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3
.gitignore
vendored
3
.gitignore
vendored
@@ -186,7 +186,6 @@ StyleCopReport.xml
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
@@ -304,8 +303,6 @@ PublishScripts/
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
|
||||
6
.vsconfig
Normal file
6
.vsconfig
Normal file
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"version": "1.0",
|
||||
"components": [
|
||||
"Microsoft.VisualStudio.Workload.ManagedGame"
|
||||
]
|
||||
}
|
||||
285
Assets/ClientSDK/Encryption.cs
Normal file
285
Assets/ClientSDK/Encryption.cs
Normal file
@@ -0,0 +1,285 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Security.Cryptography;
|
||||
using System.Text;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
|
||||
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
|
||||
public class ClientEncryption : IDisposable
|
||||
{
|
||||
private byte[] _sessionKey;
|
||||
private byte[] _sessionIv;
|
||||
private long _nonceCounter;
|
||||
private readonly object _lock = new object();
|
||||
|
||||
// Kontrola, zda je session key nastaven
|
||||
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
|
||||
|
||||
// Generuje nový session key a IV
|
||||
public void GenerateSessionKey()
|
||||
{
|
||||
_sessionKey = new byte[32]; // AES-256
|
||||
_sessionIv = new byte[16]; // CBC IV (16 bytes)
|
||||
|
||||
using (var rng = RandomNumberGenerator.Create())
|
||||
{
|
||||
rng.GetBytes(_sessionKey);
|
||||
rng.GetBytes(_sessionIv);
|
||||
}
|
||||
}
|
||||
|
||||
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
|
||||
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
|
||||
|
||||
// Zašifruje session key pomocí RSA public key serveru
|
||||
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
|
||||
{
|
||||
if (_sessionKey == null || _sessionIv == null)
|
||||
throw new InvalidOperationException("Session key not generated");
|
||||
|
||||
using (var rsa = RSA.Create())
|
||||
{
|
||||
// Parse PEM - extrahuj Base64 obsah
|
||||
var pemLines = rsaPublicKeyPem.Split('\n');
|
||||
var base64 = new StringBuilder();
|
||||
foreach (var line in pemLines)
|
||||
{
|
||||
var trimmed = line.Trim();
|
||||
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
|
||||
{
|
||||
base64.Append(trimmed);
|
||||
}
|
||||
}
|
||||
|
||||
var keyBytes = Convert.FromBase64String(base64.ToString());
|
||||
|
||||
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
|
||||
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
|
||||
|
||||
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
|
||||
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
|
||||
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
|
||||
|
||||
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
|
||||
}
|
||||
}
|
||||
|
||||
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
|
||||
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
|
||||
{
|
||||
// SubjectPublicKeyInfo ::= SEQUENCE {
|
||||
// algorithm AlgorithmIdentifier,
|
||||
// subjectPublicKey BIT STRING }
|
||||
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
|
||||
|
||||
int index = 0;
|
||||
|
||||
// Outer SEQUENCE
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// AlgorithmIdentifier SEQUENCE - skip it
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
|
||||
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
|
||||
index += algLen;
|
||||
|
||||
// BIT STRING containing RSAPublicKey
|
||||
if (subjectPublicKeyInfo[index++] != 0x03)
|
||||
throw new InvalidOperationException("Invalid BIT STRING");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
index++; // Skip unused bits byte (should be 0)
|
||||
|
||||
// RSAPublicKey SEQUENCE
|
||||
if (subjectPublicKeyInfo[index++] != 0x30)
|
||||
throw new InvalidOperationException("Invalid RSAPublicKey");
|
||||
ReadLength(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// Modulus INTEGER
|
||||
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||
|
||||
// Exponent INTEGER
|
||||
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
|
||||
|
||||
var parameters = new RSAParameters
|
||||
{
|
||||
Modulus = modulus,
|
||||
Exponent = exponent
|
||||
};
|
||||
rsa.ImportParameters(parameters);
|
||||
}
|
||||
|
||||
private static int ReadLength(byte[] data, ref int index)
|
||||
{
|
||||
int length = data[index++];
|
||||
if ((length & 0x80) != 0)
|
||||
{
|
||||
int numBytes = length & 0x7F;
|
||||
length = 0;
|
||||
for (int i = 0; i < numBytes; i++)
|
||||
{
|
||||
length = (length << 8) | data[index++];
|
||||
}
|
||||
}
|
||||
return length;
|
||||
}
|
||||
|
||||
private static byte[] ReadInteger(byte[] data, ref int index)
|
||||
{
|
||||
if (data[index++] != 0x02)
|
||||
throw new InvalidOperationException("Expected INTEGER");
|
||||
int length = ReadLength(data, ref index);
|
||||
|
||||
// Skip leading zero if present (used for positive sign in DER)
|
||||
int originalLength = length;
|
||||
int start = index;
|
||||
if (length > 1 && data[start] == 0x00)
|
||||
{
|
||||
start++;
|
||||
length--;
|
||||
}
|
||||
|
||||
