Added ITask and basic connection
This commit is contained in:
607
Assets/ClientSDK/GameClient.cs
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607
Assets/ClientSDK/GameClient.cs
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@@ -0,0 +1,607 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Threading;
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using System.Threading.Tasks;
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namespace GeoSus.Client
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{
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// Hlavní klientská třída pro připojení k serveru
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public class GameClient : IDisposable
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{
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private TcpClient? _tcpClient;
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private NetworkStream? _stream;
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private ClientEncryption? _encryption;
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private CancellationTokenSource? _cts;
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private Task? _receiveTask;
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private int _clientSeq;
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private readonly object _sendLock = new object();
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private bool _handshakeComplete;
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public string ClientUuid { get; }
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public string DisplayName { get; set; }
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public bool IsConnected => _tcpClient?.Connected ?? false;
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public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
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public EventDispatcher Dispatcher { get; }
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// Events - voláno na main thread přes dispatcher
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public event Action? OnConnected;
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public event Action<string>? OnDisconnected;
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public event Action<string>? OnError;
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public event Action<Message>? OnMessage;
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public event Action<GameEvent>? OnGameEvent;
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// Lobby state
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public string? LobbyId { get; private set; }
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public string? JoinCode { get; private set; }
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public LobbyState? CurrentLobbyState { get; private set; }
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public PlayerRole? MyRole { get; private set; }
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public List<GameTask> MyTasks { get; } = new List<GameTask>();
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public Position MyPosition { get; set; }
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public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
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public List<Body> Bodies { get; } = new List<Body>();
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public int Ping { get; private set; }
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public long LastEventId { get; private set; }
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/// <summary>Returns true if this client is the current lobby owner</summary>
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public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
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public GameClient(string clientUuid, string displayName)
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{
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ClientUuid = clientUuid;
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DisplayName = displayName;
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Dispatcher = new EventDispatcher();
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}
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#region Connection
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public async Task<bool> ConnectAsync(string host, int port)
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{
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try
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{
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_tcpClient = new TcpClient();
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await _tcpClient.ConnectAsync(host, port);
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_stream = _tcpClient.GetStream();
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_encryption = new ClientEncryption();
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_cts = new CancellationTokenSource();
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// Handshake
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if (!await PerformHandshakeAsync())
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{
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Disconnect("Handshake failed");
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return false;
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}
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// Spustíme příjem zpráv
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_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
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Dispatcher.Post(() => OnConnected?.Invoke());
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return true;
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}
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catch (Exception ex)
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{
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Dispatcher.Post(() => OnError?.Invoke(ex.Message));
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return false;
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}
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}
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private async Task<bool> PerformHandshakeAsync()
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{
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if (_stream == null || _encryption == null) return false;
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// 1. ClientHello
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var hello = new ClientHello
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{
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ClientUuid = ClientUuid,
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DisplayName = DisplayName
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};
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await SendPlainAsync(hello);
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// 2. ServerHello
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var serverHelloData = await ReadMessageAsync();
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if (serverHelloData == null) return false;
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var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
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if (serverHello == null) return false;
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// 3. Generujeme session key a šifrujeme RSA
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_encryption.GenerateSessionKey();
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var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
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var keyExchange = new KeyExchange
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{
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EncryptedSessionKey = encKey,
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EncryptedIV = encIv
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};
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await SendPlainAsync(keyExchange);
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// 4. KeyExchangeAck (šifrovaně)
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var ackData = await ReadMessageAsync();
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if (ackData == null) return false;
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var decrypted = _encryption.Decrypt(ackData);
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if (decrypted == null) return false;
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var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
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if (ack?.Status == "success")
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{
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_handshakeComplete = true;
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return true;
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}
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return false;
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}
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public void Disconnect(string reason = "User disconnected")
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{
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_cts?.Cancel();
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_tcpClient?.Close();
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_tcpClient = null;
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_stream = null;
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_encryption?.Dispose();
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_encryption = null;
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LobbyId = null;
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JoinCode = null;
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CurrentLobbyState = null;
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MyRole = null;
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MyTasks.Clear();
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PlayerPositions.Clear();
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Bodies.Clear();
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Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
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}
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#endregion
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#region Sending
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public void Send(Message message)
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{
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if (_stream == null || _encryption == null || !IsConnected) return;
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message.ClientSeq = Interlocked.Increment(ref _clientSeq);
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if (string.IsNullOrEmpty(message.ActionId))
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{
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message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
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}
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var plain = MessageSerializer.Serialize(message);
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var encrypted = _encryption.Encrypt(plain);
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lock (_sendLock)
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{
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try
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{
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SendData(encrypted);
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}
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catch (Exception ex)
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{
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Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
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}
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}
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}
