Build heartbeat chain
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@@ -1,7 +1,10 @@
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using System;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Net;
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using System.Net;
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using System.Net.Sockets;
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using System.Net.Sockets;
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using System.Numerics;
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using System.Threading;
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using Mistox.ResevedPackets;
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using Mistox.ResevedPackets;
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@@ -13,15 +16,21 @@ namespace Mistox.Client {
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public string UserName { get; private set; } = ""; // My UserName
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public string UserName { get; private set; } = ""; // My UserName
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public bool Alive { get; set; } = true; // Is the server running
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public bool Alive { get; set; } = true; // Is the server running
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public bool isAuthenticated { get; private set; } = false; // Is the server authenticated
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public bool isAuthenticated { get; private set; } = false; // Is the server authenticated
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public ConcurrentDictionary<IPEndPoint, mUDPClient> clientConnections { get; private set; } // UserName, Connection
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public ConcurrentDictionary<IPEndPoint, mUDPClient> clientConnections { get; private set; } = new(); // UserName, Connection
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public Vector3 Position { get; set; } = new Vector3(0, 0, 0); // My world position
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public float MaxNetworkRenderDistance { get; private set; } = 0; // The distance for connections
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public mTCPClient ServerConnection {get; private set; } // Global TCP Server Connection
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public mTCPClient ServerConnection {get; private set; } // Global TCP Server Connection
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public UdpClient ClientSocket { get; private set; } // Global UDP Sender
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public UdpClient ClientSocket { get; private set; } // Global UDP Sender
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public UDPReceiver UdpReceiver { get; private set; } // Global UDP Receiver
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public UDPReceiver UdpReceiver { get; private set; } // Global UDP Receiver
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private readonly string ConnectionKey = ""; // Server Connection Key
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private readonly string ConnectionKey = ""; // Server Connection Key
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private readonly int Port = 0; // The port of the connected socket
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private readonly int HeartbeatInterval = 5000; // How often should we heartbeat
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public MistoxClient(string userName, string connectionKey, IPEndPoint Server) {
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public MistoxClient(string userName, string connectionKey, IPEndPoint Server) {
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// Create and listen on UDP
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// Create and listen on UDP
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Port = Server.Port;
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ClientSocket = new UdpClient( Server.Port );
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ClientSocket = new UdpClient( Server.Port );
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UdpReceiver = new UDPReceiver( this );
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UdpReceiver = new UDPReceiver( this );
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UserName = userName;
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UserName = userName;
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@@ -39,9 +48,73 @@ namespace Mistox.Client {
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Console.WriteLine( "}" );
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Console.WriteLine( "}" );
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Alive = false;
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Alive = false;
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}
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}
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// Start the heartbeat
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_ = RunAsync(Heartbeat);
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}
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}
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public async Task TryAuth() {
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async Task RunAsync(Func<Task> work) {
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try{
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await work();
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} catch (Exception ex) {
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Console.WriteLine($"Error during background packet processing: {ex.Message}");
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}
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}
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/////////////////////////////
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// Heartbeat
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/////////////////////////////
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async Task Heartbeat() {
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while (Alive) {
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await SendServer(new HeartbeatPacket {
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Position = Position
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});
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Thread.Sleep(HeartbeatInterval);
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}
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}
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void HeartbeatReceived(HeartbeatPacket packet) {
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// Build a HashSet of server IP addresses for O(1) removal checks
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var activeIps = new HashSet<IPAddress>(packet.ServerList.Count);
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for (int i = 0; i < packet.ServerList.Count; i++) {
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activeIps.Add(packet.ServerList[i].IpAddress);
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}
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// Add users that joined
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foreach (UserTableObject cur in packet.ServerList) {
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IPEndPoint remoteHost = new IPEndPoint(cur.IpAddress, Port);
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if (!clientConnections.ContainsKey(remoteHost)) {
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mUDPClient newConnection = new mUDPClient(this, remoteHost);
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clientConnections[remoteHost] = newConnection;
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}
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}