byte[] result = new byte[length];
|
||||
Buffer.BlockCopy(data, start, result, 0, length);
|
||||
index += originalLength;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Šifruje zprávu pomocí AES-256-CBC s HMAC
|
||||
public byte[] Encrypt(byte[] plaintext)
|
||||
{
|
||||
if (_sessionKey == null || _sessionIv == null)
|
||||
throw new InvalidOperationException("Session key not set");
|
||||
|
||||
lock (_lock)
|
||||
{
|
||||
// Generuj unikátní IV pro tuto zprávu
|
||||
var iv = GetNextIV();
|
||||
|
||||
using (var aes = Aes.Create())
|
||||
{
|
||||
aes.Key = _sessionKey;
|
||||
aes.IV = iv;
|
||||
aes.Mode = CipherMode.CBC;
|
||||
aes.Padding = PaddingMode.PKCS7;
|
||||
|
||||
byte[] ciphertext;
|
||||
using (var encryptor = aes.CreateEncryptor())
|
||||
using (var ms = new MemoryStream())
|
||||
{
|
||||
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
|
||||
{
|
||||
cs.Write(plaintext, 0, plaintext.Length);
|
||||
}
|
||||
ciphertext = ms.ToArray();
|
||||
}
|
||||
|
||||
// Compute HMAC pro integritu
|
||||
byte[] hmac;
|
||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||
{
|
||||
var toSign = new byte[iv.Length + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
|
||||
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
|
||||
hmac = hmacSha.ComputeHash(toSign);
|
||||
}
|
||||
|
||||
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
|
||||
var result = new byte[16 + 32 + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, result, 0, 16);
|
||||
Buffer.BlockCopy(hmac, 0, result, 16, 32);
|
||||
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
|
||||
public byte[] Decrypt(byte[] encrypted)
|
||||
{
|
||||
if (_sessionKey == null)
|
||||
throw new InvalidOperationException("Session key not set");
|
||||
|
||||
if (encrypted.Length < 48) return null;
|
||||
|
||||
try
|
||||
{
|
||||
var iv = new byte[16];
|
||||
var hmac = new byte[32];
|
||||
var ciphertext = new byte[encrypted.Length - 48];
|
||||
|
||||
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
|
||||
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
|
||||
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
|
||||
|
||||
// Ověř HMAC
|
||||
byte[] expectedHmac;
|
||||
using (var hmacSha = new HMACSHA256(_sessionKey))
|
||||
{
|
||||
var toVerify = new byte[iv.Length + ciphertext.Length];
|
||||
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
|
||||
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
|
||||
expectedHmac = hmacSha.ComputeHash(toVerify);
|
||||
}
|
||||
|
||||
// Constant-time compare
|
||||
var diff = 0;
|
||||
for (int i = 0; i < 32; i++)
|
||||
{
|
||||
diff |= hmac[i] ^ expectedHmac[i];
|
||||
}
|
||||
if (diff != 0) return null; // HMAC mismatch
|
||||
|
||||
using (var aes = Aes.Create())
|
||||
{
|
||||
aes.Key = _sessionKey;
|
||||
aes.IV = iv;
|
||||
aes.Mode = CipherMode.CBC;
|
||||
aes.Padding = PaddingMode.PKCS7;
|
||||
|
||||
using (var decryptor = aes.CreateDecryptor())
|
||||
using (var ms = new MemoryStream(ciphertext))
|
||||
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
|
||||
using (var output = new MemoryStream())
|
||||
{
|
||||
cs.CopyTo(output);
|
||||
return output.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (CryptographicException)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private byte[] GetNextIV()
|
||||
{
|
||||
if (_sessionIv == null)
|
||||
throw new InvalidOperationException("Session IV not set");
|
||||
|
||||
var iv = new byte[16];
|
||||
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
|
||||
|
||||
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
|
||||
var counterBytes = BitConverter.GetBytes(counter);
|
||||
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
|
||||
|
||||
return iv;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_sessionKey != null)
|
||||
{
|
||||
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
||||
_sessionKey = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Event dispatcher pro Unity main thread
|
||||
// Unity může přidat SynchronizationContext, nebo polling z Update()
|
||||
public class EventDispatcher
|
||||
{
|
||||
private readonly Queue<Action> _pendingActions = new Queue<Action>();
|
||||
private readonly object _lock = new object();
|
||||
private SynchronizationContext? _syncContext;
|
||||
|
||||
public EventDispatcher()
|
||||
{
|
||||
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
|
||||
_syncContext = SynchronizationContext.Current;
|
||||
}
|
||||
|
||||
// Volat z networking vlákna - naplánuje callback na main thread
|
||||
public void Post(Action action)
|
||||
{
|
||||
if (_syncContext != null)
|
||||
{
|
||||
_syncContext.Post(_ => action(), null);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback - přidáme do fronty pro polling
|
||||
lock (_lock)
|
||||
{
|
||||
_pendingActions.Enqueue(action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Volat z Unity Update() pokud není SynchronizationContext
|
||||
public void ProcessPendingActions()
|
||||
{
|
||||
Action[] actions;
|
||||
lock (_lock)
|
||||
{
|
||||
