Compare commits
47 Commits
keyinsertm
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8
Assets/ClientSDK.meta
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8
Assets/ClientSDK.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 50a0b21c151e150428fd2803d6b95db0
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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285
Assets/ClientSDK/Encryption.cs
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285
Assets/ClientSDK/Encryption.cs
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@@ -0,0 +1,285 @@
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using System;
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using System.IO;
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using System.Security.Cryptography;
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using System.Text;
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namespace GeoSus.Client
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{
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// Klientská strana šifrování - generuje session key, šifruje RSA, AES-CBC session
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// Používá AES-CBC místo AES-GCM pro kompatibilitu s Unity
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public class ClientEncryption : IDisposable
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{
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private byte[] _sessionKey;
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private byte[] _sessionIv;
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private long _nonceCounter;
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private readonly object _lock = new object();
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// Kontrola, zda je session key nastaven
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public bool HasSessionKey => _sessionKey != null && _sessionIv != null;
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// Generuje nový session key a IV
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public void GenerateSessionKey()
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{
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_sessionKey = new byte[32]; // AES-256
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_sessionIv = new byte[16]; // CBC IV (16 bytes)
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using (var rng = RandomNumberGenerator.Create())
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{
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rng.GetBytes(_sessionKey);
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rng.GetBytes(_sessionIv);
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}
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}
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public byte[] SessionKey => _sessionKey ?? throw new InvalidOperationException("Session key not generated");
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public byte[] SessionIV => _sessionIv ?? throw new InvalidOperationException("Session IV not generated");
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// Zašifruje session key pomocí RSA public key serveru
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public (string EncryptedKey, string EncryptedIV) EncryptSessionKeyForServer(string rsaPublicKeyPem)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not generated");
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using (var rsa = RSA.Create())
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{
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// Parse PEM - extrahuj Base64 obsah
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var pemLines = rsaPublicKeyPem.Split('\n');
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var base64 = new StringBuilder();
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foreach (var line in pemLines)
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{
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var trimmed = line.Trim();
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if (!trimmed.StartsWith("-----") && !string.IsNullOrEmpty(trimmed))
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{
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base64.Append(trimmed);
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}
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}
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var keyBytes = Convert.FromBase64String(base64.ToString());
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// Unity kompatibilní import - parsujeme SubjectPublicKeyInfo ručně
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ImportSubjectPublicKeyInfoManual(rsa, keyBytes);
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// Používáme OaepSHA1 pro Unity kompatibilitu (OaepSHA256 není podporován)
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var encryptedKey = rsa.Encrypt(_sessionKey, RSAEncryptionPadding.OaepSHA1);
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var encryptedIv = rsa.Encrypt(_sessionIv, RSAEncryptionPadding.OaepSHA1);
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return (Convert.ToBase64String(encryptedKey), Convert.ToBase64String(encryptedIv));
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}
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}
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// Ručně parsuje SubjectPublicKeyInfo (DER) a importuje RSA klíč - Unity kompatibilní
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private static void ImportSubjectPublicKeyInfoManual(RSA rsa, byte[] subjectPublicKeyInfo)
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{
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// SubjectPublicKeyInfo ::= SEQUENCE {
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// algorithm AlgorithmIdentifier,
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// subjectPublicKey BIT STRING }
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// RSAPublicKey ::= SEQUENCE { modulus INTEGER, publicExponent INTEGER }
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int index = 0;
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// Outer SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid SubjectPublicKeyInfo");
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ReadLength(subjectPublicKeyInfo, ref index);
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// AlgorithmIdentifier SEQUENCE - skip it
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid AlgorithmIdentifier");