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// Remove users that left
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foreach (IPEndPoint key in clientConnections.Keys) {
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if (!activeIps.Contains(key.Address)) {
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clientConnections.TryRemove(key, out _);
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}
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}
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// Update distance status
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float maxDistanceSq = MaxNetworkRenderDistance * MaxNetworkRenderDistance;
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foreach (mUDPClient cur in clientConnections.Values) {
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float dx = Position.X - cur.Position.X;
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float dy = Position.Y - cur.Position.Y;
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float dz = Position.Z - cur.Position.Z;
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// Fixed bug (dz * dz instead of dz + dz) & avoided Sqrt
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float distanceSq = (dx * dx) + (dy * dy) + (dz * dz);
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cur.WithinRange = distanceSq < maxDistanceSq;
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}
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}
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/////////////////////////////
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// Auth
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/////////////////////////////
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async Task TryAuth() {
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Console.WriteLine("Attempting to authenticate against the server...");
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Console.WriteLine("Attempting to authenticate against the server...");
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await ServerConnection.Send(new UserAuthPacket {
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await ServerConnection.Send(new UserAuthPacket {
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UserName = UserName,
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UserName = UserName,
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@@ -49,71 +122,18 @@ namespace Mistox.Client {
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});
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});
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}
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}
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public async Task CheckAuthStatus(UserAuthPacket packet) {
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async Task CheckAuthStatus(UserAuthPacket packet) {
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if (packet.AuthSuccessful == 1) {
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if (packet.AuthSuccessful == 1) {
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isAuthenticated = true;
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isAuthenticated = true;
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}
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}
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ServerName = packet.ServerName;
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ServerName = packet.ServerName;
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}
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}
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/////////////////////////////
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// Receive Methods
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/////////////////////////////
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public void UserConnected(UserConnectedPacket packet) {
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IPEndPoint remoteUser = new IPEndPoint(packet.ClientIPAddress, packet.ClientPort);
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mUDPClient user = new mUDPClient(this, remoteUser) {
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UserName = packet.UserName
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};
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clientConnections[remoteUser] = user;
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InvokeOnUserConnected(user);
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}
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public void UserDisconnected(UserDisconnectedPacket packet) {
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mUDPClient client = null;
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foreach(mUDPClient cur in clientConnections.Values) {
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if (cur.UserName.ToLower() == packet.UserName.ToLower()) {
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client = cur;
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break;
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}
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}
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if (client != null) {
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InvokeOnUserDisconnected( client );
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client.Alive = false;
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client.Dispose();
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clientConnections[client._remoteHost] = null;
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}
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}
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/////////////////////////////
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/////////////////////////////
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// Events
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// Events
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/////////////////////////////
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/////////////////////////////
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public event Action<dynamic> onDataReceived;
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// When (self) connects to the server
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public void InvokeOnReceived(dynamic DataPacket, mUDPClient remote = null){
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switch (DataPacket as object) {
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case UserConnectedPacket packet:
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UserConnected(packet);
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break;
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case UserDisconnectedPacket packet:
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UserDisconnected(packet);
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break;
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case UserAuthPacket packet:
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Task.Run(async () => {
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try {
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await CheckAuthStatus(packet);
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} catch {}
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});
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break;
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case null:
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Console.WriteLine("Received a null packet.");
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break;
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default:
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onDataReceived?.Invoke(DataPacket);
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break;