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private async Task SendPlainAsync(Message message)
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{
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if (_stream == null) return;
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var data = MessageSerializer.Serialize(message);
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await SendDataAsync(data);
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}
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private void SendData(byte[] data)
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{
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if (_stream == null) return;
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var lengthBuffer = BitConverter.GetBytes(data.Length);
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if (BitConverter.IsLittleEndian)
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Array.Reverse(lengthBuffer);
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_stream.Write(lengthBuffer, 0, 4);
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_stream.Write(data, 0, data.Length);
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_stream.Flush();
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}
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private async Task SendDataAsync(byte[] data)
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{
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if (_stream == null) return;
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var lengthBuffer = BitConverter.GetBytes(data.Length);
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if (BitConverter.IsLittleEndian)
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Array.Reverse(lengthBuffer);
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await _stream.WriteAsync(lengthBuffer, 0, 4);
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await _stream.WriteAsync(data, 0, data.Length);
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await _stream.FlushAsync();
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}
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#endregion
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#region Receiving
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private async Task ReceiveLoopAsync(CancellationToken ct)
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{
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int decryptFailures = 0;
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try
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{
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while (!ct.IsCancellationRequested && IsConnected)
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{
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var data = await ReadMessageAsync();
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if (data == null) break;
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var decrypted = _encryption?.Decrypt(data);
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if (decrypted == null)
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{
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decryptFailures++;
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if (decryptFailures >= 3)
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{
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Disconnect("Too many decryption failures");
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return;
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}
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continue;
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}
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decryptFailures = 0;
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var message = MessageSerializer.Deserialize(decrypted);
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if (message != null)
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{
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ProcessMessage(message);
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}
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}
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}
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catch (Exception ex) when (!ct.IsCancellationRequested)
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{
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Disconnect($"Connection error: {ex.Message}");
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}
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}
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private async Task<byte[]?> ReadMessageAsync()
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{
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if (_stream == null) return null;
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var lengthBuffer = new byte[4];
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var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
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if (read < 4) return null;
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if (BitConverter.IsLittleEndian)
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Array.Reverse(lengthBuffer);
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var length = BitConverter.ToInt32(lengthBuffer, 0);
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if (length <= 0 || length > 1048576) return null;
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var buffer = new byte[length];
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var totalRead = 0;
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while (totalRead < length)
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{
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read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
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if (read == 0) return null;
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totalRead += read;
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}
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return buffer;
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}
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private void ProcessMessage(Message message)
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{
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// Zpracujeme speciální typy
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switch (message)
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{
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case CreateLobbyResponse r:
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if (r.Success)
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{
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LobbyId = r.LobbyId;
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JoinCode = r.JoinCode;
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CurrentLobbyState = r.LobbyState;
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}
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break;
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case JoinLobbyResponse r:
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if (r.Success)
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{
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LobbyId = r.LobbyId;
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CurrentLobbyState = r.LobbyState;
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JoinCode = r.LobbyState?.JoinCode;
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}
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break;
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case PositionBroadcast b:
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ProcessPositionBroadcast(b);
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break;
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case Pong p:
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var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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Ping = (int)(now - p.ClientTime);
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break;
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case GameEvent evt:
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ProcessGameEvent(evt);
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Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
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break;
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}
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Dispatcher.Post(() => OnMessage?.Invoke(message));
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}
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private void ProcessPositionBroadcast(PositionBroadcast broadcast)
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{
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PlayerPositions.Clear();
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foreach (var player in broadcast.Players)
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{
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PlayerPositions[player.ClientUuid] = player;
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}
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}
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private void ProcessGameEvent(GameEvent evt)
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{
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LastEventId = evt.EventId;
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switch (evt.EventType)
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{
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case "PlayerJoined":
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// Add player to lobby state
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var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
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if (joinedPayload != null && CurrentLobbyState?.Players != null)
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{
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// Check if player already exists
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bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
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if (!exists)
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{
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CurrentLobbyState.Players.Add(new PlayerInfo
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{
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ClientUuid = joinedPayload.ClientUuid,
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DisplayName = joinedPayload.DisplayName,
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IsOwner = false,
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IsReady = false,
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State = PlayerState.Alive
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});
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}
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}
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break;
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case "PlayerLeft":
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// Remove player from lobby state
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var leftPayload = evt.GetPayload<PlayerLeftPayload>();
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if (leftPayload != null && CurrentLobbyState?.Players != null)
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{
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CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
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}
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break;
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case "HostChanged":
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// Update lobby owner
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var hostPayload = evt.GetPayload<HostChangedPayload>();
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if (hostPayload != null && CurrentLobbyState != null)
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{
