Compare commits

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66 Commits

Author SHA1 Message Date
ab6938e6cf Merge branch 'DesignMapy' of ssh://git.honzuvkod.dev:222/BlueCabinetGames/GeoSusGame into DesignMapy 2026-05-17 20:09:21 +02:00
c5703fc92a resolved conflicts 2026-05-17 20:09:05 +02:00
82c120f362 Merge pull request 'Assets CleanUp' (#20) from MainCleanUp into main
Reviewed-on: #20
2026-05-17 14:52:28 +02:00
099f3ec939 Assets CleanUp 2026-05-17 14:50:32 +02:00
e0a4cf31b2 prejmenovani souboru na mapu a design mapy fixnuto 2026-05-17 14:20:33 +02:00
1aa3d2a787 Merge pull request 'MainMenuUiBugFix' (#18) from MainMenuUiBugFix into main
Reviewed-on: #18
2026-05-17 13:43:04 +02:00
a5e657ef05 Merge pull request 'opravene kabely (je jen 1 scena)' (#8) from KabelyOprava into main
Reviewed-on: #8
Reviewed-by: Trubkokrtek <agentdominik707@gmail.com>
2026-05-17 12:48:26 +02:00
2040b59593 meta patch 2026-05-17 12:47:09 +02:00
023bddc91b conflict partially resolved 2026-05-17 11:31:00 +02:00
c8d8b6b802 Conflict resolve 2026-05-17 11:25:21 +02:00
1082fc9ad0 plne funkcni data transfer 2026-05-17 10:50:17 +02:00
37c6d7a552 male zmeny 2026-05-11 21:31:33 +02:00
d7838c0a04 fix mensich ui bugu na ipadech crate a join loading furt funguji divne 2026-05-10 17:49:03 +02:00
90fd3514fb fix main menu ui designu v join loading a create podle me nejak vadi playerlistu honzuv kod a z nejakyho duvodu meni barvu nejakych tlacitek coz idk jak fixnout je take potreba zaimplementovat UiManager do designu coz idk jak udelat honzo sry pokud jsem neco omilem rozbil ale o nicem nevim 2026-05-10 01:15:07 +02:00
9a736e1d53 fix rozbiteho ui, potrbuje implementovat UiManager 2026-05-10 00:45:45 +02:00
Bandwidth
207f997254 Added better GPS handling, Improved test mode, Fixed naming of players not being broadcast until a new HelloClient, Fixed lobby restarts, Fixed task handling 2026-04-27 23:18:13 +02:00
Bandwidth
d886f97e14 GeoSus 2026-04-26 20:49:32 +02:00
e0b808faed Zabiju je 2. Epicky thriller od tvurce Zabiju je 2026-04-26 14:58:39 +02:00
700e6bfbfc Zabiju je 2026-04-26 13:30:33 +02:00
ab6263cb10 skybox,design domecku a cest 2026-04-26 13:17:30 +02:00
f800e78f14 kontrola simulace na telefonu 2026-04-26 11:40:58 +02:00
e29581cc21 opravene kabely (je jen 1 scena) 2026-04-26 10:30:47 +02:00
208696487e Mergnuta minihra 2026-04-26 09:11:01 +02:00
1de91b0d57 Hra kabely 2026-03-28 19:28:59 +01:00
b0e90221dc fixed merges 2026-03-28 11:19:27 +01:00
dcb1066d80 Fixed merge conflict 2026-03-28 11:18:01 +01:00
d80ac111c2 Removed meta files 2026-03-28 11:06:53 +01:00
b872b52632 Added gps and ITask update 2026-03-28 10:59:01 +01:00
4fdfdea5cf udpatnuty na vsechny cudliky 2026-03-28 10:45:51 +01:00
32c7589ab3 prepinani scen 2026-03-28 10:36:08 +01:00
44155796d0 rename Misovych slozek, clean up 2026-03-28 09:43:53 +01:00
5b166244b2 added Packages 2026-03-28 09:24:20 +01:00
114a0d3997 player list + animace pro něj 2026-03-26 18:33:43 +01:00
ce6e4450e6 nove screeny(myslim)zvuky pro tlacitka klikani tlacitek novy font pro texty a uprava hvězd 2026-03-22 21:31:20 +01:00
be595da357 Added test mode and manual positioning 2026-03-21 22:40:20 +01:00
95f2f63259 6 novych screenu posledni 3 asi celkem nic moc 2026-03-20 20:24:16 +01:00
dc5ed7d49f napis na zemeguli, jestli nekdo chce, tak doladte barvu, vic belejsi mi to udelat neslo(ve scene neni svetlo, tak jsem radsi nic nedelal) 2026-03-04 18:26:34 +01:00
Jan Racek
2fadf819cc Upraveno hlavni menu, pridana 3D zeme bez rendertexture, pridano space HDRI 2026-03-01 21:14:00 +01:00
a1465de9a0 Merge pull request 'Added map' (#3) from GameClient into main
Reviewed-on: #3

