OnToggleClicked()
{
canvasController.SelectMatch(toggleButton.isOn ? matchId : Guid.Empty);
image.color = toggleButton.isOn ? new Color(0f, 1f, 0f, 0.5f) : new Color(1f, 1f, 1f, 0.2f);
}
public Guid GetMatchId()
{
return matchId;
}
public void SetMatchInfo(MatchInfo infos)
{
matchId = infos.matchId;
matchName.text = "Match " + infos.matchId.ToString().Substring(0, 8);
playerCount.text = infos.players + " / " + infos.maxPlayers;
}
}
}
using System;
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class MatchGUI : MonoBehaviour
{
Guid matchId;
[Header("GUI Elements")]
public Image image;
public Toggle toggleButton;
public Text matchName;
public Text playerCount;
[Header("Diagnostics - Do Not Modify")]
public CanvasController canvasController;
public void Awake()
{
canvasController = FindObjectOfType<CanvasController>();
toggleButton.onValueChanged.AddListener(delegate { OnToggleClicked(); });
}
public void OnToggleClicked()
{
canvasController.SelectMatch(toggleButton.isOn ? matchId : Guid.Empty);
image.color = toggleButton.isOn ? new Color(0f, 1f, 0f, 0.5f) : new Color(1f, 1f, 1f, 0.2f);
}
public Guid GetMatchId()
{
return matchId;
}
public void SetMatchInfo(MatchInfo infos)
{
matchId = infos.matchId;
matchName.text = $"Match {infos.matchId.ToString().Substring(0, 8)}";
playerCount.text = $"{infos.players} / {infos.maxPlayers}";
}
}
}

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using System;
namespace Mirror.Examples.MultipleMatch
{
/// <summary>
/// Match message to be sent to the server
/// </summary>
public struct ServerMatchMessage : NetworkMessage
{
public ServerMatchOperation serverMatchOperation;
public Guid matchId;
}
/// <summary>
/// Match message to be sent to the client
/// </summary>
public struct ClientMatchMessage : NetworkMessage
{
public ClientMatchOperation clientMatchOperation;
public Guid matchId;
public MatchInfo[] matchInfos;
public PlayerInfo[] playerInfos;
}
/// <summary>
/// Information about a match
/// </summary>
[Serializable]
public struct MatchInfo
{
public Guid matchId;
public byte players;
public byte maxPlayers;
}
/// <summary>
/// Information about a player
/// </summary>
[Serializable]
public struct PlayerInfo
{
public int playerIndex;
public bool ready;
public Guid matchId;
}
[Serializable]
public struct MatchPlayerData
{
public int playerIndex;
public int wins;
public CellValue currentScore;
}
/// <summary>
/// Match operation to execute on the server
/// </summary>
public enum ServerMatchOperation : byte
{
None,
Create,
Cancel,
Start,
Join,
Leave,
Ready
}
/// <summary>
/// Match operation to execute on the client
/// </summary>
public enum ClientMatchOperation : byte
{
None,
List,
Created,
Cancelled,
Joined,
Departed,
UpdateRoom,
Started
}
// A1 | B1 | C1
// ---+----+---
// A2 | B2 | C2
// ---+----+---
// A3 | B3 | C3
[Flags]
public enum CellValue : ushort
{
None,
A1 = 1 << 0,
B1 = 1 << 1,
C1 = 1 << 2,
A2 = 1 << 3,
B2 = 1 << 4,
C2 = 1 << 5,
A3 = 1 << 6,
B3 = 1 << 7,
C3 = 1 << 8,
// winning combinations
TopRow = A1 + B1 + C1,
MidRow = A2 + B2 + C2,
BotRow = A3 + B3 + C3,
LeftCol = A1 + A2 + A3,
MidCol = B1 + B2 + B3,
RightCol = C1 + C2 + C3,
Diag1 = A1 + B2 + C3,
Diag2 = A3 + B2 + C1,
// board is full (winner / draw)
Full = TopRow + MidRow + BotRow
}
}
using System;
namespace Mirror.Examples.MultipleMatch
{
/// <summary>
/// Match message to be sent to the server
/// </summary>
public struct ServerMatchMessage : NetworkMessage
{
public ServerMatchOperation serverMatchOperation;
public Guid matchId;
}
/// <summary>
/// Match message to be sent to the client
/// </summary>
public struct ClientMatchMessage : NetworkMessage
{
public ClientMatchOperation clientMatchOperation;
public Guid matchId;
public MatchInfo[] matchInfos;
public PlayerInfo[] playerInfos;
}
/// <summary>
/// Information about a match
/// </summary>
[Serializable]
public struct MatchInfo
{
public Guid matchId;
public byte players;
public byte maxPlayers;
}
/// <summary>
/// Information about a player
/// </summary>
[Serializable]
public struct PlayerInfo
{
public int playerIndex;
public bool ready;
public Guid matchId;
}
[Serializable]
public struct MatchPlayerData
{
public int playerIndex;