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}
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}
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public event Action onServerConnected;
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public event Action onServerConnected;
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public void InvokeOnServerConnected(){
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public void InvokeOnServerConnected(){
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Alive = true;
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Alive = true;
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@@ -125,28 +145,69 @@ namespace Mistox.Client {
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onServerConnected?.Invoke();
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onServerConnected?.Invoke();
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}
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}
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// When any user connects to the server (self) hasn't seen yet
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public event Action<string> onUserJoined;
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public void InvokeOnUserJoined(string UserName){
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onUserJoined?.Invoke(UserName);
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}
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// When user is within range of (self) and network rendering starts
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public event Action<mUDPClient> onUserConnected;
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public event Action<mUDPClient> onUserConnected;
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public void InvokeOnUserConnected(mUDPClient ConnectedUser){
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public void InvokeOnUserConnected(mUDPClient ConnectedUser){
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onUserConnected?.Invoke(ConnectedUser);
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onUserConnected?.Invoke(ConnectedUser);
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}
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}
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// When generic data is received
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public event Action<dynamic> onDataReceived;
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public void InvokeOnReceived(dynamic DataPacket, mUDPClient remote = null){
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switch (DataPacket as object) {
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case HeartbeatPacket packet:
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HeartbeatReceived(packet);
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break;
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case UserAuthPacket packet:
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_ = RunAsync(async () => {
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await CheckAuthStatus(packet);
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});
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break;
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case null:
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Console.WriteLine("Received a null packet.");
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break;
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default:
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onDataReceived?.Invoke(DataPacket);
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break;
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}
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}
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// When user is no longer in range of (self) and network rendering stops
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public event Action<mUDPClient> onUserDisconnected;
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public event Action<mUDPClient> onUserDisconnected;
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public void InvokeOnUserDisconnected(mUDPClient DisconnectedUser){
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public void InvokeOnUserDisconnected(mUDPClient DisconnectedUser){
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onUserDisconnected?.Invoke(DisconnectedUser);
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onUserDisconnected?.Invoke(DisconnectedUser);
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}
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}
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// When any user disconnects from the server that isn't (self)
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public event Action<string> onUserLeft;
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public void InvokeOnUserLeft(string UserName){
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onUserLeft?.Invoke(UserName);
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}
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// When (self) disconnects to the server
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public event Action onServerDisconnected;
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public event Action onServerDisconnected;
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public void InvokeOnServerDisconnected(){
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public void InvokeOnServerDisconnected(){
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Alive = false;
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Alive = false;
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onServerDisconnected?.Invoke();
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onServerDisconnected?.Invoke();
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}
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}
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/////////////////////////////
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// Send Methods
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/////////////////////////////
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public async Task SendAllClients<Packet>(Packet data) {
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public async Task SendAllClientsInRange<Packet>(Packet data) {
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foreach( mUDPClient cur in clientConnections.Values ){
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foreach( mUDPClient cur in clientConnections.Values ){
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if (cur.WithinRange) {
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await cur.Send( data );
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await cur.Send( data );
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}
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}
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}
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}
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}
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public async Task SendClient<Packet>(string UserName, Packet data) {
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public async Task SendClient<Packet>(string UserName, Packet data) {
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foreach( mUDPClient cur in clientConnections.Values ) {
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foreach( mUDPClient cur in clientConnections.Values ) {
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@@ -9,8 +9,6 @@ namespace Mistox.Server {
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public class MistoxServer {
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public class MistoxServer {
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// Class Definitions
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public string ServerName { get; private set; } = ""; // The name of the server