Líbí se mi to. Je to fajn.
2026-03-01 20:52:28 +01:00
a1b40ad102 Added map 2026-03-01 13:26:13 +01:00
ff9a2cebd3 main menu 2026-02-27 20:22:49 +01:00
f7926a218e MinHraKrystof 2026-02-22 20:59:10 +01:00
e14a3ddf2b scaling a cerny pozadí 2026-02-21 14:47:54 +01:00
5bd6eabec6 Opraven TMP, pridan anchoring hlavniho menu 2026-02-21 14:17:12 +01:00
f2ebd125f3 zeme kutululu 2026-02-21 14:04:25 +01:00
2fdfabe2b8 main menu 2026-02-21 13:44:23 +01:00
4b8e4c69f5 Fixed meta files 2026-02-21 11:58:53 +01:00
e086bedb19 Opravena textura 2026-02-21 11:53:57 +01:00
13300e885b Opravena moje objektivni a naprosto nezpochybnitelna neschopnost, ktera predstavuje hrozbu pro celou planetu na budocích 40 let (vic se nedoziju zeru moc KFC) 2026-02-21 11:52:25 +01:00
a73f75ffa4 funguj 2026-02-21 11:06:54 +01:00
e9beb05083 Merge pull request 'UI update' (#2) from GameClient into main
Reviewed-on: #2
2026-02-21 11:06:13 +01:00
7294466604 UI patch 2026-02-21 11:02:26 +01:00
67d3ee76c1 UI update 2026-02-21 10:59:27 +01:00
a04ce40779 Merge pull request 'GameClient' (#1) from GameClient into main
Reviewed-on: #1
2026-02-21 10:08:32 +01:00
94a40e3d14 Added Lobbies 2026-02-19 16:14:30 +01:00
eeaf092780 double patch 2026-02-01 20:10:52 +01:00
fc22d4f544 Added ITask and basic connection 2026-01-31 15:44:30 +01:00
3b36d53b39 Merge pull request 'Mapz' (#5) from Mapz into main
Reviewed-on: BlueCabinetGames/Game#5
Reviewed-by: jracek <racek.janek@gmail.com>
2025-11-30 09:54:51 +01:00
b1fc3ac24a Coroutines patch 2025-11-30 08:46:19 +01:00
655d378dbb Added GPS 2025-11-23 19:42:34 +01:00
39b42e1e90 Code cleanup 2025-11-15 20:05:19 +01:00
0cb7d4b64d Functioning renderer 2025-11-15 17:38:49 +01:00
1c103a1496 Map renderer 2025-11-15 14:58:40 +01:00
1618ecd432 Map branch 2025-11-15 09:40:28 +01:00
ed6347e6bc Přidán build profile pro Android 2025-10-18 17:54:56 +02:00
59b6708437 Uklizeny assety 2025-10-18 17:41:24 +02:00
770 changed files with 272899 additions and 19981 deletions