if (_pendingActions.Count == 0) return;
|
||||
actions = _pendingActions.ToArray();
|
||||
_pendingActions.Clear();
|
||||
}
|
||||
|
||||
foreach (var action in actions)
|
||||
{
|
||||
try
|
||||
{
|
||||
action();
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Console.WriteLine($"EventDispatcher error: {ex}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public int PendingCount
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (_lock)
|
||||
{
|
||||
return _pendingActions.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Net.Sockets;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace GeoSus.Client
|
||||
{
|
||||
// Hlavní klientská třída pro připojení k serveru
|
||||
public class GameClient : IDisposable
|
||||
{
|
||||
private TcpClient? _tcpClient;
|
||||
private NetworkStream? _stream;
|
||||
private ClientEncryption? _encryption;
|
||||
private CancellationTokenSource? _cts;
|
||||
private Task? _receiveTask;
|
||||
private int _clientSeq;
|
||||
private readonly object _sendLock = new object();
|
||||
private bool _handshakeComplete;
|
||||
|
||||
public string ClientUuid { get; }
|
||||
public string DisplayName { get; set; }
|
||||
public bool IsConnected => _tcpClient?.Connected ?? false;
|
||||
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
||||
public EventDispatcher Dispatcher { get; }
|
||||
|
||||
// Events - voláno na main thread přes dispatcher
|
||||
public event Action? OnConnected;
|
||||
public event Action<string>? OnDisconnected;
|
||||
public event Action<string>? OnError;
|
||||
public event Action<Message>? OnMessage;
|
||||
public event Action<GameEvent>? OnGameEvent;
|
||||
|
||||
// Lobby state
|
||||
public string? LobbyId { get; private set; }
|
||||
public string? JoinCode { get; private set; }
|
||||
public LobbyState? CurrentLobbyState { get; private set; }
|
||||
public PlayerRole? MyRole { get; private set; }
|
||||
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
||||
public Position MyPosition { get; set; }
|
||||
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
||||
public List<Body> Bodies { get; } = new List<Body>();
|
||||
public int Ping { get; private set; }
|
||||
public long LastEventId { get; private set; }
|
||||
|
||||
/// <summary>Returns true if this client is the current lobby owner</summary>
|
||||
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
||||
|
||||
public GameClient(string clientUuid, string displayName)
|
||||
{
|
||||
ClientUuid = clientUuid;
|
||||
DisplayName = displayName;
|
||||
Dispatcher = new EventDispatcher();
|
||||
}
|
||||
|
||||
#region Connection
|
||||
|
||||
public async Task<bool> ConnectAsync(string host, int port)
|
||||
{
|
||||
try
|
||||
{
|
||||
_tcpClient = new TcpClient();
|
||||
await _tcpClient.ConnectAsync(host, port);
|
||||
_stream = _tcpClient.GetStream();
|
||||
_encryption = new ClientEncryption();
|
||||
_cts = new CancellationTokenSource();
|
||||
|
||||
// Handshake
|
||||
if (!await PerformHandshakeAsync())
|
||||
{
|
||||
Disconnect("Handshake failed");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Spustíme příjem zpráv
|
||||
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
||||
|
||||
Dispatcher.Post(() => OnConnected?.Invoke());
|
||||
return true;
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<bool> PerformHandshakeAsync()
|
||||
{
|
||||
if (_stream == null || _encryption == null) return false;
|
||||
|
||||
// 1. ClientHello
|
||||
var hello = new ClientHello
|
||||
{
|
||||
ClientUuid = ClientUuid,
|
||||
DisplayName = DisplayName
|
||||
};
|
||||
await SendPlainAsync(hello);
|
||||
|
||||
// 2. ServerHello
|
||||
var serverHelloData = await ReadMessageAsync();
|
||||
if (serverHelloData == null) return false;
|
||||
|
||||
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
||||
if (serverHello == null) return false;
|
||||
|
||||
// 3. Generujeme session key a šifrujeme RSA
|
||||
_encryption.GenerateSessionKey();
|
||||
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
||||
|
||||
var keyExchange = new KeyExchange
|
||||
{
|
||||
EncryptedSessionKey = encKey,
|
||||
EncryptedIV = encIv
|
||||
};
|
||||
await SendPlainAsync(keyExchange);
|
||||
|
||||
// 4. KeyExchangeAck (šifrovaně)
|
||||
var ackData = await ReadMessageAsync();
|
||||
if (ackData == null) return false;
|
||||
|
||||
var decrypted = _encryption.Decrypt(ackData);
|
||||
if (decrypted == null) return false;
|
||||
|
||||
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
||||
if (ack?.Status == "success")
|
||||
{
|
||||
_handshakeComplete = true;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Disconnect(string reason = "User disconnected")
|
||||
{
|
||||
_cts?.Cancel();
|
||||
_tcpClient?.Close();
|
||||
_tcpClient = null;
|
||||
_stream = null;
|
||||
_encryption?.Dispose();
|
||||
_encryption = null;
|
||||
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
CurrentLobbyState = null;
|
||||
MyRole = null;
|
||||
MyTasks.Clear();
|
||||
PlayerPositions.Clear();
|
||||
Bodies.Clear();
|
||||
|
||||
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Sending