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CurrentLobbyState.OwnerId = hostPayload.NewHostId;
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// Update IsOwner flag on all players
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foreach (var player in CurrentLobbyState.Players)
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{
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player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
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}
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}
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break;
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case "GameStarting":
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// Game is entering loading phase - update lobby state if available
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if (CurrentLobbyState != null)
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{
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CurrentLobbyState.Phase = GamePhase.Loading;
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}
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break;
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case "MapDataReady":
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// Map data received - store it and send confirmation
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var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
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if (mapDataPayload != null && CurrentLobbyState != null)
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{
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CurrentLobbyState.MapData = mapDataPayload.MapData;
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CurrentLobbyState.MapDataReady = true;
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}
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// Send confirmation to server
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Send(new MapDataReceived());
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break;
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case "GameStarted":
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// Game officially started - update phase
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if (CurrentLobbyState != null)
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{
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CurrentLobbyState.Phase = GamePhase.Playing;
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}
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break;
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case "RoleAssigned":
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var rolePayload = evt.GetPayload<RoleAssignedPayload>();
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if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
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{
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MyRole = rolePayload.Role;
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MyTasks.Clear();
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if (rolePayload.Tasks != null)
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{
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MyTasks.AddRange(rolePayload.Tasks);
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}
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}
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break;
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case "PlayerKilled":
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var killPayload = evt.GetPayload<PlayerKilledPayload>();
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if (killPayload != null)
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{
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Bodies.Add(new Body
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{
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BodyId = killPayload.BodyId,
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VictimId = killPayload.VictimId,
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Location = killPayload.Location
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});
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}
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break;
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case "MeetingStarted":
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if (CurrentLobbyState != null)
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{
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CurrentLobbyState.Phase = GamePhase.Meeting;
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}
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break;
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case "VotingClosed":
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Bodies.Clear(); // Bodies zmizí po meetingu
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if (CurrentLobbyState != null)
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{
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CurrentLobbyState.Phase = GamePhase.Playing;
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}
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break;
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case "GameEnded":
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if (CurrentLobbyState != null)
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{
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CurrentLobbyState.Phase = GamePhase.Ended;
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}
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break;
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}
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}
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#endregion
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#region Game Actions
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public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
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{
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Send(new CreateLobby
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{
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PlayAreaCenter = center,
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PlayAreaRadius = playAreaRadius,
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ImpostorCount = impostorCount,
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TaskCount = taskCount,
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Password = password
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});
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}
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public void JoinLobby(string joinCode, string? password = null)
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{
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Send(new JoinLobby
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{
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JoinCode = joinCode.ToUpperInvariant(),
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Password = password
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});
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}
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public void LeaveLobby()
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{
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Send(new LeaveLobby());
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LobbyId = null;
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JoinCode = null;
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}
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public void StartGame()
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{
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Send(new StartGame());
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}
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public void ReturnToLobby()
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{
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Send(new ReturnToLobby());
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}
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public void UpdatePosition(Position position)
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{
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MyPosition = position;
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Send(new UpdatePosition { Position = position });
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}
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public void Kill(string targetUuid)
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{
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Send(new KillAttempt { TargetClientUuid = targetUuid });
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}
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public void ReportBody(string bodyId)
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{
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Send(new ReportBody { BodyId = bodyId });
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}
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public void CallEmergencyMeeting()
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{
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Send(new CallEmergencyMeeting());
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}
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public void Vote(string? targetUuid)
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{
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Send(new CastVote { TargetClientUuid = targetUuid });
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}
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/// <summary>
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/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
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/// </summary>
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public void CompleteTask(string taskId)
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{
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Send(new TaskComplete { TaskId = taskId });
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}
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public void SendPing()
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{
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Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
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}
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public void Reconnect(string lobbyId)
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{
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Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
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}
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#endregion
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#region Helpers
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public Body? FindNearbyBody(double maxDistance)
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{
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foreach (var body in Bodies)
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{
|
||||
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
||||
{
|
||||
return body;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
||||
{
|
||||
foreach (var (uuid, info) in PlayerPositions)
|
||||
{
|
||||
if (uuid == ClientUuid) continue;
|
||||
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
||||
|
||||
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
||||
{
|
||||
return uuid;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public GameTask? FindNearbyTask(double maxDistance)
|
||||
{
|
||||
foreach (var task in MyTasks)
|
||||
{
|
||||
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
||||
{
|
||||
return task;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
// Volat z Unity Update() pro zpracování callbacků
|
||||
public void Update()
|
||||
{
|
||||
Dispatcher.ProcessPendingActions();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
Disconnect("Disposed");
|
||||
_encryption?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user