View File

@@ -1,13 +0,0 @@
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# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__))
# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100)
# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100))
# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__)
# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__)
# endif
#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC)
# define COMPILER_ID "SDCC"
# if defined(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR)
# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR)
# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH)
# else
/* SDCC = VRP */
# define COMPILER_VERSION_MAJOR DEC(SDCC/100)
# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10)
# define COMPILER_VERSION_PATCH DEC(SDCC % 10)
# endif
/* These compilers are either not known or too old to define an
identification macro. Try to identify the platform and guess that
it is the native compiler. */
#elif defined(__hpux) || defined(__hpua)
# define COMPILER_ID "HP"
#else /* unknown compiler */
# define COMPILER_ID ""
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]";
#ifdef SIMULATE_ID
char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]";
#endif
#ifdef __QNXNTO__
char const* qnxnto = "INFO" ":" "qnxnto[]";
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]";
#endif
#define STRINGIFY_HELPER(X) #X
#define STRINGIFY(X) STRINGIFY_HELPER(X)
/* Identify known platforms by name. */
#if defined(__linux) || defined(__linux__) || defined(linux)
# define PLATFORM_ID "Linux"
#elif defined(__MSYS__)
# define PLATFORM_ID "MSYS"
#elif defined(__CYGWIN__)
# define PLATFORM_ID "Cygwin"
#elif defined(__MINGW32__)
# define PLATFORM_ID "MinGW"
#elif defined(__APPLE__)
# define PLATFORM_ID "Darwin"
#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32)
# define PLATFORM_ID "Windows"
#elif defined(__FreeBSD__) || defined(__FreeBSD)
# define PLATFORM_ID "FreeBSD"
#elif defined(__NetBSD__) || defined(__NetBSD)
# define PLATFORM_ID "NetBSD"
#elif defined(__OpenBSD__) || defined(__OPENBSD)
# define PLATFORM_ID "OpenBSD"
#elif defined(__sun) || defined(sun)
# define PLATFORM_ID "SunOS"
#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__)
# define PLATFORM_ID "AIX"
#elif defined(__hpux) || defined(__hpux__)
# define PLATFORM_ID "HP-UX"
#elif defined(__HAIKU__)
# define PLATFORM_ID "Haiku"
#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS)
# define PLATFORM_ID "BeOS"
#elif defined(__QNX__) || defined(__QNXNTO__)
# define PLATFORM_ID "QNX"
#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__)
# define PLATFORM_ID "Tru64"
#elif defined(__riscos) || defined(__riscos__)
# define PLATFORM_ID "RISCos"
#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__)
# define PLATFORM_ID "SINIX"
#elif defined(__UNIX_SV__)
# define PLATFORM_ID "UNIX_SV"
#elif defined(__bsdos__)
# define PLATFORM_ID "BSDOS"
#elif defined(_MPRAS) || defined(MPRAS)
# define PLATFORM_ID "MP-RAS"
#elif defined(__osf) || defined(__osf__)
# define PLATFORM_ID "OSF1"
#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv)
# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#if !defined(__STDC__) && !defined(__clang__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif __STDC_VERSION__ > 201710L
# define C_VERSION "23"
#elif __STDC_VERSION__ >= 201710L
# define C_VERSION "17"
#elif __STDC_VERSION__ >= 201000L
# define C_VERSION "11"
#elif __STDC_VERSION__ >= 199901L
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
/* !defined(_MSC_VER) to exclude Clang's MSVC compatibility mode. */
#if (defined(__clang__) || defined(__GNUC__) || \
defined(__TI_COMPILER_VERSION__)) && \
!defined(__STRICT_ANSI__) && !defined(_MSC_VER)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#ifdef COMPILER_VERSION_INTERNAL
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@@ -1,791 +0,0 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__COMO__)
# define COMPILER_ID "Comeau"
/* __COMO_VERSION__ = VRR */
# define COMPILER_VERSION_MAJOR DEC(__COMO_VERSION__ / 100)
# define COMPILER_VERSION_MINOR DEC(__COMO_VERSION__ % 100)
#elif defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
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-BC:\Users\gravi\Game\.utmp\RelWithDebInfo\f3u1w6u2\arm64-v8a
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON
Build command args: []
Version: 2