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public string ServerName { get; private set; } = ""; // The name of the server
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public int MaxClients { get; set; } = 10; // The max players per server
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public int MaxClients { get; set; } = 10; // The max players per server
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public float ConnectionRange { get; set; } = 40; // InGame distance for valid conections
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public float ConnectionRange { get; set; } = 40; // InGame distance for valid conections
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@@ -28,20 +26,18 @@ namespace Mistox.Server {
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Console.WriteLine( "The Server is initilized and waiting for clients to connect at port : " + ListenerAddress.Port );
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Console.WriteLine( "The Server is initilized and waiting for clients to connect at port : " + ListenerAddress.Port );
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}
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}
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async Task ProcessAuthRequest(ServerConnection user, UserAuthPacket packet) {
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async Task RunAsync(Func<Task> work) {
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packet.ServerName = ServerName;
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try{
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if (packet.ConnectionKey == ConnectionKey) {
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await work();
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packet.AuthSuccessful = 1;
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} catch (Exception ex) {
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Connections.TryRemove(user.UserName, out _);
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Console.WriteLine($"Error during background packet processing: {ex.Message}");
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user.UserName = packet.UserName;
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Connections[packet.UserName] = user;
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user.IsAuthenticated = true;
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} else {
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packet.AuthSuccessful = -1;
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}
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}
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await user.Send(packet);
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}
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}
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/////////////////////////////
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// Heartbeat
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/////////////////////////////
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async Task BuildServerList(ServerConnection user, HeartbeatPacket packet) {
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async Task BuildServerList(ServerConnection user, HeartbeatPacket packet) {
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packet.ServerList = new List<UserTableObject>();
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packet.ServerList = new List<UserTableObject>();
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foreach( ServerConnection cur in Connections.Values) {
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foreach( ServerConnection cur in Connections.Values) {
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@@ -54,18 +50,32 @@ namespace Mistox.Server {
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await user.Send( packet );
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await user.Send( packet );
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}
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}
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async Task RunAsync(Func<Task> work) {
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/////////////////////////////
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try{
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// Auth
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await work();
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/////////////////////////////
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} catch (Exception ex) {
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Console.WriteLine($"Error during background packet processing: {ex.Message}");
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async Task ProcessAuthRequest(ServerConnection user, UserAuthPacket packet) {
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packet.ServerName = ServerName;
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if (packet.ConnectionKey == ConnectionKey) {
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packet.AuthSuccessful = 1;
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Connections.TryRemove(user.UserName, out _);
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user.UserName = packet.UserName;
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Connections[packet.UserName] = user;
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user.IsAuthenticated = true;
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InvokeUserConnected(user);
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} else {
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packet.AuthSuccessful = -1;
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}
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}
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await user.Send(packet);
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}
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}
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// Functions
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/////////////////////////////
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// Events
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/////////////////////////////
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public event Action<ServerConnection> onUserConnected;
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public event Action<ServerConnection> onUserConnected;
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public void InvokeUserConnected( ServerConnection user ){
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public void InvokeUserConnected( ServerConnection user ){
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Connections[user.UserName] = user;
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onUserConnected?.Invoke( user );
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onUserConnected?.Invoke( user );
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}
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}
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@@ -78,6 +88,7 @@ namespace Mistox.Server {
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});
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});
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break;
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break;
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case HeartbeatPacket packet when user.IsAuthenticated:
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case HeartbeatPacket packet when user.IsAuthenticated:
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user.Position = packet.Position;
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_ = RunAsync(async () => {
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_ = RunAsync(async () => {
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await BuildServerList(user, packet);