public int wins;
public CellValue currentScore;
}
/// <summary>
/// Match operation to execute on the server
/// </summary>
public enum ServerMatchOperation : byte
{
None,
Create,
Cancel,
Start,
Join,
Leave,
Ready
}
/// <summary>
/// Match operation to execute on the client
/// </summary>
public enum ClientMatchOperation : byte
{
None,
List,
Created,
Cancelled,
Joined,
Departed,
UpdateRoom,
Started
}
// A1 | B1 | C1
// ---+----+---
// A2 | B2 | C2
// ---+----+---
// A3 | B3 | C3
[Flags]
public enum CellValue : ushort
{
None,
A1 = 1 << 0,
B1 = 1 << 1,
C1 = 1 << 2,
A2 = 1 << 3,
B2 = 1 << 4,
C2 = 1 << 5,
A3 = 1 << 6,
B3 = 1 << 7,
C3 = 1 << 8,
// winning combinations
TopRow = A1 + B1 + C1,
MidRow = A2 + B2 + C2,
BotRow = A3 + B3 + C3,
LeftCol = A1 + A2 + A3,
MidCol = B1 + B2 + B3,
RightCol = C1 + C2 + C3,
Diag1 = A1 + B2 + C3,
Diag2 = A3 + B2 + C1,
// board is full (winner / draw)
Full = TopRow + MidRow + BotRow
}
}

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using UnityEngine;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.MultipleMatch
{
[AddComponentMenu("")]
public class MatchNetworkManager : NetworkManager
{
[Header("Match GUI")]
public GameObject canvas;
public CanvasController canvasController;
#region Unity Callbacks
/// <summary>
/// Runs on both Server and Client
/// Networking is NOT initialized when this fires
/// </summary>
public override void Awake()
{
base.Awake();
canvasController.InitializeData();
}
#endregion
#region Server System Callbacks
/// <summary>
/// Called on the server when a client is ready.
/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerReady(NetworkConnection conn)
{
base.OnServerReady(conn);
canvasController.OnServerReady(conn);
}
/// <summary>
/// Called on the server when a client disconnects.
/// <para>This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerDisconnect(NetworkConnection conn)
{
canvasController.OnServerDisconnect(conn);
base.OnServerDisconnect(conn);
}
#endregion
#region Client System Callbacks
/// <summary>
/// Called on the client when connected to a server.
/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
/// </summary>
/// <param name="conn">Connection to the server.</param>
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
canvasController.OnClientConnect(conn);
}
/// <summary>
/// Called on clients when disconnected from a server.
/// <para>This is called on the client when it disconnects from the server. Override this function to decide what happens when the client disconnects.</para>
/// </summary>
/// <param name="conn">Connection to the server.</param>
public override void OnClientDisconnect(NetworkConnection conn)
{
canvasController.OnClientDisconnect();
base.OnClientDisconnect(conn);
}
#endregion
#region Start & Stop Callbacks
/// <summary>
/// This is invoked when a server is started - including when a host is started.
/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartServer()
{
if (mode == NetworkManagerMode.ServerOnly)
canvas.SetActive(true);
canvasController.OnStartServer();
}
/// <summary>
/// This is invoked when the client is started.
/// </summary>
public override void OnStartClient()
{
canvas.SetActive(true);
canvasController.OnStartClient();
}
/// <summary>
/// This is called when a server is stopped - including when a host is stopped.
/// </summary>
public override void OnStopServer()
{
canvasController.OnStopServer();
canvas.SetActive(false);
}
/// <summary>
/// This is called when a client is stopped.
/// </summary>
public override void OnStopClient()
{
canvasController.OnStopClient();
}
#endregion
}
using UnityEngine;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.MultipleMatch
{
[AddComponentMenu("")]
public class MatchNetworkManager : NetworkManager
{
[Header("Match GUI")]
public GameObject canvas;
public CanvasController canvasController;
#region Unity Callbacks
/// <summary>
/// Runs on both Server and Client
/// Networking is NOT initialized when this fires
/// </summary>
public override void Awake()
{
base.Awake();
canvasController.InitializeData();
}
#endregion
#region Server System Callbacks
/// <summary>
/// Called on the server when a client is ready.