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@@ -1,7 +0,0 @@
{
"enabled": true,
"prefabPath": "C:\\Users\\gravi\\.gradle\\caches\\modules-2\\files-2.1\\com.google.prefab\\cli\\2.1.0\\aa32fec809c44fa531f01dcfb739b5b3304d3050\\cli-2.1.0-all.jar",
"packages": [
"C:\\Users\\gravi\\.gradle\\caches\\8.13\\transforms\\1e7cc65d4e74b23bd94dca9ec0ac2eb3\\transformed\\jetified-games-activity-3.0.5\\prefab"
]
}

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@@ -1 +0,0 @@
C:\Users\gravi\Game\Library\Bee\Android\Prj\IL2CPP\Gradle\unityLibrary\build\intermediates\cxx\RelWithDebInfo\f3u1w6u2\obj\arm64-v8a

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@@ -1,28 +0,0 @@
# Values used to calculate the hash in this folder name.
# Should not depend on the absolute path of the project itself.
# - AGP: 8.10.0.
# - $NDK is the path to NDK 27.2.12479018.
# - $PROJECT is the path to the parent folder of the root Gradle build file.
# - $ABI is the ABI to be built with. The specific value doesn't contribute to the value of the hash.
# - $HASH is the hash value computed from this text.
# - $CMAKE is the path to CMake 3.22.1.
# - $NINJA is the path to Ninja.
-H$PROJECT/unityLibrary/src/main/cpp
-DCMAKE_SYSTEM_NAME=Android
-DCMAKE_EXPORT_COMPILE_COMMANDS=ON
-DCMAKE_SYSTEM_VERSION=24
-DANDROID_PLATFORM=android-24
-DANDROID_ABI=$ABI
-DCMAKE_ANDROID_ARCH_ABI=$ABI
-DANDROID_NDK=$NDK
-DCMAKE_ANDROID_NDK=$NDK
-DCMAKE_TOOLCHAIN_FILE=$NDK/build/cmake/android.toolchain.cmake
-DCMAKE_MAKE_PROGRAM=$NINJA
-DCMAKE_LIBRARY_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
-DCMAKE_RUNTIME_OUTPUT_DIRECTORY=$PROJECT/unityLibrary/build/intermediates/cxx/RelWithDebInfo/$HASH/obj/$ABI
-DCMAKE_BUILD_TYPE=RelWithDebInfo
-DCMAKE_FIND_ROOT_PATH=C:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/prefab/$ABI/prefab
-BC:/Users/gravi/Game/.utmp/RelWithDebInfo/$HASH/$ABI
-GNinja
-DANDROID_STL=c++_shared
-DANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON

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if(NOT TARGET game-activity::game-activity)
add_library(game-activity::game-activity STATIC IMPORTED)
set_target_properties(game-activity::game-activity PROPERTIES
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/libs/android.arm64-v8a/libgame-activity.a"
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity/include"
INTERFACE_LINK_LIBRARIES ""
)
endif()
if(NOT TARGET game-activity::game-activity_static)
add_library(game-activity::game-activity_static STATIC IMPORTED)
set_target_properties(game-activity::game-activity_static PROPERTIES
IMPORTED_LOCATION "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/libs/android.arm64-v8a/libgame-activity_static.a"
INTERFACE_INCLUDE_DIRECTORIES "C:/Users/gravi/.gradle/caches/8.13/transforms/1e7cc65d4e74b23bd94dca9ec0ac2eb3/transformed/jetified-games-activity-3.0.5/prefab/modules/game-activity_static/include"
INTERFACE_LINK_LIBRARIES ""
)
endif()

5
.vscode/extensions.json vendored Normal file
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{
"recommendations": [
"visualstudiotoolsforunity.vstuc"
]
}

10
.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"name": "Attach to Unity",
"type": "vstuc",
"request": "attach"
}
]
}