|
||||
|
||||
public void Send(Message message)
|
||||
{
|
||||
if (_stream == null || _encryption == null || !IsConnected) return;
|
||||
|
||||
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
||||
if (string.IsNullOrEmpty(message.ActionId))
|
||||
{
|
||||
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
||||
}
|
||||
|
||||
var plain = MessageSerializer.Serialize(message);
|
||||
var encrypted = _encryption.Encrypt(plain);
|
||||
|
||||
lock (_sendLock)
|
||||
{
|
||||
try
|
||||
{
|
||||
SendData(encrypted);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async Task SendPlainAsync(Message message)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
var data = MessageSerializer.Serialize(message);
|
||||
await SendDataAsync(data);
|
||||
}
|
||||
|
||||
private void SendData(byte[] data)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
|
||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
|
||||
_stream.Write(lengthBuffer, 0, 4);
|
||||
_stream.Write(data, 0, data.Length);
|
||||
_stream.Flush();
|
||||
}
|
||||
|
||||
private async Task SendDataAsync(byte[] data)
|
||||
{
|
||||
if (_stream == null) return;
|
||||
|
||||
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
|
||||
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
||||
await _stream.WriteAsync(data, 0, data.Length);
|
||||
await _stream.FlushAsync();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Receiving
|
||||
|
||||
private async Task ReceiveLoopAsync(CancellationToken ct)
|
||||
{
|
||||
int decryptFailures = 0;
|
||||
|
||||
try
|
||||
{
|
||||
while (!ct.IsCancellationRequested && IsConnected)
|
||||
{
|
||||
var data = await ReadMessageAsync();
|
||||
if (data == null) break;
|
||||
|
||||
var decrypted = _encryption?.Decrypt(data);
|
||||
if (decrypted == null)
|
||||
{
|
||||
decryptFailures++;
|
||||
if (decryptFailures >= 3)
|
||||
{
|
||||
Disconnect("Too many decryption failures");
|
||||
return;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
decryptFailures = 0;
|
||||
|
||||
var message = MessageSerializer.Deserialize(decrypted);
|
||||
if (message != null)
|
||||
{
|
||||
ProcessMessage(message);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||
{
|
||||
Disconnect($"Connection error: {ex.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<byte[]?> ReadMessageAsync()
|
||||
{
|
||||
if (_stream == null) return null;
|
||||
|
||||
var lengthBuffer = new byte[4];
|
||||
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
||||
if (read < 4) return null;
|
||||
|
||||
if (BitConverter.IsLittleEndian)
|
||||
Array.Reverse(lengthBuffer);
|
||||
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
||||
|
||||
if (length <= 0 || length > 1048576) return null;
|
||||
|
||||
var buffer = new byte[length];
|
||||
var totalRead = 0;
|
||||
while (totalRead < length)
|
||||
{
|
||||
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
||||
if (read == 0) return null;
|
||||
totalRead += read;
|
||||
}
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
private void ProcessMessage(Message message)
|
||||
{
|
||||
// Zpracujeme speciální typy
|
||||
switch (message)
|
||||
{
|
||||
case CreateLobbyResponse r:
|
||||
if (r.Success)
|
||||
{
|
||||
LobbyId = r.LobbyId;
|
||||
JoinCode = r.JoinCode;
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
}
|
||||
break;
|
||||
|
||||
case JoinLobbyResponse r:
|
||||
if (r.Success)
|
||||
{
|
||||
LobbyId = r.LobbyId;
|
||||
CurrentLobbyState = r.LobbyState;
|
||||
JoinCode = r.LobbyState?.JoinCode;
|
||||
}
|
||||
break;
|
||||
|
||||
case PositionBroadcast b:
|
||||
ProcessPositionBroadcast(b);
|
||||
break;
|
||||
|
||||
case Pong p:
|
||||
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||
Ping = (int)(now - p.ClientTime);
|
||||
break;
|
||||
|
||||
case GameEvent evt:
|
||||
ProcessGameEvent(evt);
|
||||
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
||||
break;
|
||||
}
|
||||
|
||||
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
||||
}
|
||||
|
||||
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
||||
{
|
||||
PlayerPositions.Clear();
|
||||
foreach (var player in broadcast.Players)
|
||||
{
|
||||
PlayerPositions[player.ClientUuid] = player;
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessGameEvent(GameEvent evt)
|
||||
{
|
||||
LastEventId = evt.EventId;
|
||||
|
||||
switch (evt.EventType)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
// Add player to lobby state
|
||||
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||
{
|
||||
// Check if player already exists
|
||||
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||
if (!exists)
|
||||
{
|
||||
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = joinedPayload.ClientUuid,
|
||||
DisplayName = joinedPayload.DisplayName,
|
||||
IsOwner = false,
|
||||
IsReady = false,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "PlayerLeft":
|
||||
// Remove player from lobby state
|
||||
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
||||
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
||||
{
|
||||