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await BuildServerList(user, packet);
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});
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});
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@@ -93,9 +104,14 @@ namespace Mistox.Server {
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public event Action<ServerConnection> onUserDisconnected;
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public event Action<ServerConnection> onUserDisconnected;
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public void InvokeUserDisconnected( ServerConnection user ){
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public void InvokeUserDisconnected( ServerConnection user ){
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Connections.Remove(user.UserName, out _);
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onUserDisconnected?.Invoke( user );
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onUserDisconnected?.Invoke( user );
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}
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}
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/////////////////////////////
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// Send Methods
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/////////////////////////////
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public async Task SendAllClients<Packet>(Packet data) {
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public async Task SendAllClients<Packet>(Packet data) {
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foreach( ServerConnection cur in Connections.Values ) {
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foreach( ServerConnection cur in Connections.Values ) {
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await cur.Send(data);
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await cur.Send(data);
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@@ -26,7 +26,6 @@ namespace Mistox.Server {
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_client.NoDelay = true;
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_client.NoDelay = true;
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_client.ReceiveTimeout = _parent.ConnectionTimeoutSeconds * 1000;
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_client.ReceiveTimeout = _parent.ConnectionTimeoutSeconds * 1000;
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_parent.InvokeUserConnected( this );
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// Start the receive thread
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// Start the receive thread
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Task.Run(ReceiveThread);
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Task.Run(ReceiveThread);
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}
|
}
|
||||||
@@ -93,7 +92,6 @@ namespace Mistox.Server {
|
|||||||
_sendLock.Dispose();
|
_sendLock.Dispose();
|
||||||
_cts.Dispose();
|
_cts.Dispose();
|
||||||
|
|
||||||
_parent.Connections.TryRemove(UserName, out _);
|
|
||||||
_parent.InvokeUserDisconnected(this);
|
_parent.InvokeUserDisconnected(this);
|
||||||
// Remove this item from the Dictionary on the Server for garbage collection
|
// Remove this item from the Dictionary on the Server for garbage collection
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -41,6 +41,7 @@ namespace Mistox.ResevedPackets {
|
|||||||
// Packet sent to all clients when a global position update occurrs
|
// Packet sent to all clients when a global position update occurrs
|
||||||
[mPacket]
|
[mPacket]
|
||||||
public class HeartbeatPacket {
|
public class HeartbeatPacket {
|
||||||
|
public Vector3 Position { get; set; }
|
||||||
public List<UserTableObject> ServerList { get; set; }
|
public List<UserTableObject> ServerList { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -3,44 +3,19 @@ The server receive thread needs to push the user it was received from up the cha
|
|||||||
1. Allow the server to setup a server name Done
|
1. Allow the server to setup a server name Done
|
||||||
2. Allow the client to setup a user name Done
|
2. Allow the client to setup a user name Done
|
||||||
3. When a user connects add them to the Connections dictionary with a GUID. Done
|
3. When a user connects add them to the Connections dictionary with a GUID. Done
|
||||||
3. Have the client send the server a welcome packet Done
|
4. Have the client send the server a welcome packet Done
|
||||||
4. Have the server use the welcome packet to fillout the user information on the server Done
|
5. Have the server use the welcome packet to fillout the user information on the server Done
|
||||||
5. Respond to the client from the server with a server list of UDPEndpoints
|
6. Send the server the heartbeat location update every 5 seconds Done
|
||||||
6. Instead of looping through a list of avalible users have a local user dictionary that can be used to lookup clients IPEndPoints
|
7. Respond to the client with a server list of UDPEndpoints and heartbeat locations Done
|
||||||
|
8. Each client can figure out what connections it needs to make or drop via the list Done
|
||||||
|
10. When the TCP connection drops update the heartbeat list so all the clients remove the connection Done
|
||||||
|
11. Build a network cache table on the clients so obj's only send updates and not repeat packets
|
||||||
|
|
||||||
|
|
||||||
|
Set the network bubble distance [ render distance ] on the server and pass to the clients
|
||||||
|
Send a packet back to the client for if the lobby is full, notify them of why the connection failed
|
||||||
|
|
||||||
Test that the datapacket is formatted correctly. The packet size might be off from the actual packet size
|
Test that the datapacket is formatted correctly. The packet size might be off from the actual packet size
|
||||||
|
|
||||||
Have each client update the ingame location to the server every 5 seconds [ Heartbeat ]
|
1. If the TCP connection closes not started
|
||||||
For each user in the server calculate which other players are close enough for a connection
|
|
||||||
So the server needs to hold a table of what clients a client is already connected to
|
|
||||||
if a new player is now close enough update the client and the servers client table with that information
|
|
||||||
have the clients udp together
|
|
||||||
if a player goes out of the range update the clients that they no longer need the connection
|
|
||||||
drop the player from the table and notify the end user they can close the connection
|
|
||||||
|
|
||||||
When user a joins a server
|
|
||||||
The IP gets added to the servers master list
|
|
||||||
The user needs to authenticate for username
|
|
||||||
|
|
||||||
when the server connection closes
|
|
||||||
Notify all clients to drop the connections
|
|
||||||
Remove the user from the server table
|
|
||||||
|
|
||||||
Use the Server TCP connection to notify all clients when a user disconnects
|
|
||||||
|
|
||||||
Only send updates across the network. Dont send same state events
|
|
||||||
Need to setup a network buffer for Tagged Objects. ID
|
|
||||||
|
|
||||||
|
|
||||||
Connection Flow:
|
|
||||||
1. Connection to server is made working
|
|
||||||
Server object is created working
|
|
||||||
ServerConnection gets added to the Connections table working
|
|
||||||
Server fires user connected event working
|
|
||||||
|
|
||||||
2. User sends an Auth Packet to server working
|
|
||||||
Server responds with Auth sucess or fail and marks the users auth status in the server table. needs work
|
|
||||||
After sucessfull auth share the users IPEndPoint with close connections not started
|
|
||||||
|
|
||||||
3. If the TCP connection closes not started
|
|
||||||
Disconnect the user and tell all clients that the user is gone not started
|
Disconnect the user and tell all clients that the user is gone not started
|
||||||
Reference in new issue
Block a user