72
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,72 @@
{
"files.exclude": {
"**/.DS_Store": true,
"**/.git": true,
"**/.vs": true,
"**/.gitmodules": true,
"**/.vsconfig": true,
"**/*.booproj": true,
"**/*.pidb": true,
"**/*.suo": true,
"**/*.user": true,
"**/*.userprefs": true,
"**/*.unityproj": true,
"**/*.dll": true,
"**/*.exe": true,
"**/*.pdf": true,
"**/*.mid": true,
"**/*.midi": true,
"**/*.wav": true,
"**/*.gif": true,
"**/*.ico": true,
"**/*.jpg": true,
"**/*.jpeg": true,
"**/*.png": true,
"**/*.psd": true,
"**/*.tga": true,
"**/*.tif": true,
"**/*.tiff": true,
"**/*.3ds": true,
"**/*.3DS": true,
"**/*.fbx": true,
"**/*.FBX": true,
"**/*.lxo": true,
"**/*.LXO": true,
"**/*.ma": true,
"**/*.MA": true,
"**/*.obj": true,
"**/*.OBJ": true,
"**/*.asset": true,
"**/*.cubemap": true,
"**/*.flare": true,
"**/*.mat": true,
"**/*.meta": true,
"**/*.prefab": true,
"**/*.unity": true,
"build/": true,
"Build/": true,
"Library/": true,
"library/": true,
"obj/": true,
"Obj/": true,
"Logs/": true,
"logs/": true,
"ProjectSettings/": true,
"UserSettings/": true,
"temp/": true,
"Temp/": true
},
"files.associations": {
"*.asset": "yaml",
"*.meta": "yaml",
"*.prefab": "yaml",
"*.unity": "yaml",
},
"explorer.fileNesting.enabled": true,
"explorer.fileNesting.patterns": {
"*.sln": "*.csproj",
"*.slnx": "*.csproj"
},
"dotnet.defaultSolution": "GeoSusGame.slnx",
"dotnet.enableWorkspaceBasedDevelopment": false
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 53dcb38d358ca1348978dd32c4091cc3
guid: 7eaf47040f6a6ba4bb9df4eab675de30
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: f58705c1c4d76414abdfecdd1db84138
guid: a369fde97a303eb4ebfe7de3af10fac4
folderAsset: yes
DefaultImporter:
externalObjects: {}