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
||||
}
|
||||
break;
|
||||
|
||||
case "HostChanged":
|
||||
// Update lobby owner
|
||||
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
||||
if (hostPayload != null && CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
||||
// Update IsOwner flag on all players
|
||||
foreach (var player in CurrentLobbyState.Players)
|
||||
{
|
||||
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "GameStarting":
|
||||
// Game is entering loading phase - update lobby state if available
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Loading;
|
||||
}
|
||||
break;
|
||||
|
||||
case "MapDataReady":
|
||||
// Map data received - store it and send confirmation
|
||||
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
||||
if (mapDataPayload != null && CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
||||
CurrentLobbyState.MapDataReady = true;
|
||||
}
|
||||
// Send confirmation to server
|
||||
Send(new MapDataReceived());
|
||||
break;
|
||||
|
||||
case "GameStarted":
|
||||
// Game officially started - update phase
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||
}
|
||||
break;
|
||||
|
||||
case "RoleAssigned":
|
||||
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
||||
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
||||
{
|
||||
MyRole = rolePayload.Role;
|
||||
MyTasks.Clear();
|
||||
if (rolePayload.Tasks != null)
|
||||
{
|
||||
MyTasks.AddRange(rolePayload.Tasks);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case "PlayerKilled":
|
||||
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
||||
if (killPayload != null)
|
||||
{
|
||||
Bodies.Add(new Body
|
||||
{
|
||||
BodyId = killPayload.BodyId,
|
||||
VictimId = killPayload.VictimId,
|
||||
Location = killPayload.Location
|
||||
});
|
||||
}
|
||||
break;
|
||||
|
||||
case "MeetingStarted":
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Meeting;
|
||||
}
|
||||
break;
|
||||
|
||||
case "VotingClosed":
|
||||
Bodies.Clear(); // Bodies zmizí po meetingu
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||
}
|
||||
break;
|
||||
|
||||
case "GameEnded":
|
||||
if (CurrentLobbyState != null)
|
||||
{
|
||||
CurrentLobbyState.Phase = GamePhase.Ended;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Game Actions
|
||||
|
||||
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||
{
|
||||
Send(new CreateLobby
|
||||
{
|
||||
PlayAreaCenter = center,
|
||||
PlayAreaRadius = playAreaRadius,
|
||||
ImpostorCount = impostorCount,
|
||||
TaskCount = taskCount,
|
||||
Password = password
|
||||
});
|
||||
}
|
||||
|
||||
public void JoinLobby(string joinCode, string? password = null)
|
||||
{
|
||||
Send(new JoinLobby
|
||||
{
|
||||
JoinCode = joinCode.ToUpperInvariant(),
|
||||
Password = password
|
||||
});
|
||||
}
|
||||
|
||||
public void LeaveLobby()
|
||||
{
|
||||
Send(new LeaveLobby());
|
||||
LobbyId = null;
|
||||
JoinCode = null;
|
||||
}
|
||||
|
||||
public void StartGame()
|
||||
{
|
||||
Send(new StartGame());
|
||||
}
|
||||
|
||||
public void ReturnToLobby()
|
||||
{
|
||||
Send(new ReturnToLobby());
|
||||
}
|
||||
|
||||
public void UpdatePosition(Position position)
|
||||
{
|
||||
MyPosition = position;
|
||||
Send(new UpdatePosition { Position = position });
|
||||
}
|
||||
|
||||
public void Kill(string targetUuid)
|
||||
{
|
||||
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
||||
}
|
||||
|
||||
public void ReportBody(string bodyId)
|
||||
{
|
||||
Send(new ReportBody { BodyId = bodyId });
|
||||
}
|
||||
|
||||
public void CallEmergencyMeeting()
|
||||
{
|
||||
Send(new CallEmergencyMeeting());
|
||||
}
|
||||
|
||||
public void Vote(string? targetUuid)
|
||||
{
|
||||
Send(new CastVote { TargetClientUuid = targetUuid });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
||||
/// </summary>
|
||||
public void CompleteTask(string taskId)
|
||||
{
|
||||
Send(new TaskComplete { TaskId = taskId });
|
||||
}
|
||||
|
||||
public void SendPing()
|
||||
{
|
||||
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
||||
}
|
||||
|
||||
public void Reconnect(string lobbyId)
|
||||
{
|
||||
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Helpers
|
||||
|
||||
public Body? FindNearbyBody(double maxDistance)
|
||||
{
|
||||
foreach (var body in Bodies)
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
1054
Assets/ClientSDK/Protocol.cs
Normal file
1054
Assets/ClientSDK/Protocol.cs
Normal file
File diff suppressed because it is too large
Load Diff
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
File diff suppressed because it is too large
Load Diff
91
Assets/GameManager/GameManager.cs
Normal file
91
Assets/GameManager/GameManager.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
using UnityEngine;
|
||||
using GeoSus.Client;
|
||||
using Subsystems;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
/*
|
||||
GameManager - hlavní tøida pro správu hry
|
||||
GameManager_Network - subsystém pro správu komunikace se serverem
|
||||
GameManager_Game - subsystém pro správu logiky hry (sabotáže, tasky, atd.)