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int algLen = ReadLength(subjectPublicKeyInfo, ref index);
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index += algLen;
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// BIT STRING containing RSAPublicKey
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if (subjectPublicKeyInfo[index++] != 0x03)
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throw new InvalidOperationException("Invalid BIT STRING");
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ReadLength(subjectPublicKeyInfo, ref index);
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index++; // Skip unused bits byte (should be 0)
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// RSAPublicKey SEQUENCE
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if (subjectPublicKeyInfo[index++] != 0x30)
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throw new InvalidOperationException("Invalid RSAPublicKey");
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ReadLength(subjectPublicKeyInfo, ref index);
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// Modulus INTEGER
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byte[] modulus = ReadInteger(subjectPublicKeyInfo, ref index);
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// Exponent INTEGER
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byte[] exponent = ReadInteger(subjectPublicKeyInfo, ref index);
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var parameters = new RSAParameters
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{
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Modulus = modulus,
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Exponent = exponent
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};
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rsa.ImportParameters(parameters);
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}
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private static int ReadLength(byte[] data, ref int index)
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{
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int length = data[index++];
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if ((length & 0x80) != 0)
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{
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int numBytes = length & 0x7F;
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length = 0;
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for (int i = 0; i < numBytes; i++)
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{
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length = (length << 8) | data[index++];
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}
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}
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return length;
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}
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private static byte[] ReadInteger(byte[] data, ref int index)
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{
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if (data[index++] != 0x02)
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throw new InvalidOperationException("Expected INTEGER");
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int length = ReadLength(data, ref index);
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// Skip leading zero if present (used for positive sign in DER)
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int originalLength = length;
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int start = index;
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if (length > 1 && data[start] == 0x00)
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{
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start++;
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length--;
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}
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byte[] result = new byte[length];
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Buffer.BlockCopy(data, start, result, 0, length);
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index += originalLength;
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return result;
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}
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// Šifruje zprávu pomocí AES-256-CBC s HMAC
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public byte[] Encrypt(byte[] plaintext)
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{
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if (_sessionKey == null || _sessionIv == null)
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throw new InvalidOperationException("Session key not set");
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lock (_lock)
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{
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// Generuj unikátní IV pro tuto zprávu
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var iv = GetNextIV();
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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byte[] ciphertext;
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using (var encryptor = aes.CreateEncryptor())
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using (var ms = new MemoryStream())
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{
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using (var cs = new CryptoStream(ms, encryptor, CryptoStreamMode.Write))
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{
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cs.Write(plaintext, 0, plaintext.Length);
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}
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ciphertext = ms.ToArray();
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}
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// Compute HMAC pro integritu
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byte[] hmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toSign = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toSign, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toSign, iv.Length, ciphertext.Length);
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hmac = hmacSha.ComputeHash(toSign);
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}
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// Výstup: [16 bytes IV][32 bytes HMAC][ciphertext]
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var result = new byte[16 + 32 + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, result, 0, 16);