8
Assets/ClientSDK.meta Normal file
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 50a0b21c151e150428fd2803d6b95db0
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,285 @@
using System;
using System.IO;
using System.Security.Cryptography;
using System.Text;
namespace GeoSus.Client
{
// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
public class ClientEncryption : IDisposable
{
private byte[] _sessionKey;
private byte[] _sessionIv;
private long _nonceCounter;
private readonly object _lock = new object();
// Kontrola, zda je session key nastaven
public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
// Generuje nový session key a IV
public void GenerateSessionKey()
{
_sessionKey = new byte[32]; // AES-256
_sessionIv = new byte[16]; // CBC IV (16 bytes)
using (var rng = RandomNumberGenerator.Create())
{
rng.GetBytes(_sessionKey);
rng.GetBytes(_sessionIv);
}
}
public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
// Zašifruje session key pomocí RSA public key serveru
public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
{
if (_sessionKey == null || _sessionIv == null)
throw new InvalidOperationException("Session key not generated");
using (var rsa = RSA.Create())
{
// Parse PEM - extrahuj Base64 obsah
var pemLines = rsaPublicKeyPem.Split('\n');
var base64 = new StringBuilder();
foreach (var line in pemLines)
{
var trimmed = line.Trim();
if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
{
base64.Append(trimmed);
}
}
var keyBytes = Convert.FromBase64String(base64.ToString());
// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
}
}
// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
{
// SubjectPublicKeyInfo ::= SEQUENCE {
// algorithm AlgorithmIdentifier,
// subjectPublicKey BIT STRING }
// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
int index = 0;
// Outer SEQUENCE
if (subjectPublicKeyInfo[index++] != 0x30)
throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
ReadLength(subjectPublicKeyInfo, ref index);
// AlgorithmIdentifier SEQUENCE - skip it
if (subjectPublicKeyInfo[index++] != 0x30)
throw new InvalidOperationException("Invalid AlgorithmIdentifier");
int algLen = ReadLength(subjectPublicKeyInfo, ref index);
index += algLen;
// BIT STRING containing RSAPublicKey
if (subjectPublicKeyInfo[index++] != 0x03)
throw new InvalidOperationException("Invalid BIT STRING");
ReadLength(subjectPublicKeyInfo, ref index);
index++; // Skip unused bits byte (should be 0)
// RSAPublicKey SEQUENCE
if (subjectPublicKeyInfo[index++] != 0x30)
throw new InvalidOperationException("Invalid RSAPublicKey");
ReadLength(subjectPublicKeyInfo, ref index);
// Modulus INTEGER
byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
// Exponent INTEGER
byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
var parameters = new RSAParameters
{
Modulus = modulus,
Exponent = exponent
};
rsa.ImportParameters(parameters);
}
private static int ReadLength(byte[] data, ref int index)
{
int length = data[index++];
if ((length & 0x80) != 0)
{
int numBytes = length & 0x7F;
length = 0;
for (int i = 0; i < numBytes; i++)
{
length = (length << 8) | data[index++];
}
}
return length;
}
private static byte[] ReadInteger(byte[] data, ref int index)
{
if (data[index++] != 0x02)
throw new InvalidOperationException("Expected INTEGER");
int length = ReadLength(data, ref index);
// Skip leading zero if present (used for positive sign in DER)
int originalLength = length;
int start = index;
if (length > 1 && data[start] == 0x00)
{
start++;
length--;
}
byte[] result = new byte[length];
Buffer.BlockCopy(data, start, result, 0, length);
index += originalLength;
return result;
}
// Šifruje zprávu pomocí AES-256-CBC s HMAC
public byte[] Encrypt(byte[] plaintext)
{
if (_sessionKey == null || _sessionIv == null)
throw new InvalidOperationException("Session key not set");
lock (_lock)
{
// Generuj unikátní IV pro tuto zprávu
var iv = GetNextIV();
using (var aes = Aes.Create())
{
aes.Key = _sessionKey;
aes.IV = iv;
aes.Mode = CipherMode.CBC;
aes.Padding = PaddingMode.PKCS7;
byte[] ciphertext;
using (var encryptor = aes.CreateEncryptor())
using (var ms = new MemoryStream())
{
using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
{
cs.Write(plaintext, 0, plaintext.Length);
}
ciphertext = ms.ToArray();
}
// Compute HMAC pro integritu
byte[] hmac;
using (var hmacSha = new HMACSHA256(_sessionKey))
{
var toSign = new byte[iv.Length + ciphertext.Length];
Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
hmac = hmacSha.ComputeHash(toSign);
}
// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
var result = new byte[16 + 32 + ciphertext.Length];
Buffer.BlockCopy(iv, 0, result, 0, 16);
Buffer.BlockCopy(hmac, 0, result, 16, 32);
Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
return result;
}
}
}
// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
public byte[] Decrypt(byte[] encrypted)
{
if (_sessionKey == null)
throw new InvalidOperationException("Session key not set");
if (encrypted.Length < 48) return null;
try
{
var iv = new byte[16];
var hmac = new byte[32];
var ciphertext = new byte[encrypted.Length - 48];
Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
// Ověř HMAC
byte[] expectedHmac;
using (var hmacSha = new HMACSHA256(_sessionKey))
{
var toVerify = new byte[iv.Length + ciphertext.Length];
Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
expectedHmac = hmacSha.ComputeHash(toVerify);
}
// Constant-time compare
var diff = 0;
for (int i = 0; i < 32; i++)
{
diff |= hmac[i] ^ expectedHmac[i];
}
if (diff != 0) return null; // HMAC mismatch
using (var aes = Aes.Create())
{
aes.Key = _sessionKey;
aes.IV = iv;
aes.Mode = CipherMode.CBC;
aes.Padding = PaddingMode.PKCS7;
using (var decryptor = aes.CreateDecryptor())
using (var ms = new MemoryStream(ciphertext))
using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
using (var output = new MemoryStream())
{
cs.CopyTo(output);
return output.ToArray();
}
}
}
catch (CryptographicException)
{
return null;
}
}
private byte[] GetNextIV()
{
if (_sessionIv == null)
throw new InvalidOperationException("Session IV not set");
var iv = new byte[16];
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
var counterBytes = BitConverter.GetBytes(counter);
Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
return iv;
}
public void Dispose()
{
if (_sessionKey != null)
{
Array.Clear(_sessionKey, 0, _sessionKey.Length);
_sessionKey = null;
}
}
}
}