|
||||
GameManager_Map - subsystém pro správu mapy a prostøedí
|
||||
GameManager_Input - subsystém pro správu vstupu od hráèe
|
||||
GameManager_UI - subsystém pro správu uživatelského rozhraní
|
||||
GamaManager_Stats - subsystém pro správu statistik pro server
|
||||
*/
|
||||
public class GameManager : MonoBehaviour
|
||||
{
|
||||
[Header("Subsystems")]
|
||||
protected GameManager_Network networkSubsystem;
|
||||
protected GameManager_UI uiSubsystem;
|
||||
|
||||
|
||||
protected GameClient gameClient;
|
||||
[Header("Player Info")]
|
||||
public string displayName;
|
||||
|
||||
[Header("UI Elements")]
|
||||
public Canvas JoinCreateLobby;
|
||||
public Canvas InLobby;
|
||||
|
||||
void Start()
|
||||
{
|
||||
DontDestroyOnLoad(this);
|
||||
if (displayName == null || displayName == "")
|
||||
{
|
||||
displayName = "Player_" + Random.Range(1000, 9999).ToString();
|
||||
}
|
||||
gameClient = new GameClient(GenerateUUID(), /*displayName*/ GenerateUsername());
|
||||
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby);
|
||||
networkSubsystem = new GameManager_Network(gameClient);
|
||||
networkSubsystem.OpenConection();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (gameClient.CurrentLobbyState != null)
|
||||
{
|
||||
uiSubsystem.UpdateLobbyUI();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected string GenerateUUID()
|
||||
{
|
||||
string UUID = System.Guid.NewGuid().ToString();
|
||||
Debug.Log(UUID);
|
||||
return UUID;
|
||||
}
|
||||
protected string GenerateUsername()
|
||||
{
|
||||
string Username = Random.Range(0,10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString() + Random.Range(0, 10).ToString();
|
||||
Debug.Log(Username);
|
||||
return Username;
|
||||
}
|
||||
public void CreateLobbyButton()
|
||||
{
|
||||
networkSubsystem.CrateLobby(50.0755, 14.4378);
|
||||
}
|
||||
public void JoinLobbyButton()
|
||||
{
|
||||
TMP_InputField joinCode = JoinCreateLobby.transform.Find("InputCode").GetComponent<TMP_InputField>();
|
||||
if (joinCode.text != null && joinCode.text != "")
|
||||
{
|
||||
networkSubsystem.JoinLobby(joinCode.text);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Join code is empty!");
|
||||
}
|
||||
}
|
||||
public void LeaveLobbyButton()
|
||||
{
|
||||
networkSubsystem.LeaveLobby();
|
||||
}
|
||||
void OnApplicationQuit()
|
||||
{
|
||||
gameClient.Disconnect();
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager.cs.meta
Normal file
2
Assets/GameManager/GameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22bf82e679cf6e1419440d236360ba3b
|
||||
152
Assets/GameManager/GameManager_Network.cs
Normal file
152
Assets/GameManager/GameManager_Network.cs
Normal file
@@ -0,0 +1,152 @@
|
||||
using GeoSus.Client;
|
||||
using System.Collections;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_Network
|
||||
{
|
||||
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||
private const int _serverPort = 7777;
|
||||
private GameClient _gameClient;
|
||||
public async void OpenConection()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
Task<bool> state = _gameClient.ConnectAsync(_serverAddress, _serverPort);
|
||||
await state;
|
||||
if (state.Result)
|
||||
{
|
||||
Debug.Log("Connected to server.");
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Failed to connect to server");
|
||||
}
|
||||
await Task.Delay(5000);
|
||||
}
|
||||
}
|
||||
public GameManager_Network(GameClient gameClient)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
RegisterEventHandlers();
|
||||
}
|
||||
public void RegisterEventHandlers()
|
||||
{
|
||||
_gameClient.OnConnected += OnConnected;
|
||||
_gameClient.OnDisconnected += OnDisconnected;
|
||||
_gameClient.OnError += OnError;
|
||||
_gameClient.OnMessage += OnMessage;
|
||||
_gameClient.OnGameEvent += OnGameEvent;
|
||||
}
|
||||
private void OnConnected()
|
||||
{
|
||||
Debug.Log("Successfully connected to the server.");
|
||||
}
|
||||
private void OnDisconnected(string reason)
|
||||
{
|
||||
Debug.Log($"Host disconnected due to {reason}");
|
||||
}
|
||||
private void OnError(string error)
|
||||
{
|
||||
Debug.LogError($"Network error: {error}");
|
||||
}
|
||||
private void OnMessage(Message message)
|
||||
{
|
||||
switch (message.Type)
|
||||
{
|
||||
case "GameEvent":
|
||||
OnGameEvent(message as GameEvent);
|
||||
break;
|
||||
case "CreateLobbyResponse":
|
||||
Debug.Log("Received CreateLobbyResponse message");
|
||||
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||
break;
|
||||
case "JoinLobbyResponse":
|
||||
Debug.Log("Received JoinLobbyResponse message");
|
||||
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||
break;
|
||||
case "Ack":
|
||||
Debug.Log("Received Ack message");
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received message of type: " + message.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void OnGameEvent(GameEvent gameEvent)
|
