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derek.holloway 93badcb22d Try gitea release
Build and publish mistserver / build (push) Successful in 31s
2026-08-06 10:07:56 -07:00
derek.holloway b14715e759 Build the correct project
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2026-08-06 10:03:19 -07:00
derek.holloway f93b78e5c1 fix directorys
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2026-08-06 10:02:23 -07:00
derek.holloway e868d2116f Try using subdirectory
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2026-08-06 10:00:43 -07:00
derek.holloway 4dc7d6b075 try package manager dotnet
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2026-08-06 09:57:57 -07:00
derek.holloway 6f40e44224 remove old docker stuff
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derek.holloway 291d0c3f07 Auto builder
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2026-08-06 09:53:11 -07:00
19 changed files with 157 additions and 213 deletions

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+3
View File
@@ -12,6 +12,9 @@ jobs:
- name: checkout
uses: actions/checkout@v4
- name: Setup .NET SDK
run: apk add dotnet10-sdk
- name: Restore Dependencies
run: dotnet restore ./MistoxServer
-60
View File
@@ -1,60 +0,0 @@
using System;
using System.Threading.Tasks;
using Mistox;
using Mistox.Client;
class clientExample {
public MistoxClient? clientObject;
void onServerConnected() {
Console.WriteLine("Connected to server sucessfully");
}
void onClientConnected(mUDPClient user) {
Console.WriteLine("User connected to server with username: " + user.UserName);
}
void onClientJoined(mUDPClient user) {
Console.WriteLine("User is now in range of you and UDP connections started with user : " + user.UserName);
}
void onReceive(mUDPClient? user, dynamic data) {
switch (data){
case MessagePacket packet:
if (user == null) {
Console.WriteLine($"MSG From [Serverx]: {packet.Data}");
} else {
Console.WriteLine($"MSG From [{user.UserName}]: {packet.Data}");
}
break;
default:
break;
}
}
void onClientLeft(mUDPClient user) {
Console.WriteLine("User is no longer in range of you and UDP connections ended with user : " + user.UserName);
}
void onClientDisconnected(mUDPClient user) {
Console.WriteLine("User disconnected from server with username: " + user.UserName);
}
void onServerDisconnected() {
Console.WriteLine("Disconnected from server");
}
public async Task StartClient(string userName, string host, int port, string password) {
clientObject = GameServer.newClient(userName, host, port, password);
if (clientObject == null) return;
clientObject.onServerConnected += onServerConnected;
clientObject.onUserConnected += onClientConnected;
clientObject.onUserJoined += onClientJoined;
clientObject.onDataReceived += onReceive;
clientObject.onUserLeft += onClientLeft;
clientObject.onUserDisconnected += onClientDisconnected;
clientObject.onServerDisconnected += onServerDisconnected;
}
}
+15
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@@ -0,0 +1,15 @@
The servers default port is 25566
TCPServer.cs
Void TCPServer() Initilizes the server object on the default game port of 25566
Void SendAll(string Data) Send data to all the clients
Event onReceived Fires when data is received from a client
TCPClient.cs
Void TCPClient(String ServerIP) Initilizes the client object
Void Send(String Data) Sends data to the server
Event onReceived Fires when data is received from the server
UDPClient.cs
-1
View File
@@ -9,7 +9,6 @@
<Company>Mistox.net</Company>
<Product>Mistox Game Server</Product>
<Description>Game Server for Mistox Games and partners</Description>
<Nullable>enable</Nullable>
<SignAssembly>false</SignAssembly>
</PropertyGroup>
+83 -42
View File
@@ -1,48 +1,85 @@
using System;
using System.Threading.Tasks;
using MistoxServer;
namespace MistoxHolePunch {
enum Mode {
Server,
Client
}
class Program {
static serverExample? server;
static clientExample? client;
static Mode mode;
static IMistoxServer serverObj;
static bool running = true;