/// <para>The default implementation of this function calls NetworkServer.SetClientReady() to continue the network setup process.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerReady(NetworkConnection conn)
{
base.OnServerReady(conn);
canvasController.OnServerReady(conn);
}
/// <summary>
/// Called on the server when a client disconnects.
/// <para>This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerDisconnect(NetworkConnection conn)
{
canvasController.OnServerDisconnect(conn);
base.OnServerDisconnect(conn);
}
#endregion
#region Client System Callbacks
/// <summary>
/// Called on the client when connected to a server.
/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
/// </summary>
/// <param name="conn">Connection to the server.</param>
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
canvasController.OnClientConnect(conn);
}
/// <summary>
/// Called on clients when disconnected from a server.
/// <para>This is called on the client when it disconnects from the server. Override this function to decide what happens when the client disconnects.</para>
/// </summary>
/// <param name="conn">Connection to the server.</param>
public override void OnClientDisconnect(NetworkConnection conn)
{
canvasController.OnClientDisconnect();
base.OnClientDisconnect(conn);
}
#endregion
#region Start & Stop Callbacks
/// <summary>
/// This is invoked when a server is started - including when a host is started.
/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartServer()
{
if (mode == NetworkManagerMode.ServerOnly)
canvas.SetActive(true);
canvasController.OnStartServer();
}
/// <summary>
/// This is invoked when the client is started.
/// </summary>
public override void OnStartClient()
{
canvas.SetActive(true);
canvasController.OnStartClient();
}
/// <summary>
/// This is called when a server is stopped - including when a host is stopped.
/// </summary>
public override void OnStopServer()
{
canvasController.OnStopServer();
canvas.SetActive(false);
}
/// <summary>
/// This is called when a client is stopped.
/// </summary>
public override void OnStopClient()
{
canvasController.OnStopClient();
}
#endregion
}
}

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@@ -1,16 +1,16 @@
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class PlayerGUI : MonoBehaviour
{
public Text playerName;
public void SetPlayerInfo(PlayerInfo info)
{
playerName.text = "Player " + info.playerIndex;
playerName.color = info.ready ? Color.green : Color.red;
}
}
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class PlayerGUI : MonoBehaviour
{
public Text playerName;
public void SetPlayerInfo(PlayerInfo info)
{
playerName.text = $"Player {info.playerIndex}";
playerName.color = info.ready ? Color.green : Color.red;
}
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class RoomGUI : MonoBehaviour
{
public GameObject playerList;
public GameObject playerPrefab;
public GameObject cancelButton;
public GameObject leaveButton;
public Button startButton;
public bool owner;
public void RefreshRoomPlayers(PlayerInfo[] playerInfos)
{
// Debug.Log($"RefreshRoomPlayers: {playerInfos.Length} playerInfos");
foreach (Transform child in playerList.transform)
{
Destroy(child.gameObject);
}
startButton.interactable = false;
bool everyoneReady = true;
foreach (PlayerInfo playerInfo in playerInfos)
{
GameObject newPlayer = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
newPlayer.transform.SetParent(playerList.transform, false);
newPlayer.GetComponent<PlayerGUI>().SetPlayerInfo(playerInfo);
if (!playerInfo.ready)
{
everyoneReady = false;
}
}
startButton.interactable = everyoneReady && owner && (playerInfos.Length > 1);
}
public void SetOwner(bool owner)
{
this.owner = owner;
cancelButton.SetActive(owner);
leaveButton.SetActive(!owner);
}
}
}
using UnityEngine;
using UnityEngine.UI;
namespace Mirror.Examples.MultipleMatch
{
public class RoomGUI : MonoBehaviour
{
public GameObject playerList;
public GameObject playerPrefab;
public GameObject cancelButton;
public GameObject leaveButton;
public Button startButton;
public bool owner;
public void RefreshRoomPlayers(PlayerInfo[] playerInfos)
{
// Debug.Log($"RefreshRoomPlayers: {playerInfos.Length} playerInfos");
foreach (Transform child in playerList.transform)
{
Destroy(child.gameObject);
}
startButton.interactable = false;
bool everyoneReady = true;
foreach (PlayerInfo playerInfo in playerInfos)
{
GameObject newPlayer = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
newPlayer.transform.SetParent(playerList.transform, false);
newPlayer.GetComponent<PlayerGUI>().SetPlayerInfo(playerInfo);
if (!playerInfo.ready)
{
everyoneReady = false;
}
}
startButton.interactable = everyoneReady && owner && (playerInfos.Length > 1);
}
public void SetOwner(bool owner)
{
this.owner = owner;
cancelButton.SetActive(owner);
leaveButton.SetActive(!owner);
}
}
}

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