||||
{
|
||||
switch (gameEvent.Type)
|
||||
{
|
||||
case "PlayerJoined":
|
||||
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||
HandlePlayerJoined(gameEvent);
|
||||
break;
|
||||
default:
|
||||
Debug.Log("Received GameEvent of type: " + gameEvent.Type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
private void HandleCreateLobbyResponse(CreateLobbyResponse message)
|
||||
{
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log("Lobby created successfully. Join Code: " + message.JoinCode + ", Lobby ID: " + message.LobbyId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
private void HandleJoinLobbyResponse(JoinLobbyResponse message)
|
||||
{
|
||||
if (message.Success)
|
||||
{
|
||||
Debug.Log("Lobby created successfully." + ", Lobby ID: " + message.LobbyId);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Failed to create lobby: " + message.Error);
|
||||
}
|
||||
}
|
||||
private void HandlePlayerJoined(GameEvent gameEvent)
|
||||
{
|
||||
var payload = gameEvent.GetPayload<PlayerJoinedPayload>();
|
||||
_gameClient.CurrentLobbyState.Players.Add(new PlayerInfo
|
||||
{
|
||||
ClientUuid = payload.ClientUuid,
|
||||
DisplayName = payload.DisplayName,
|
||||
IsOwner = false,
|
||||
IsReady = false,
|
||||
State = PlayerState.Alive
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
public void CrateLobby(double lat, double lon)
|
||||
{
|
||||
_gameClient.CreateLobby(new Position(lat, lon));
|
||||
}
|
||||
public void JoinLobby(string joinCode)
|
||||
{
|
||||
try
|
||||
{
|
||||
_gameClient.JoinLobby(joinCode);
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Debug.LogError("Error joining lobby: " + ex.Message);
|
||||
}
|
||||
}
|
||||
public void LeaveLobby()
|
||||
{
|
||||
_gameClient.Disconnect();
|
||||
Application.Quit();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||
35
Assets/GameManager/GameManager_UI.cs
Normal file
35
Assets/GameManager/GameManager_UI.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using UnityEngine;
|
||||
using Subsystems;
|
||||
using GeoSus.Client;
|
||||
using System.ComponentModel;
|
||||
|
||||
|
||||
namespace Subsystems
|
||||
{
|
||||
public class GameManager_UI
|
||||
{
|
||||
private GameClient _gameClient;
|
||||
private Canvas _CreateJoinLobby;
|
||||
private Canvas _InLobby;
|
||||
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby)
|
||||
{
|
||||
_gameClient = gameClient;
|
||||
_CreateJoinLobby = CreateJoinLobby;
|
||||
_InLobby = InLobby;
|
||||
_CreateJoinLobby.enabled = true;
|
||||
_InLobby.enabled = false;
|
||||
}
|
||||
public void UpdateLobbyUI()
|
||||
{
|
||||
_InLobby.enabled = true;
|
||||
_CreateJoinLobby.enabled = false;
|
||||
var playerList = _InLobby.transform.Find("PlayerList").GetComponent<TMPro.TMP_Text>();
|
||||
playerList.text = "";
|
||||
foreach (var player in _gameClient.CurrentLobbyState.Players)
|
||||
{
|
||||
playerList.text += player.DisplayName + "\n";
|
||||
}
|
||||
_InLobby.transform.Find("JoinCode").GetComponent<TMPro.TMP_Text>().text = _gameClient.CurrentLobbyState.JoinCode;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
2
Assets/GameManager/GameManager_UI.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
||||
53
Assets/GameManager/ITask.cs
Normal file
53
Assets/GameManager/ITask.cs
Normal file
@@ -0,0 +1,53 @@
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum TaskType
|
||||
{
|
||||
Task //TODO: Typy úkolù
|
||||
}
|
||||
|
||||
|
||||
|
||||
public interface ITask
|
||||
{
|
||||
public string TaskID { get; } // Unikátní ID úkolu pro server
|
||||
public TaskType TaskType { get; } // Typ úkolu
|
||||
public string TaskName { get; } // Viditelný název úkolu
|
||||
public (double, double) TaskLocation { get; } // Polohy na mapì
|
||||
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
||||
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
||||
|
||||
}
|
||||
/* Ukázoková implementace ITask
|
||||
public class Wires : ITask{
|
||||
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||
public TaskType TaskType { get; set; } // Typ úkolu
|
||||
public string TaskName { get; set; } // Viditelný název úkolu
|
||||
public (double, double) TaskLocation { get; set; } // Poloha na mapì
|
||||
public bool IsCompleted { get; private set; } // Stav dokonèení úkolu
|
||||
private Action<ITask> _onCompleted;
|
||||
|
||||
public void Initialize(Action<ITask> onCompleted) // Vytvoøení tasku
|
||||
{
|
||||
IsCompleted = false;
|
||||
_onCompleted = onCompleted;
|
||||
}
|
||||
public void ExitTask(Action<ITask> onExit) //Zavøení tasku
|
||||
{
|
||||
onExit?.Invoke(this);
|
||||
}
|
||||
public void Complete() // Dokonèení tasku a zavøení
|
||||
{
|
||||
IsCompleted = true;
|
||||
_onCompleted?.Invoke(this);
|
||||
ExitTask(null);
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
*/
|
||||
2
Assets/GameManager/ITask.cs.meta
Normal file
2