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Buffer.BlockCopy(hmac, 0, result, 16, 32);
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Buffer.BlockCopy(ciphertext, 0, result, 48, ciphertext.Length);
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return result;
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}
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}
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}
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// Dešifruje zprávu pomocí AES-256-CBC s HMAC ověřením
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public byte[] Decrypt(byte[] encrypted)
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{
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if (_sessionKey == null)
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throw new InvalidOperationException("Session key not set");
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if (encrypted.Length < 48) return null;
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try
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{
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var iv = new byte[16];
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var hmac = new byte[32];
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var ciphertext = new byte[encrypted.Length - 48];
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Buffer.BlockCopy(encrypted, 0, iv, 0, 16);
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Buffer.BlockCopy(encrypted, 16, hmac, 0, 32);
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Buffer.BlockCopy(encrypted, 48, ciphertext, 0, ciphertext.Length);
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// Ověř HMAC
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byte[] expectedHmac;
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using (var hmacSha = new HMACSHA256(_sessionKey))
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{
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var toVerify = new byte[iv.Length + ciphertext.Length];
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Buffer.BlockCopy(iv, 0, toVerify, 0, iv.Length);
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Buffer.BlockCopy(ciphertext, 0, toVerify, iv.Length, ciphertext.Length);
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expectedHmac = hmacSha.ComputeHash(toVerify);
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}
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// Constant-time compare
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var diff = 0;
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for (int i = 0; i < 32; i++)
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{
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diff |= hmac[i] ^ expectedHmac[i];
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}
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if (diff != 0) return null; // HMAC mismatch
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using (var aes = Aes.Create())
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{
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aes.Key = _sessionKey;
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aes.IV = iv;
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aes.Mode = CipherMode.CBC;
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aes.Padding = PaddingMode.PKCS7;
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using (var decryptor = aes.CreateDecryptor())
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using (var ms = new MemoryStream(ciphertext))
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using (var cs = new CryptoStream(ms, decryptor, CryptoStreamMode.Read))
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using (var output = new MemoryStream())
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|
{
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cs.CopyTo(output);
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return output.ToArray();
|
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|
}
|
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|
}
|
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|
}
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|
catch (CryptographicException)
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|
{
|
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|
return null;
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|
}
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|
}
|
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|
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|
private byte[] GetNextIV()
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|
{
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|
if (_sessionIv == null)
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|
throw new InvalidOperationException("Session IV not set");
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|
|
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var iv = new byte[16];
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|
Buffer.BlockCopy(_sessionIv, 0, iv, 0, 8);
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var counter = System.Threading.Interlocked.Increment(ref _nonceCounter);
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var counterBytes = BitConverter.GetBytes(counter);
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Buffer.BlockCopy(counterBytes, 0, iv, 8, 8);
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|
|
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|
return iv;
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|
}
|
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|
|
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|
public void Dispose()
|
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|
{
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|
if (_sessionKey != null)
|
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|
{
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|
Array.Clear(_sessionKey, 0, _sessionKey.Length);
|
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|
_sessionKey = null;
|
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|
}
|
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|
}
|
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|
}
|
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|
}
|
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2
Assets/ClientSDK/Encryption.cs.meta
Normal file
2
Assets/ClientSDK/Encryption.cs.meta
Normal file
@@ -0,0 +1,2 @@
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|
