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v1.0.0
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No files matched your search
@@ -0,0 +1,51 @@
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name: Build and publish mistserver
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on:
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push:
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tags:
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- 'v*'
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jobs:
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build:
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runs-on: alpine-linux
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steps:
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- name: checkout
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uses: actions/checkout@v4
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- name: Setup .NET SDK
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run: apk add dotnet10-sdk
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- name: Restore Dependencies
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run: dotnet restore ./MistoxServer
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- name: Dotnet Publish
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run: dotnet publish ./MistoxServer --configuration Release --output ./publish --no-restore
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- name: Archive Production Artifacts
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run: |
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cd ./publish
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zip -r ../mistserver-${{ github.ref_name }}.zip .
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cd ..
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# 2. Publish directly to Gitea Releases
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- name: Create Gitea Release
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uses: https://gitea.com/actions/release-action@main
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with:
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# Automatically uses the tag string pushed (e.g., v1.2.3)
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name: "Release ${{ github.ref_name }}"
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# Change this text to your desired version description (Supports Markdown)
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body: |
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## Mistserver Version ${{ github.ref_name }}
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Automated deployment build compiled on Alpine Linux.
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### Changelog
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- Compiled via Gitea Actions
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- Run ID: ${{ github.run_id }}
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# Target the zipped artifact we generated in step 1
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files: |
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mistserver-*.zip
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# Uses Gitea's automatically injected repository token for authorization
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api_key: '${{ secrets.GITHUB_TOKEN }}'
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@@ -19,7 +19,7 @@
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</PropertyGroup>
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</PropertyGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\MistoxServer\MistServerModule.csproj" />
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<ProjectReference Include="..\MistoxServer\MistServer.csproj" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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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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@@ -33,15 +42,79 @@ namespace Mistox.Client {
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ServerConnection = new mTCPClient( this, Server );
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ServerConnection = new mTCPClient( this, Server );
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Console.WriteLine( "Connected to the server sucessfully" );
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Console.WriteLine( "Connected to the server sucessfully" );
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Alive = true;
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Alive = true;
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} catch( Exception e ) {
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} catch ( Exception e ) {
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Console.WriteLine( "An error has occured with the connection to the server. Error { " );
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Console.WriteLine( "An error has occured with the connection to the server. Error { " );
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Console.WriteLine( e.ToString() );
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Console.WriteLine( e.ToString() );
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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) {
|
async Task CheckAuthStatus(UserAuthPacket packet) {
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if (packet.AuthSuccessful == 1) {
|
if (packet.AuthSuccessful == 1) {
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isAuthenticated = true;