async Task StartServer(string name, int port) {
server = new serverExample();
await server.StartServer(name, port);
// On a game this sleep loop isnt needed
if (server.serverObject == null) return;
while (server.serverObject.Alive) {
// becuase this is a console app if we dont keep the main thread alive the app will close
await Task.Delay(5000);
void onConnected( object sender, EventArgs e ) {
// sender and e are always null
// put connected functions in here
}
void slowReceive( object obj, EventArgs e ) {
if ( serverObj is ServerInterface ) {
// If ServerMode is passive obj is byte[] and Send takes in byte[]
// If Servermode is Athoritiative obj is the Class type sent and Send takes in any Class type except generic object
// Check to make sure data is correct before relaying
// Also perform server specific checks in here
// IE player didnt teleport or is shooting from 20 feet from his body
serverObj.Send( obj, SendType.SlowUpdate );
}
Console.Write( "Received TCP : " );
Console.WriteLine( obj );
}
void fastReceive( object obj, EventArgs e ) {
if( serverObj is ServerInterface ) {
// If ServerMode is passive obj is byte[] and Send takes in byte[]
// If Servermode is Athoritiative obj is the Class type sent and Send takes in any Class type except generic object
// Check to make sure data is correct before relaying
// Also perform server specific checks in here
// IE player didnt teleport or is shooting from 20 feet from his body
serverObj.Send( obj, SendType.FastUpdate );
}
Console.Write( "Received UDP : " );
Console.WriteLine( obj );
}
void onDisconnected( object sender, EventArgs e ) {
// sender and e are always null
// put disconnected functions in here
}
static string host = "example.com";
static int port = 7300;
static ServerMode mode = ServerMode.Passive;
async Task RunServer() {
serverObj = mServer.newServer( Convert.ToInt32( port ), mode );
serverObj.onConnected += onConnected;
serverObj.onSlowReceive += slowReceive;
serverObj.onFastReceive += fastReceive;
serverObj.onDisconnected += onDisconnected;
while ( running ) {
// Stop this thread for 1 second so the CPU isnt 100%
// All the real work is on different threads
// While loop needs to exist so our main thread doesnt close
await Task.Delay( 1000 );
}
}
async Task StartClient(string username, string host, int port, string password) {
client = new clientExample();
await client.StartClient(username, host, port, password);
// On a game this sleep loop isnt needed
if (client.clientObject == null) return;
while (client.clientObject.Alive) {
// becuase this is a console app if we dont keep the main thread alive the app will close
await Task.Delay(5000);
async Task RunClient() {
serverObj = mServer.newClient( host, Convert.ToInt32( port ) );
serverObj.onConnected += onConnected;
serverObj.onSlowReceive += slowReceive;
serverObj.onFastReceive += fastReceive;
serverObj.onDisconnected += onDisconnected;
while( running ) {
// Stop this thread for 1 second so the CPU isnt 100%
// All the real work is on different threads
// While loop needs to exist so our main thread doesnt close
await Task.Delay( 1000 );
}
}
async Task Main(string[] args) {
string Job = args.Length > 0 ? args[0].ToLower() : "";
string host = "";
string name = "";
string pass = "";
int port = 0;
static async Task Main(string[] args) {
string Task = args.Length > 0 ? args[0].ToLower() : null;
for( int i = 0; i < args.Length; i++ ) {
string cur = args[i].ToLower();
@@ -50,21 +87,25 @@ namespace MistoxHolePunch {
host = args [i + 1];
} else if( cur == "/p" || cur == "-p" ) {
port = Convert.ToInt32( args [i + 1] );
} else if( cur == "/n" || cur == "-n" ) {
name = args [i + 1];
} else if( cur == "/u" || cur == "-u" ) {
pass = args [i + 1];
} else if( cur == "/a" || cur == "-a" ) {
mode = ServerMode.Authoritative;
}
}
if (Job == "/?" || Job == "--help") {
if (Task == "/?" || Task == "--help") {
Console.WriteLine(HelpDocumentation.HelpText);
} else if (Job == "/s" || Job == "-s") {
await StartServer(name, port);
} else if (Job == "/c" || Job == "-c") {