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fileFormatVersion: 2
guid: bc06bb57786c7e142b06ec231e5cf709

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@@ -0,0 +1,73 @@
using System;
using System.Collections.Generic;
using System.Threading;
namespace GeoSus.Client
{
// Event dispatcher pro Unity main thread
// Unity může přidat SynchronizationContext, nebo polling z Update()
public class EventDispatcher
{
private readonly Queue<Action> _pendingActions = new Queue<Action>();
private readonly object _lock = new object();
private SynchronizationContext? _syncContext;
public EventDispatcher()
{
// Pokusíme se zachytit aktuální synchronization context (Unity main thread)
_syncContext = SynchronizationContext.Current;
}
// Volat z networking vlákna - naplánuje callback na main thread
public void Post(Action action)
{
if (_syncContext != null)
{
_syncContext.Post(_ => action(), null);
}
else
{
// Fallback - přidáme do fronty pro polling
lock (_lock)
{
_pendingActions.Enqueue(action);
}
}
}
// Volat z Unity Update() pokud není SynchronizationContext
public void ProcessPendingActions()
{
Action[] actions;
lock (_lock)
{
if (_pendingActions.Count == 0) return;
actions = _pendingActions.ToArray();
_pendingActions.Clear();
}
foreach (var action in actions)
{
try
{
action();
}
catch (Exception ex)
{
Console.WriteLine($"EventDispatcher error: {ex}");
}
}
}
public int PendingCount
{
get
{
lock (_lock)
{
return _pendingActions.Count;
}
}
}
}
}

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fileFormatVersion: 2
guid: 1d2251b279edb0147bd274a884ac878b