|
isAuthenticated = true;
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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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|
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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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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){
|
|
||||||
switch (DataPacket as object) {
|
|
||||||
case UserConnectedPacket packet:
|
|
||||||
UserConnected(packet);
|
|
||||||
break;
|
|
||||||
case UserDisconnectedPacket packet:
|
|
||||||
UserDisconnected(packet);
|
|
||||||
break;
|
|
||||||
case UserAuthPacket packet:
|
|
||||||
Task.Run(async () => {
|
|
||||||
try {
|
|
||||||
await CheckAuthStatus(packet);
|
|
||||||
} catch {}
|
|
||||||
});
|
|
||||||
break;
|
|
||||||
case null:
|
|
||||||
Console.WriteLine("Received a null packet.");
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
onDataReceived?.Invoke(DataPacket);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public event Action onServerConnected;
|
public event Action onServerConnected;
|
||||||
public void InvokeOnServerConnected(){
|
public void InvokeOnServerConnected(){
|
||||||
Alive = true;
|
Alive = true;
|
||||||
@@ -125,26 +145,67 @@ namespace Mistox.Client {
|
|||||||
onServerConnected?.Invoke();
|
onServerConnected?.Invoke();
|
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}
|
}
|
||||||
|
|
||||||
|
// When any user connects to the server (self) hasn't seen yet
|
||||||
|
public event Action<string> onUserJoined;
|
||||||
|
public void InvokeOnUserJoined(string UserName){
|
||||||
|
onUserJoined?.Invoke(UserName);
|
||||||
|
}
|
||||||
|
|
||||||
|
// When user is within range of (self) and network rendering starts
|
||||||
public event Action<mUDPClient> onUserConnected;
|
public event Action<mUDPClient> onUserConnected;
|
||||||
public void InvokeOnUserConnected(mUDPClient ConnectedUser){
|
public void InvokeOnUserConnected(mUDPClient ConnectedUser){
|
||||||
onUserConnected?.Invoke(ConnectedUser);
|
onUserConnected?.Invoke(ConnectedUser);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// When generic data is received
|
||||||
|
public event Action<dynamic> onDataReceived;
|
||||||
|
public void InvokeOnReceived(dynamic DataPacket, mUDPClient remote = null){
|
||||||
|
switch (DataPacket as object) {
|
||||||
|
case HeartbeatPacket packet:
|
||||||
|
HeartbeatReceived(packet);
|
||||||
|
break;
|
||||||
|
case UserAuthPacket packet:
|
||||||
|
_ = RunAsync(async () => {
|
||||||
|
await CheckAuthStatus(packet);
|
||||||
|
});
|
||||||
|
break;
|
||||||
|
case null:
|
||||||
|
Console.WriteLine("Received a null packet.");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
onDataReceived?.Invoke(DataPacket);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// When user is no longer in range of (self) and network rendering stops
|
||||||
public event Action<mUDPClient> onUserDisconnected;
|
public event Action<mUDPClient> onUserDisconnected;
|
||||||
public void InvokeOnUserDisconnected(mUDPClient DisconnectedUser){
|
public void InvokeOnUserDisconnected(mUDPClient DisconnectedUser){
|
||||||
onUserDisconnected?.Invoke(DisconnectedUser);
|
onUserDisconnected?.Invoke(DisconnectedUser);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// When any user disconnects from the server that isn't (self)
|
||||||
|
public event Action<string> onUserLeft;
|
||||||
|
public void InvokeOnUserLeft(string UserName){
|
||||||
|
onUserLeft?.Invoke(UserName);
|
||||||
|
}
|
||||||
|
|
||||||
|
// When (self) disconnects to the server
|
||||||
public event Action onServerDisconnected;
|
public event Action onServerDisconnected;
|
||||||
public void InvokeOnServerDisconnected(){
|
public void InvokeOnServerDisconnected(){
|
||||||
Alive = false;
|
Alive = false;
|
||||||
onServerDisconnected?.Invoke();
|
onServerDisconnected?.Invoke();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
// Send Methods
|
||||||
|
/////////////////////////////
|
||||||
|
|
||||||
public async Task SendAllClients<Packet>(Packet data) {
|
public async Task SendAllClientsInRange<Packet>(Packet data) {
|
||||||
foreach( mUDPClient cur in clientConnections.Values ){
|
foreach( mUDPClient cur in clientConnections.Values ){
|
||||||
await cur.Send( data );
|
if (cur.WithinRange) {
|
||||||
|
await cur.Send( data );
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Net;
|
using System.Net;
|
||||||
|
using System.Numerics;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
@@ -7,9 +8,10 @@ namespace Mistox.Client {
|
|||||||
public class mUDPClient : IDisposable {
|
public class mUDPClient : IDisposable {
|
||||||
|
|
||||||
public string UserName { get; set; } = ""; // The remote players UserName
|
public string UserName { get; set; } = ""; // The remote players UserName
|
||||||
public bool Alive { get; set; } = true; // Is the connection alive
|
public bool WithinRange { get; set; } = true; // Is the user close enough?
|
||||||
public IPEndPoint _remoteHost { get; set; } // The remote IP Address
|
public Vector3 Position { get; set; } = new Vector3(0, 0, 0); // The remote location of the player
|
||||||
|
|
||||||
|
private IPEndPoint _remoteHost { get; set; } // The remote IP Address
|
||||||
private readonly SemaphoreSlim _sendLock = new SemaphoreSlim(1, 1);
|
private readonly SemaphoreSlim _sendLock = new SemaphoreSlim(1, 1);
|
||||||
private readonly MistoxClient _parent;
|
private readonly MistoxClient _parent;
|
||||||
|
|
||||||
|
|||||||
File renamed without changes.