await StartClient(name, host, port, pass);
} else if (Task == "/s" || Task == "-s") {
Program prog = new Program();
await prog.RunServer();
} else if (Task == "/c" || Task == "-c") {
Program prog = new Program();
await prog.RunClient();
} else {
await StartServer("example.com", 4500);
host = "example.com";
port = 1500;
Program prog = new Program();
//prog.RunClient();
await prog.RunServer();
}
}
-35
View File
@@ -1,35 +0,0 @@
using System;
using System.Threading.Tasks;
using Mistox;
using Mistox.Server;
class serverExample {
public MistoxServer? serverObject;
void onClientConnected(ServerConnection user) {
Console.WriteLine("User connected with username: " + user.UserName);
}
void onReceive(ServerConnection user, dynamic data) {
switch (data){
case MessagePacket packet when user.IsAuthenticated:
Console.WriteLine($"MSG From [{user.UserName}]: {packet.Data}");
break;
default:
break;
}
}
void onClientDisconnected(ServerConnection user) {
Console.WriteLine("User disconnected with username: " + user.UserName);
}
public async Task StartServer(string serverName, int port) {
serverObject = GameServer.newServer(serverName, port);
serverObject.onUserConnected += onClientConnected;
serverObject.onDataReceived += onReceive;
serverObject.onUserDisconnected += onClientDisconnected;
}
}
-6
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@@ -1,6 +0,0 @@
using Mistox.Attributes;
[mPacket]
class MessagePacket {
public string Data { get; set; } = "";
}
+19 -25
View File
@@ -20,7 +20,7 @@ namespace Mistox.Client {
public Vector3 Position { get; set; } = new Vector3(0, 0, 0); // My world position
public float MaxNetworkRenderDistance { get; private set; } = 0; // The distance for connections
public mTCPClient? ServerConnection {get; private set; } // Global TCP Server Connection
public mTCPClient ServerConnection {get; private set; } // Global TCP Server Connection
public UdpClient ClientSocket { get; private set; } // Global UDP Sender
public UDPReceiver UdpReceiver { get; private set; } // Global UDP Receiver
@@ -87,17 +87,13 @@ namespace Mistox.Client {
if (!clientConnections.ContainsKey(remoteHost)) {
mUDPClient newConnection = new mUDPClient(this, remoteHost);
clientConnections[remoteHost] = newConnection;
InvokeOnUserJoined(newConnection);
}
}
// Remove users that left
foreach (IPEndPoint key in clientConnections.Keys) {
if (!activeIps.Contains(key.Address)) {
mUDPClient? user;
clientConnections.TryRemove(key, out user);
if (user == null) return;
InvokeOnUserLeft(user);
clientConnections.TryRemove(key, out _);
}
}
@@ -120,7 +116,6 @@ namespace Mistox.Client {
async Task TryAuth() {
Console.WriteLine("Attempting to authenticate against the server...");
if (ServerConnection == null) return;
await ServerConnection.Send(new UserAuthPacket {
UserName = UserName,
ConnectionKey = ConnectionKey
@@ -139,7 +134,7 @@ namespace Mistox.Client {
/////////////////////////////
// When (self) connects to the server
public event Action? onServerConnected;
public event Action onServerConnected;
public void InvokeOnServerConnected(){
Alive = true;
Task.Run(async () => {
@@ -151,20 +146,20 @@ namespace Mistox.Client {
}
// When any user connects to the server (self) hasn't seen yet
public event Action<mUDPClient>? onUserJoined;
public void InvokeOnUserJoined(mUDPClient User){
onUserJoined?.Invoke(User);
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 void InvokeOnUserConnected(mUDPClient User){
onUserConnected?.Invoke(User);
public event Action<mUDPClient> onUserConnected;
public void InvokeOnUserConnected(mUDPClient ConnectedUser){
onUserConnected?.Invoke(ConnectedUser);
}
// When generic data is received
public event Action<mUDPClient?, dynamic>? onDataReceived;
public void InvokeOnReceived(dynamic DataPacket, mUDPClient? remote = null){
public event Action<dynamic> onDataReceived;
public void InvokeOnReceived(dynamic DataPacket, mUDPClient remote = null){
switch (DataPacket as object) {
case HeartbeatPacket packet:
HeartbeatReceived(packet);