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@@ -0,0 +1,682 @@
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;
}
/// <summary>
/// Tears down the socket and crypto session. When `transient` is true
/// (network drop, decrypt-failure cascade, anything we expect to retry),
/// the lobby/role/task/state caches are preserved so the post-reconnect
/// flow can re-associate via Reconnect(LobbyId). Default false matches
/// pre-P9 behavior (full state wipe) for explicit user disconnects.
///
/// Critical for the P9 reconnect bug: previously every Disconnect path
/// nuked LobbyId, so by the time GameManager_Network's reconnect coroutine
/// fired, the client had no idea which lobby it had been in - the
/// post-handshake Reconnect call had nothing to send and the server
/// answered the next vote/action with NOT_IN_LOBBY.
/// </summary>
public void Disconnect(string reason = "User disconnected", bool transient = false)
{
_cts?.Cancel();
_tcpClient?.Close();
_tcpClient = null;
_stream = null;
_encryption?.Dispose();
_encryption = null;
if (!transient)
{
LobbyId = null;
JoinCode = null;
CurrentLobbyState = null;
MyRole = null;
MyTasks.Clear();
PlayerPositions.Clear();
Bodies.Clear();
}
// PlayerPositions are stale anyway after a drop, but we keep them so
// the UI doesn't blink avatars off-map mid-meeting; the next position
// broadcast overwrites them. LastEventId is intentionally preserved
// so the Reconnect message can ask the server for missed events.
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($"Send error: {ex.Message}"));
}
}
}
private async Task SendPlainAsync(Message message)
{
if (_stream == null) return;
var data = MessageSerializer.Serialize(message);
await SendDataAsync(data);
}
private void SendData(byte[] data)
{
if (_stream == null) return;
var lengthBuffer = BitConverter.GetBytes(data.Length);
if (BitConverter.IsLittleEndian)
Array.Reverse(lengthBuffer);
_stream.Write(lengthBuffer, 0, 4);
_stream.Write(data, 0, data.Length);
_stream.Flush();
}
private async Task SendDataAsync(byte[] data)
{
if (_stream == null) return;
var lengthBuffer = BitConverter.GetBytes(data.Length);
if (BitConverter.IsLittleEndian)
Array.Reverse(lengthBuffer);
await _stream.WriteAsync(lengthBuffer, 0, 4);
await _stream.WriteAsync(data, 0, data.Length);
await _stream.FlushAsync();
}
#endregion
#region Receiving
private async Task ReceiveLoopAsync(CancellationToken ct)
{
int decryptFailures = 0;
try
{
while (!ct.IsCancellationRequested && IsConnected)
{
var data = await ReadMessageAsync();
if (data == null) break;
var decrypted = _encryption?.Decrypt(data);
if (decrypted == null)
{
decryptFailures++;
if (decryptFailures >= 3)
{
// Transient: keep LobbyId for the reconnect coroutine.
Disconnect("Too many decryption failures", transient: true);
return;
}
continue;
}
decryptFailures = 0;
var message = MessageSerializer.Deserialize(decrypted);
if (message != null)
{
ProcessMessage(message);
}
}
}
catch (Exception ex) when (!ct.IsCancellationRequested)
{
// Transient: TCP RST / read failure is exactly what reconnect was
// designed for. Keep LobbyId so post-reconnect flow can re-attach.
Disconnect($"Connection error: {ex.Message}", transient: true);
}
}
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;
// Ensure we always have a valid lobby state with the creator as owner
if (r.LobbyState != null)
{
CurrentLobbyState = r.LobbyState;
if (string.IsNullOrEmpty(CurrentLobbyState.OwnerId))
CurrentLobbyState.OwnerId = ClientUuid;
}
else
{
CurrentLobbyState = new LobbyState
{
LobbyId = r.LobbyId ?? "",
JoinCode = r.JoinCode ?? "",
OwnerId = ClientUuid
};
}
// Make sure creator appears in the player list
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Insert(0, new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = true,
State = PlayerState.Alive
});
}
}
break;
case JoinLobbyResponse r:
if (r.Success)
{
LobbyId = r.LobbyId;
CurrentLobbyState = r.LobbyState;
JoinCode = r.LobbyState?.JoinCode;
// Ensure self is in the player list
if (CurrentLobbyState != null)
{
if (CurrentLobbyState.Players == null)
CurrentLobbyState.Players = new System.Collections.Generic.List<PlayerInfo>();
if (!CurrentLobbyState.Players.Any(p => p.ClientUuid == ClientUuid))
{
CurrentLobbyState.Players.Add(new PlayerInfo
{
ClientUuid = ClientUuid,
DisplayName = DisplayName,
IsOwner = CurrentLobbyState.OwnerId == ClientUuid,
State = PlayerState.Alive
});
}
}
}
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)
{
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
if (!exists)
{
CurrentLobbyState.Players.Add(new PlayerInfo
{
ClientUuid = joinedPayload.ClientUuid,
DisplayName = joinedPayload.DisplayName,
IsOwner = joinedPayload.ClientUuid == CurrentLobbyState.OwnerId,
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, GameSettingsOverrides? settings = null)
{
// DisplayName is sent on every CreateLobby/JoinLobby so the server
// picks up the live nickname (typed into the input field after the
// ClientHello handshake fired). Without this the server uses the
// ClientHello-time name, which is the GameManager prefab default
// for any user who immediately created/joined a lobby.
Send(new CreateLobby
{
PlayAreaCenter = center,
PlayAreaRadius = playAreaRadius,
ImpostorCount = impostorCount,
TaskCount = taskCount,
Password = password,
Settings = settings,
DisplayName = DisplayName
});
}
public void JoinLobby(string joinCode, string? password = null)
{
Send(new JoinLobby
{
JoinCode = joinCode.ToUpperInvariant(),
Password = password,
DisplayName = DisplayName
});
}
public void LeaveLobby()
{
Send(new LeaveLobby());
LobbyId = null;
JoinCode = null;
CurrentLobbyState = 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();
}
}
}

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