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Concurrent;
|
using System.Collections.Concurrent;
|
||||||
|
using System.Collections.Generic;
|
||||||
using System.Net;
|
using System.Net;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Mistox.ResevedPackets;
|
using Mistox.ResevedPackets;
|
||||||
@@ -8,25 +9,49 @@ namespace Mistox.Server {
|
|||||||
|
|
||||||
public class MistoxServer {
|
public class MistoxServer {
|
||||||
|
|
||||||
// Class Definitions
|
public string ServerName { get; private set; } = ""; // The name of the server
|
||||||
|
public int MaxClients { get; set; } = 10; // The max players per server
|
||||||
|
public float ConnectionRange { get; set; } = 40; // InGame distance for valid conections
|
||||||
|
public string ConnectionKey { get; set; } = ""; // The connection key for the server
|
||||||
|
public int ConnectionTimeoutSeconds { get; set; } = 10; // If no reply in time kill the connection
|
||||||
|
public bool Alive { get; set; } = true; // Is the server running
|
||||||
|
public ConcurrentDictionary<string, ServerConnection> Connections = new(); // All the active connections. key is username
|
||||||
|
|
||||||
public string ServerName { get; private set; } = ""; // The name of the server
|
private readonly ServerListener Listener; // The Connection Listener singleton
|
||||||
public int MaxClients { get; set; } = 10; // The max players per server
|
|
||||||
public float ConnectionRange { get; set; } = 40; // InGame distance for valid conections
|
|
||||||
public string ConnectionKey { get; set; } = ""; // The connection key for the server
|
|
||||||
public int ConnectionTimeoutSeconds { get; set; } = 10; // If no reply in time kill the connection
|
|
||||||
public bool Alive { get; set; } = true; // Is the server running
|
|
||||||
public ConcurrentDictionary<string, ServerConnection> Connections; // All the active connections. key is username
|
|
||||||
|
|
||||||
private readonly ServerListener Listener; // The Connection Listener singleton
|
|
||||||
|
|
||||||
public MistoxServer(IPEndPoint ListenerAddress, string serverName) {
|
public MistoxServer(IPEndPoint ListenerAddress, string serverName) {
|
||||||
Connections = new ConcurrentDictionary<string, ServerConnection>();
|
|
||||||
ServerName = serverName;
|
ServerName = serverName;
|
||||||
Listener = new ServerListener(ListenerAddress, this);
|
Listener = new ServerListener(ListenerAddress, this);
|
||||||
Console.WriteLine( "The Server is initilized and waiting for clients to connect at port : " + ListenerAddress.Port );
|
Console.WriteLine( "The Server is initilized and waiting for clients to connect at port : " + ListenerAddress.Port );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
async Task RunAsync(Func<Task> work) {
|
||||||
|
try{
|
||||||
|
await work();
|
||||||
|
} catch (Exception ex) {
|
||||||
|
Console.WriteLine($"Error during background packet processing: {ex.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
// Heartbeat
|
||||||
|
/////////////////////////////
|
||||||
|
|
||||||
|
async Task BuildServerList(ServerConnection user, HeartbeatPacket packet) {
|
||||||
|
packet.ServerList = new List<UserTableObject>();
|
||||||
|
foreach( ServerConnection cur in Connections.Values) {
|
||||||
|
packet.ServerList.Add( new UserTableObject() {
|
||||||
|
UserName = cur.UserName,
|
||||||
|
Position = cur.Position,
|
||||||
|
IpAddress = cur.getRemote()
|
||||||
|
} );
|
||||||
|
}
|
||||||
|
await user.Send( packet );
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
// Auth
|
||||||
|
/////////////////////////////
|
||||||
|
|
||||||
async Task ProcessAuthRequest(ServerConnection user, UserAuthPacket packet) {
|