@@ -178,25 +173,25 @@ namespace Mistox.Client {
Console.WriteLine("Received a null packet.");
break;
default:
onDataReceived?.Invoke(remote, DataPacket);
onDataReceived?.Invoke(DataPacket);
break;
}
}
// When user is no longer in range of (self) and network rendering stops
public event Action<mUDPClient>? onUserDisconnected;
public void InvokeOnUserDisconnected(mUDPClient User){
onUserDisconnected?.Invoke(User);
public event Action<mUDPClient> onUserDisconnected;
public void InvokeOnUserDisconnected(mUDPClient DisconnectedUser){
onUserDisconnected?.Invoke(DisconnectedUser);
}
// When any user disconnects from the server that isn't (self)
public event Action<mUDPClient>? onUserLeft;
public void InvokeOnUserLeft(mUDPClient User){
onUserLeft?.Invoke(User);
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(){
Alive = false;
onServerDisconnected?.Invoke();
@@ -224,7 +219,6 @@ namespace Mistox.Client {
}
public async Task SendServer<Packet>(Packet data) {
if (ServerConnection == null) return;
await ServerConnection.Send( data );
}
}
+4 -5
View File
@@ -48,11 +48,10 @@ namespace Mistox.Client {
await ns.ReadExactlyAsync(payloadBuffer, 0, Header.DataLength);
// Create the dataobject
object? dataobject = DataPacket.Deserialize( Header, payloadBuffer.AsMemory(DataPacket.HeaderLength, Header.DataLength) );
if (dataobject != null) {
// Return the object
_parent.InvokeOnReceived(dataobject);
}
dynamic dataobject = DataPacket.Deserialize( Header, payloadBuffer.AsMemory(DataPacket.HeaderLength, Header.DataLength) );
// Return the object
_parent.InvokeOnReceived(dataobject);
}
} catch (Exception e) {
+6 -8
View File
@@ -21,9 +21,9 @@ namespace Mistox.Client {
UdpReceiveResult udpPacket = await _parent.ClientSocket.ReceiveAsync();
// Try find the user
mUDPClient? client = null;
_parent.clientConnections.TryGetValue(udpPacket.RemoteEndPoint, out client);
if (client != null) {
mUDPClient client = null;
bool clientExists = _parent.clientConnections.TryGetValue(udpPacket.RemoteEndPoint, out client);
if (clientExists) {
// Create the data readers
ReadOnlyMemory<byte> dataMemory = udpPacket.Buffer.AsMemory();
@@ -39,12 +39,10 @@ namespace Mistox.Client {
ReadOnlyMemory<byte> data = dataMemory.Slice(DataPacket.HeaderLength, Header.DataLength);
// Extract the object
object? buildObj = DataPacket.Deserialize( Header, data );
if (buildObj != null) {
dynamic buildObj = DataPacket.Deserialize( Header, data );
// Return the object
_parent.InvokeOnReceived( buildObj, client );
}
// Return the object
_parent.InvokeOnReceived( buildObj, client );
}
} catch( Exception e ) {
+1 -1
View File
@@ -19,7 +19,7 @@ namespace Mistox {
return new MistoxServer(listenerAddress, serverName);
}
public static MistoxClient? newClient( string UserName, string ServerIPOrHostName, int Port, string ConnectionKey = "" ) {
public static MistoxClient newClient( string UserName, string ServerIPOrHostName, int Port, string ConnectionKey = "" ) {
// Build the network packet list
NetworkPacketDictionary.BuildNetworkPacketList();
-1
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@@ -2,7 +2,6 @@
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
+4 -4
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@@ -72,15 +72,15 @@ namespace Mistox.Server {
// Events
/////////////////////////////
public event Action<ServerConnection>? onUserConnected;
public event Action<ServerConnection> onUserConnected;
public void InvokeUserConnected( ServerConnection user ){
Connections[user.UserName] = user;
onUserConnected?.Invoke( user );
}
public event Action<ServerConnection, object>? onDataReceived;
public event Action<ServerConnection, object> onDataReceived;
public void InvokeDataReceived( ServerConnection user, dynamic data ){
switch (data) {
switch (data) {
case UserAuthPacket packet when !user.IsAuthenticated:
_ = RunAsync(async () => {
await ProcessAuthRequest(user, packet);
@@ -101,7 +101,7 @@ namespace Mistox.Server {
}
}
public event Action<ServerConnection>? onUserDisconnected;
