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6 Commits
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8bec2f0cf8
| Author | SHA1 | Date | |
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| 8bec2f0cf8 | |||
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9a99405f4b | ||
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b4b746de25 | ||
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dd5aefcb49 | ||
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c11ca05ea8 | ||
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9f71b6a84a |
13
.claude/settings.local.json
Normal file
13
.claude/settings.local.json
Normal file
@@ -0,0 +1,13 @@
|
|||||||
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{
|
||||||
|
"permissions": {
|
||||||
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"allow": [
|
||||||
|
"Bash(nul)",
|
||||||
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"Bash(mkdir:*)",
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||||||
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"Bash(dir:*)",
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||||||
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"Bash(findstr:*)",
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||||||
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"Bash(move \"Assets\\Scripts\\TiltUI.cs\" \"Assets\\Scripts\\TiltUI.cs.DISABLED\")"
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||||||
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],
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||||||
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"deny": [],
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||||||
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"ask": []
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||||||
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}
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||||||
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}
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||||||
3
.gitignore
vendored
3
.gitignore
vendored
@@ -303,6 +303,7 @@ PublishScripts/
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|||||||
*.nupkg
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*.nupkg
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||||||
# NuGet Symbol Packages
|
# NuGet Symbol Packages
|
||||||
*.snupkg
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*.snupkg
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||||||
|
# The packages folder can be ignored because of Package Restore
|
||||||
# except build/, which is used as an MSBuild target.
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# except build/, which is used as an MSBuild target.
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||||||
!**/[Pp]ackages/build/
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!**/[Pp]ackages/build/
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||||||
# Uncomment if necessary however generally it will be regenerated when needed
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# Uncomment if necessary however generally it will be regenerated when needed
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||||||
@@ -498,3 +499,5 @@ FodyWeavers.xsd
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|||||||
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||||||
# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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# End of https://www.toptal.com/developers/gitignore/api/unity,visualstudiocode,visualstudio,vim
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||||||
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||||||
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.utmp/
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||||||
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|||||||
@@ -1,6 +0,0 @@
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|||||||
{
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||||||
"version": "1.0",
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||||||
"components": [
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||||||
"Microsoft.VisualStudio.Workload.ManagedGame"
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||||||
]
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||||||
}
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||||||
@@ -1,5 +1,5 @@
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|||||||
fileFormatVersion: 2
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fileFormatVersion: 2
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||||||
guid: 9f4c3c97db77f7847a963acfa80db83b
|
guid: 92df50b8fba934144a4c4dcaf506f9b4
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||||||
folderAsset: yes
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folderAsset: yes
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||||||
DefaultImporter:
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DefaultImporter:
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||||||
externalObjects: {}
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externalObjects: {}
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||||||
@@ -1,285 +0,0 @@
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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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||||||
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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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{
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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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|
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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
|
|
||||||
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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|
||||||
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|
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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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|
||||||
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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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|
||||||
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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|
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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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|
||||||
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|
||||||
return result;
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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");
|
|
||||||
|
|
||||||
lock (_lock)
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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())
|
|
||||||
{
|
|
||||||
aes.Key = _sessionKey;
|
|
||||||
aes.IV = iv;
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|
||||||
aes.Mode = CipherMode.CBC;
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|
||||||
aes.Padding = PaddingMode.PKCS7;
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|
||||||
|
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||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bc06bb57786c7e142b06ec231e5cf709
|
|
||||||
@@ -1,73 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1d2251b279edb0147bd274a884ac878b
|
|
||||||
@@ -1,607 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 91e0f647c37b0b94b83f53bb854db28c
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
|
||||||
BIN
Assets/Dancing triangle 1 Hour [YB3yHfqdw3Y].mp3
Normal file
BIN
Assets/Dancing triangle 1 Hour [YB3yHfqdw3Y].mp3
Normal file
Binary file not shown.
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: fa27202025a24b6418e644af57608959
|
guid: 58ebc3ffa125a9949953f6704e0a8c39
|
||||||
AudioImporter:
|
AudioImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 8
|
serializedVersion: 8
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 5fd2bf33031fe9d4ea3439b41d7f4b97
|
guid: bbd26b895bc2b894b8989c08d9fd9197
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|||||||
@@ -1,91 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 22bf82e679cf6e1419440d236360ba3b
|
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
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();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 989e9292fe24c2a4ba95ceae191dd330
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: cbe0afd6cfb57b44781533cfa4ce4196
|
|
||||||
@@ -1,53 +1,21 @@
|
|||||||
using GeoSus.Client;
|
//using GeoSus.Client;
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum TaskType
|
public enum TaskType
|
||||||
{
|
{
|
||||||
Task //TODO: Typy úkolù
|
Task
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public interface ITask
|
public interface ITask
|
||||||
{
|
{
|
||||||
public string TaskID { get; } // Unikátní ID úkolu pro server
|
public string TaskID { get; set; } // Unikátní ID úkolu pro server
|
||||||
public TaskType TaskType { get; } // Typ úkolu
|
public TaskType TaskType { get; set; } // Typ úkolu
|
||||||
public string TaskName { get; } // Viditelný název úkolu
|
public string TaskName { get; set; } // Viditelný název úkolu
|
||||||
public (double, double) TaskLocation { get; } // Polohy na mapì
|
public (double, double) TaskLocation { get; set; } // Poloha na mapě
|
||||||
public bool IsCompleted { get; } // Stav dokonèení úkolu
|
public bool IsCompleted { get; } // Stav dokončení úkolu
|
||||||
|
|
||||||
void Initialize(Action<ITask> onCompleted); // Vytvoøení tasku + naètení postupu
|
void Initialize(Action<ITask> onCompleted); // Vytvoření tasku
|
||||||
void ExitTask(Action<ITask> onExit); // Pøi opuštìní úkolu poslat hotovo / uložit postup / reset
|
void ExitTask(Action<ITask> onExit); // Při opuštění úkolu
|
||||||
void Complete(); // Oznaèit úkol jako dokonèený, poslat na server a zavøít
|
void Complete(); // Označit úkol jako dokončený
|
||||||
|
}
|
||||||
}
|
|
||||||
/* 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);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
@@ -1,2 +1,2 @@
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|||||||
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guid: feb806f8c9bbde347862d714c4e96c61
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assetBundleName:
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assetBundleVariant:
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@@ -1,17 +0,0 @@
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|||||||
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);
|
|
||||||
}
|
|
||||||
}
|
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fileFormatVersion: 2
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|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
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Reference in New Issue
Block a user