async Task ProcessAuthRequest(ServerConnection user, UserAuthPacket packet) {
|
||||||
packet.ServerName = ServerName;
|
packet.ServerName = ServerName;
|
||||||
@@ -36,30 +61,36 @@ namespace Mistox.Server {
|
|||||||
user.UserName = packet.UserName;
|
user.UserName = packet.UserName;
|
||||||
Connections[packet.UserName] = user;
|
Connections[packet.UserName] = user;
|
||||||
user.IsAuthenticated = true;
|
user.IsAuthenticated = true;
|
||||||
|
InvokeUserConnected(user);
|
||||||
} else {
|
} else {
|
||||||
packet.AuthSuccessful = -1;
|
packet.AuthSuccessful = -1;
|
||||||
}
|
}
|
||||||
await SendClient(packet.UserName, packet);
|
await user.Send(packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Functions
|
/////////////////////////////
|
||||||
|
// Events
|
||||||
|
/////////////////////////////
|
||||||
|
|
||||||
public event Action<ServerConnection> onUserConnected;
|
public event Action<ServerConnection> onUserConnected;
|
||||||
public void InvokeUserConnected( ServerConnection user ){
|
public void InvokeUserConnected( ServerConnection user ){
|
||||||
|
Connections[user.UserName] = user;
|
||||||
onUserConnected?.Invoke( user );
|
onUserConnected?.Invoke( user );
|
||||||
}
|
}
|
||||||
|
|
||||||
public event Action<ServerConnection, dynamic> onDataReceived;
|
public event Action<ServerConnection, object> onDataReceived;
|
||||||
public void InvokeDataReceived( ServerConnection user, dynamic data ){
|
public void InvokeDataReceived( ServerConnection user, dynamic data ){
|
||||||
switch (data as object) {
|
switch (data) {
|
||||||
case UserAuthPacket packet:
|
case UserAuthPacket packet when !user.IsAuthenticated:
|
||||||
if (!user.IsAuthenticated) {
|
_ = RunAsync(async () => {
|
||||||
Task.Run(async () => {
|
await ProcessAuthRequest(user, packet);
|
||||||
try {
|
});
|
||||||
await ProcessAuthRequest(user, packet);
|
break;
|
||||||
} catch {}
|
case HeartbeatPacket packet when user.IsAuthenticated:
|
||||||
});
|
user.Position = packet.Position;
|
||||||
}
|
_ = RunAsync(async () => {
|
||||||
|
await BuildServerList(user, packet);
|
||||||
|
});
|
||||||
break;
|
break;
|
||||||
case null:
|
case null:
|
||||||
Console.WriteLine("Received a null packet.");
|
Console.WriteLine("Received a null packet.");
|
||||||
@@ -72,9 +103,14 @@ namespace Mistox.Server {
|
|||||||
|
|
||||||
public event Action<ServerConnection> onUserDisconnected;
|
public event Action<ServerConnection> onUserDisconnected;
|
||||||
public void InvokeUserDisconnected( ServerConnection user ){
|
public void InvokeUserDisconnected( ServerConnection user ){
|
||||||
|
Connections.Remove(user.UserName, out _);
|
||||||
onUserDisconnected?.Invoke( user );
|
onUserDisconnected?.Invoke( user );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
// Send Methods
|
||||||
|
/////////////////////////////
|
||||||
|
|
||||||
public async Task SendAllClients<Packet>(Packet data) {
|
public async Task SendAllClients<Packet>(Packet data) {
|
||||||
foreach( ServerConnection cur in Connections.Values ) {
|
foreach( ServerConnection cur in Connections.Values ) {
|
||||||
await cur.Send(data);
|
await cur.Send(data);
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ namespace Mistox.Server {
|
|||||||
|
|
||||||
public string UserName { get; set; } = ""; // The Players UserName
|
public string UserName { get; set; } = ""; // The Players UserName
|
||||||
public bool IsAuthenticated { get; set; } = false; // Has the player authenticated
|
public bool IsAuthenticated { get; set; } = false; // Has the player authenticated
|
||||||
public Vector3 Position { get; set; } // The ingame position of the player
|
public Vector3 Position { get; set; } = new Vector3(0, 0, 0); // The ingame position of the player
|
||||||