public event Action<ServerConnection> onUserDisconnected;
public void InvokeUserDisconnected( ServerConnection user ){
Connections.Remove(user.UserName, out _);
onUserDisconnected?.Invoke( user );
+4 -5
View File
@@ -55,11 +55,10 @@ namespace Mistox.Server {
await ns.ReadExactlyAsync(payloadBuffer, 0, Header.DataLength, _cts.Token);
// Create the dataobject
object? dataobject = DataPacket.Deserialize( Header, payloadBuffer.AsMemory(DataPacket.HeaderLength) );
if (dataobject != null) {
// Return the object
_parent.InvokeDataReceived(this, dataobject);
}
dynamic dataobject = DataPacket.Deserialize( Header, payloadBuffer.AsMemory(DataPacket.HeaderLength) );
// Return the object
_parent.InvokeDataReceived(this, dataobject);
}
} catch (Exception e) {
+7 -8
View File
@@ -32,15 +32,14 @@ namespace Mistox.Server {
continue;
}
IPEndPoint? remote = client.Client.RemoteEndPoint as IPEndPoint;
if (remote != null) {
string connectionID = Guid.NewGuid().ToString();
_parent.Connections[connectionID] = new ServerConnection( client, _parent, remote) {
UserName = connectionID
};
IPEndPoint remote = client.Client.RemoteEndPoint as IPEndPoint;
Console.WriteLine( "New User Connected" );
}
string connectionID = Guid.NewGuid().ToString();
_parent.Connections[connectionID] = new ServerConnection( client, _parent, remote) {
UserName = connectionID
};
Console.WriteLine( "New User Connected" );
}
Dispose();
}
+2 -2
View File
@@ -46,10 +46,10 @@ namespace Mistox {
return writer.WrittenSpan.ToArray();
}
public static object? Deserialize( DataPacketHeader Header, ReadOnlyMemory<byte> Data ) {
public static object Deserialize( DataPacketHeader Header, ReadOnlyMemory<byte> Data ) {
// Get the type from the tag
if (!NetworkPacketDictionary.PacketLookupTable.TryGetValue(Header.Type, out Type? resolvedType)) {
if (!NetworkPacketDictionary.PacketLookupTable.TryGetValue(Header.Type, out Type resolvedType)) {
throw new Exception($"Unknown packet type ID: {Header.Type}");
}
@@ -27,7 +27,7 @@ namespace Mistox.Attributes {
foreach (Assembly assembly in assemblies) {
Type[] allClasses = assembly.GetTypes();
foreach( Type cur in allClasses) {
mPacket? attribute = cur.GetCustomAttribute<mPacket>(false);
mPacket attribute = cur.GetCustomAttribute<mPacket>(false);
if (attribute != null) {
// Generate a deterministic 16-bit ID based on the Type's FullName
+8 -8
View File
@@ -25,31 +25,31 @@ namespace Mistox.ResevedPackets {
// Tag to make sure the object on the other side is the same object i want to update here
// Need to map these Object ID's to a dictionary to make sure I only send network updates when there is a change
public ushort ObjectId { get; set; } = 0;
public ushort ObjectId { get; set; }
// Packet payload data that im matching for in the dictionary
public byte[] InnerPayload { get; set; } = {};
public byte[] InnerPayload { get; set; }
}
public class UserTableObject {
public string UserName { get; set; } = string.Empty;
public IPAddress IpAddress { get; set; } = new([]);
public Vector3 Position { get; set; } = new();
public string UserName { get; set; }
public IPAddress IpAddress { get; set; }
public Vector3 Position { get; set; }
}
// Not implemented
// Packet sent to all clients when a global position update occurrs
[mPacket]
public class HeartbeatPacket {
public Vector3 Position { get; set; } = new();
public List<UserTableObject> ServerList { get; set; } = new();
public Vector3 Position { get; set; }
public List<UserTableObject> ServerList { get; set; }
}
// Not implimented
// Packet sent to all clients when a users TCP stream disconnects from the server
[mPacket]
public class UserDisconnectedPacket {
public string UserName { get; set; } = string.Empty;
public string UserName { get; set; }
}
}
-1
View File
@@ -10,7 +10,6 @@ The server receive thread needs to push the user it was received from up the cha
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
12. User joined and left events are not implimented
Set the network bubble distance [ render distance ] on the server and pass to the clients