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KeyInsertM
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8
Assets/ClientSDK.meta
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8
Assets/ClientSDK.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 799f52449ae21404c9a7593f6dc28c60
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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285
Assets/ClientSDK/Encryption.cs
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285
Assets/ClientSDK/Encryption.cs
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@@ -0,0 +1,285 @@
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using System;
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using System.IO;
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using System.Security.Cryptography;
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using System.Text;
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namespace GeoSus.Client
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{
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// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
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// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
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public class ClientEncryption : IDisposable
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{
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private byte[] _sessionKey;
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private byte[] _sessionIv;
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private long _nonceCounter;
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private readonly object _lock = new object();
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// Kontrola, zda je session key nastaven
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public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
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// Generuje nový session key a IV
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public void GenerateSessionKey()
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{
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_sessionKey = new byte[32]; // AES-256
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_sessionIv = new byte[16]; // CBC IV (16 bytes)
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using (var rng = RandomNumberGenerator.Create())
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{
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rng.GetBytes(_sessionKey);
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rng.GetBytes(_sessionIv);
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}
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}
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public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
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public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
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// Zašifruje session key pomocí RSA public key serveru
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public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not generated");
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using (var rsa = RSA.Create())
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{
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// Parse PEM - extrahuj Base64 obsah
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var pemLines = rsaPublicKeyPem.Split('\n');
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var base64 = new StringBuilder();
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foreach (var line in pemLines)
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{
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var trimmed = line.Trim();
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if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
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{
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base64.Append(trimmed);
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}
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}
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var keyBytes = Convert.FromBase64String(base64.ToString());
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// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
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ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
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// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
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var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
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var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
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return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
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}
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}
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// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
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private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
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{
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// SubjectPublicKeyInfo ::= SEQUENCE {
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// algorithm AlgorithmIdentifier,
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// subjectPublicKey BIT STRING }
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// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
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int index = 0;
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// Outer SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
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ReadLength(subjectPublicKeyInfo, ref index);
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// AlgorithmIdentifier SEQUENCE - skip it
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid AlgorithmIdentifier");
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int algLen = ReadLength(subjectPublicKeyInfo, ref index);
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index += algLen;
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// BIT STRING containing RSAPublicKey
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if (subjectPublicKeyInfo[index++] != 0x03)
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throw new InvalidOperationException("Invalid BIT STRING");
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ReadLength(subjectPublicKeyInfo, ref index);
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index++; // Skip unused bits byte (should be 0)
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// RSAPublicKey SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid RSAPublicKey");
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ReadLength(subjectPublicKeyInfo, ref index);
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// Modulus INTEGER
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byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
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// Exponent INTEGER
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byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
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var parameters = new RSAParameters
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{
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Modulus = modulus,
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Exponent = exponent
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};
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rsa.ImportParameters(parameters);
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}
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private static int ReadLength(byte[] data, ref int index)
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{
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int length = data[index++];
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if ((length & 0x80) != 0)
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{
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int numBytes = length & 0x7F;
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length = 0;
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for (int i = 0; i < numBytes; i++)
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{
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length = (length << 8) | data[index++];
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}
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}
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return length;
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}
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private static byte[] ReadInteger(byte[] data, ref int index)
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{
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if (data[index++] != 0x02)
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throw new InvalidOperationException("Expected INTEGER");
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int length = ReadLength(data, ref index);
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// Skip leading zero if present (used for positive sign in DER)
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int originalLength = length;
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int start = index;
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if (length > 1 && data[start] == 0x00)
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{
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start++;
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length--;
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}
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byte[] result = new byte[length];
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Buffer.BlockCopy(data, start, result, 0, length);
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index += originalLength;
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return result;
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}
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// Šifruje zprávu pomocí AES-256-CBC s HMAC
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public byte[] Encrypt(byte[] plaintext)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not set");
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lock (_lock)
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{
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// Generuj unikátní IV pro tuto zprávu
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var iv = GetNextIV();
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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byte[] ciphertext;
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using (var encryptor = aes.CreateEncryptor())
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using (var ms = new MemoryStream())
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{
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using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
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{
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cs.Write(plaintext, 0, plaintext.Length);
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}
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ciphertext = ms.ToArray();
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}
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// Compute HMAC pro integritu
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byte[] hmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toSign = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
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hmac = hmacSha.ComputeHash(toSign);
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}
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// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
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var result = new byte[16 + 32 + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, result, 0, 16);