public bool Connected { get; set; } = true; // Is the connection valid
|
public bool Connected { get; set; } = true; // Is the connection valid
|
||||||
|
|
||||||
private readonly MistoxServer _parent;
|
private readonly MistoxServer _parent;
|
||||||
@@ -26,7 +26,6 @@ namespace Mistox.Server {
|
|||||||
_client.NoDelay = true;
|
_client.NoDelay = true;
|
||||||
_client.ReceiveTimeout = _parent.ConnectionTimeoutSeconds * 1000;
|
_client.ReceiveTimeout = _parent.ConnectionTimeoutSeconds * 1000;
|
||||||
|
|
||||||
_parent.InvokeUserConnected( this );
|
|
||||||
// Start the receive thread
|
// Start the receive thread
|
||||||
Task.Run(ReceiveThread);
|
Task.Run(ReceiveThread);
|
||||||
}
|
}
|
||||||
@@ -82,18 +81,18 @@ namespace Mistox.Server {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Dispose() {
|
public IPAddress getRemote() {
|
||||||
if (!Connected) return;
|
return _remoteAddress.Address;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Dispose() {
|
||||||
Connected = false;
|
Connected = false;
|
||||||
_cts.Cancel();
|
_cts.Cancel();
|
||||||
_client.Close();
|
_client.Close();
|
||||||
_sendLock.Dispose();
|
_sendLock.Dispose();
|
||||||
_cts.Dispose();
|
_cts.Dispose();
|
||||||
|
|
||||||
_parent.Connections.TryRemove(UserName, out _);
|
|
||||||
_parent.InvokeUserDisconnected(this);
|
_parent.InvokeUserDisconnected(this);
|
||||||
_parent.Alive = false;
|
|
||||||
// Remove this item from the Dictionary on the Server for garbage collection
|
// Remove this item from the Dictionary on the Server for garbage collection
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -28,6 +28,7 @@ namespace Mistox.Server {
|
|||||||
TcpClient client = await _Listener.AcceptTcpClientAsync();
|
TcpClient client = await _Listener.AcceptTcpClientAsync();
|
||||||
|
|
||||||
if (_parent.Connections.Count + 1 > _parent.MaxClients) {
|
if (_parent.Connections.Count + 1 > _parent.MaxClients) {
|
||||||
|
//client.Client.SendAsync(); // Send the client a packet saying the servername and reject reason 'server full'
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System;
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
using System.Net;
|
using System.Net;
|
||||||
using System.Numerics;
|
using System.Numerics;
|
||||||
using Mistox.Attributes;
|
using Mistox.Attributes;
|
||||||
@@ -30,20 +31,18 @@ namespace Mistox.ResevedPackets {
|
|||||||
public byte[] InnerPayload { get; set; }
|
public byte[] InnerPayload { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
// Not implemented
|
public class UserTableObject {
|
||||||
// Packet sent to all clients when a users TCP stream connects to the server
|
|
||||||
[mPacket]
|
|
||||||
public class UserConnectedPacket {
|
|
||||||
public string UserName { get; set; }
|
public string UserName { get; set; }
|
||||||
public IPAddress ClientIPAddress { get; set; }
|
public IPAddress IpAddress { get; set; }
|
||||||
|
public Vector3 Position { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
// Not implemented
|
// Not implemented
|
||||||
// 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 UserPositionUpdatePacket {
|
public class HeartbeatPacket {
|
||||||
public string UserName { get; set; }
|
|
||||||
public Vector3 Position { get; set; }
|
public Vector3 Position { get; set; }
|
||||||
|
public List<UserTableObject> ServerList { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
// Not implimented
|
// Not implimented
|
||||||
|
|||||||
@@ -1,46 +1,21 @@
|
|||||||
The server receive thread needs to push the user it was received from up the chain
|
The server receive thread needs to push the user it was received from up the chain
|
||||||
|
|
||||||
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