Assets/GameManager/ITask.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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guid: feb806f8c9bbde347862d714c4e96c61
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8
Assets/MainScreenUI/Materials.meta
Normal file
8
Assets/MainScreenUI/Materials.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: 624830e44386e5d45a391630cd88151d
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folderAsset: yes
|
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DefaultImporter:
|
||||
externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
84
Assets/MainScreenUI/Materials/Zeme_Textura.mat
Normal file
84
Assets/MainScreenUI/Materials/Zeme_Textura.mat
Normal file
@@ -0,0 +1,84 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 8
|
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m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
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m_PrefabAsset: {fileID: 0}
|
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m_Name: Zeme_Textura
|
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_DoubleSidedGI: 0
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Floats:
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- _BumpScale: 1
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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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|
||||
- _SrcBlend: 1
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
|
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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8
Assets/MainScreenUI/Materials/Zeme_Textura.mat.meta
Normal file
8
Assets/MainScreenUI/Materials/Zeme_Textura.mat.meta
Normal file
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|
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fileFormatVersion: 2
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assetBundleVariant:
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17
Assets/MainScreenUI/RotaceZeme.cs
Normal file
17
Assets/MainScreenUI/RotaceZeme.cs
Normal file
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
//clankr
|
||||
public class RotaceZeme : MonoBehaviour
|
||||
{
|
||||
public float rychlost = 20f;
|
||||
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
transform.Rotate(Vector3.up, rychlost * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
2
Assets/MainScreenUI/RotaceZeme.cs.meta
Normal file
2
Assets/MainScreenUI/RotaceZeme.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
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fileFormatVersion: 2
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guid: 2167308ece2e6664fa472e3dff700350
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84
Assets/MainScreenUI/Zeme_Material.mat
Normal file
84
Assets/MainScreenUI/Zeme_Material.mat
Normal file
@@ -0,0 +1,84 @@
|
||||
%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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m_PrefabAsset: {fileID: 0}
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m_Name: Zeme_Material
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1700
Assets/Scenes/Main Screen Scenes/aus hrac.unity
Normal file
1700
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Normal file
File diff suppressed because it is too large
Load Diff
7
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1319
Assets/Scenes/Main Screen Scenes/bubak.unity
Normal file
1319
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Normal file
File diff suppressed because it is too large
Load Diff
7
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2319
Assets/Scenes/Main Screen Scenes/create.unity
Normal file
2319
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Normal file
File diff suppressed because it is too large
Load Diff
7
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Normal file
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2293
Assets/Scenes/Main Screen Scenes/host a join.unity
Normal file
2293
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Normal file
File diff suppressed because it is too large
Load Diff
7
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2066
Assets/Scenes/Main Screen Scenes/host lobby.unity
Normal file
2066
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Normal file
File diff suppressed because it is too large
Load Diff
7
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2164
Assets/Scenes/Main Screen Scenes/join loading.unity
Normal file
2164
Assets/Scenes/Main Screen Scenes/join loading.unity
Normal file
File diff suppressed because it is too large
Load Diff
7
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7
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2416
Assets/Scenes/Main Screen Scenes/join lobby.unity
Normal file
2416
Assets/Scenes/Main Screen Scenes/join lobby.unity
Normal file
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user