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Buffer.BlockCopy(hmac, 0, result, 16, 32);
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Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
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return result;
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}
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}
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}
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// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
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public byte[] Decrypt(byte[] encrypted)
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{
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if (_sessionKey == null)
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throw new InvalidOperationException("Session key not set");
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if (encrypted.Length < 48) return null;
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try
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{
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var iv = new byte[16];
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var hmac = new byte[32];
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var ciphertext = new byte[encrypted.Length - 48];
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Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
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Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
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Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
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// Ověř HMAC
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byte[] expectedHmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toVerify = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
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expectedHmac = hmacSha.ComputeHash(toVerify);
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}
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// Constant-time compare
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var diff = 0;
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for (int i = 0; i < 32; i++)
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{
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diff |= hmac[i] ^ expectedHmac[i];
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}
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if (diff != 0) return null; // HMAC mismatch
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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using (var decryptor = aes.CreateDecryptor())
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using (var ms = new MemoryStream(ciphertext))
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using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
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using (var output = new MemoryStream())
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{
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cs.CopyTo(output);
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return output.ToArray();
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}
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}
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}
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catch (CryptographicException)
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{
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return null;
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}
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}
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private byte[] GetNextIV()
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{
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if (_sessionIv == null)
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throw new InvalidOperationException("Session IV not set");
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var iv = new byte[16];
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Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
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var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
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var counterBytes = BitConverter.GetBytes(counter);
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Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
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return iv;
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}
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public void Dispose()
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{
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if (_sessionKey != null)
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{
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Array.Clear(_sessionKey, 0, _sessionKey.Length);
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_sessionKey = null;
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}
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}
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}
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}
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2
Assets/ClientSDK/Encryption.cs.meta
Normal file
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bc06bb57786c7e142b06ec231e5cf709
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73
Assets/ClientSDK/EventDispatcher.cs
Normal file
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
@@ -0,0 +1,73 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace GeoSus.Client
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{
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// Event dispatcher pro Unity main thread
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// Unity může přidat SynchronizationContext, nebo polling z Update()
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public class EventDispatcher
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{
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private readonly Queue<Action> _pendingActions = new Queue<Action>();
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private readonly object _lock = new object();
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private SynchronizationContext? _syncContext;
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public EventDispatcher()
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{
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// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
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_syncContext = SynchronizationContext.Current;
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}
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// Volat z networking vlákna - naplánuje callback na main thread
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public void Post(Action action)
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{
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if (_syncContext != null)
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{
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_syncContext.Post(_ => action(), null);
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}
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else
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{
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// Fallback - přidáme do fronty pro polling
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lock (_lock)
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{
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_pendingActions.Enqueue(action);
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}
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}
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}
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// Volat z Unity Update() pokud není SynchronizationContext
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public void ProcessPendingActions()
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{
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Action[] actions;
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lock (_lock)
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{
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if (_pendingActions.Count == 0) return;
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actions = _pendingActions.ToArray();
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_pendingActions.Clear();
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}
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|
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foreach (var action in actions)
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{
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try
|
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{
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action();
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}
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catch (Exception ex)
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{
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Console.WriteLine($"EventDispatcher error: {ex}");
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}
|
||||
}
|
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}
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public int PendingCount
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{
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get
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{
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lock (_lock)
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{
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return _pendingActions.Count;
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
@@ -0,0 +1,2 @@
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||||
fileFormatVersion: 2
|
||||
guid: 1d2251b279edb0147bd274a884ac878b
|
||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
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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;
|
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private int _clientSeq;
|
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private readonly object _sendLock = new object();
|
||||
private bool _handshakeComplete;
|
||||
|
||||
public string ClientUuid { get; }
|
||||
public string DisplayName { get; set; }
|
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public bool IsConnected => _tcpClient?.Connected ?? false;
|
||||
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
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public EventDispatcher Dispatcher { get; }
|
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|
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// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 91e0f647c37b0b94b83f53bb854db28c
|
||||
1055
Assets/ClientSDK/Protocol.cs
Normal file
1055
Assets/ClientSDK/Protocol.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
||||
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
||||
8
Assets/ClientSDK/bin.meta
Normal file
8
Assets/ClientSDK/bin.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a4035bdb812fee4f96cb1aa1b24c999
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/ClientSDK/obj.meta
Normal file
8
Assets/ClientSDK/obj.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 131d9de257c8edc49991d792c6e702f6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,7 +1,8 @@
|
||||
//using GeoSus.Client;
|
||||
using GeoSus.Client;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
public enum TaskType
|
||||
{
|
||||
Task //TODO: Typy úkolù
|
||||
@@ -14,7 +15,7 @@ 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 Position TaskLocation { get; } // Polohy na mapì
|
||||
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
||||
|
||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
||||
|
||||
8
Assets/Models.meta
Normal file
8
Assets/Models.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 53e8da6d0be24cf40ae4b210e10ed719
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user