fileFormatVersion: 2
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|
guid: bc06bb57786c7e142b06ec231e5cf709
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73
Assets/ClientSDK/EventDispatcher.cs
Normal file
73
Assets/ClientSDK/EventDispatcher.cs
Normal file
@@ -0,0 +1,73 @@
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|
using System;
|
||||||
|
using System.Collections.Generic;
|
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|
using System.Threading;
|
||||||
|
|
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|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
2
Assets/ClientSDK/EventDispatcher.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1d2251b279edb0147bd274a884ac878b
|
||||||
607
Assets/ClientSDK/GameClient.cs
Normal file
607
Assets/ClientSDK/GameClient.cs
Normal file
@@ -0,0 +1,607 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Net.Sockets;
|
||||||
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace GeoSus.Client
|
||||||
|
{
|
||||||
|
// Hlavní klientská třída pro připojení k serveru
|
||||||
|
public class GameClient : IDisposable
|
||||||
|
{
|
||||||
|
private TcpClient? _tcpClient;
|
||||||
|
private NetworkStream? _stream;
|
||||||
|
private ClientEncryption? _encryption;
|
||||||
|
private CancellationTokenSource? _cts;
|
||||||
|
private Task? _receiveTask;
|
||||||
|
private int _clientSeq;
|
||||||
|
private readonly object _sendLock = new object();
|
||||||
|
private bool _handshakeComplete;
|
||||||
|
|
||||||
|
public string ClientUuid { get; }
|
||||||
|
public string DisplayName { get; set; }
|
||||||
|
public bool IsConnected => _tcpClient?.Connected ?? false;
|
||||||
|
public bool IsReady => IsConnected && _handshakeComplete && (_encryption?.HasSessionKey ?? false);
|
||||||
|
public EventDispatcher Dispatcher { get; }
|
||||||
|
|
||||||
|
// Events - voláno na main thread přes dispatcher
|
||||||
|
public event Action? OnConnected;
|
||||||
|
public event Action<string>? OnDisconnected;
|
||||||
|
public event Action<string>? OnError;
|
||||||
|
public event Action<Message>? OnMessage;
|
||||||
|
public event Action<GameEvent>? OnGameEvent;
|
||||||
|
|
||||||
|
// Lobby state
|
||||||
|
public string? LobbyId { get; private set; }
|
||||||
|
public string? JoinCode { get; private set; }
|
||||||
|
public LobbyState? CurrentLobbyState { get; private set; }
|
||||||
|
public PlayerRole? MyRole { get; private set; }
|
||||||
|
public List<GameTask> MyTasks { get; } = new List<GameTask>();
|
||||||
|
public Position MyPosition { get; set; }
|
||||||
|
public Dictionary<string, PlayerPositionInfo> PlayerPositions { get; } = new Dictionary<string, PlayerPositionInfo>();
|
||||||
|
public List<Body> Bodies { get; } = new List<Body>();
|
||||||
|
public int Ping { get; private set; }
|
||||||
|
public long LastEventId { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>Returns true if this client is the current lobby owner</summary>
|
||||||
|
public bool IsOwner => CurrentLobbyState?.OwnerId == ClientUuid;
|
||||||
|
|
||||||
|
public GameClient(string clientUuid, string displayName)
|
||||||
|
{
|
||||||
|
ClientUuid = clientUuid;
|
||||||
|
DisplayName = displayName;
|
||||||
|
Dispatcher = new EventDispatcher();
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Connection
|
||||||
|
|
||||||
|
public async Task<bool> ConnectAsync(string host, int port)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
_tcpClient = new TcpClient();
|
||||||
|
await _tcpClient.ConnectAsync(host, port);
|
||||||
|
_stream = _tcpClient.GetStream();
|
||||||
|
_encryption = new ClientEncryption();
|
||||||
|
_cts = new CancellationTokenSource();
|
||||||
|
|
||||||
|
// Handshake
|
||||||
|
if (!await PerformHandshakeAsync())
|
||||||
|
{
|
||||||
|
Disconnect("Handshake failed");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spustíme příjem zpráv
|
||||||
|
_receiveTask = Task.Run(() => ReceiveLoopAsync(_cts.Token));
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnConnected?.Invoke());
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Dispatcher.Post(() => OnError?.Invoke(ex.Message));
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task<bool> PerformHandshakeAsync()
|
||||||
|
{
|
||||||
|
if (_stream == null || _encryption == null) return false;
|
||||||
|
|
||||||
|
// 1. ClientHello
|
||||||
|
var hello = new ClientHello
|
||||||
|
{
|
||||||
|
ClientUuid = ClientUuid,
|
||||||
|
DisplayName = DisplayName
|
||||||
|
};
|
||||||
|
await SendPlainAsync(hello);
|
||||||
|
|
||||||
|
// 2. ServerHello
|
||||||
|
var serverHelloData = await ReadMessageAsync();
|
||||||
|
if (serverHelloData == null) return false;
|
||||||
|
|
||||||
|
var serverHello = MessageSerializer.Deserialize(serverHelloData) as ServerHello;
|
||||||
|
if (serverHello == null) return false;
|
||||||
|
|
||||||
|
// 3. Generujeme session key a šifrujeme RSA
|
||||||
|
_encryption.GenerateSessionKey();
|
||||||
|
var (encKey, encIv) = _encryption.EncryptSessionKeyForServer(serverHello.RsaPublicKeyPem);
|
||||||
|
|
||||||
|
var keyExchange = new KeyExchange
|
||||||
|
{
|
||||||
|
EncryptedSessionKey = encKey,
|
||||||
|
EncryptedIV = encIv
|
||||||
|
};
|
||||||
|
await SendPlainAsync(keyExchange);
|
||||||
|
|
||||||
|
// 4. KeyExchangeAck (šifrovaně)
|
||||||
|
var ackData = await ReadMessageAsync();
|
||||||
|
if (ackData == null) return false;
|
||||||
|
|
||||||
|
var decrypted = _encryption.Decrypt(ackData);
|
||||||
|
if (decrypted == null) return false;
|
||||||
|
|
||||||
|
var ack = MessageSerializer.Deserialize(decrypted) as KeyExchangeAck;
|
||||||
|
if (ack?.Status == "success")
|
||||||
|
{
|
||||||
|
_handshakeComplete = true;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Disconnect(string reason = "User disconnected")
|
||||||
|
{
|
||||||
|
_cts?.Cancel();
|
||||||
|
_tcpClient?.Close();
|
||||||
|
_tcpClient = null;
|
||||||
|
_stream = null;
|
||||||
|
_encryption?.Dispose();
|
||||||
|
_encryption = null;
|
||||||
|
|
||||||
|
LobbyId = null;
|
||||||
|
JoinCode = null;
|
||||||
|
CurrentLobbyState = null;
|
||||||
|
MyRole = null;
|
||||||
|
MyTasks.Clear();
|
||||||
|
PlayerPositions.Clear();
|
||||||
|
Bodies.Clear();
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnDisconnected?.Invoke(reason));
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Sending
|
||||||
|
|
||||||
|
public void Send(Message message)
|
||||||
|
{
|
||||||
|
if (_stream == null || _encryption == null || !IsConnected) return;
|
||||||
|
|
||||||
|
message.ClientSeq = Interlocked.Increment(ref _clientSeq);
|
||||||
|
if (string.IsNullOrEmpty(message.ActionId))
|
||||||
|
{
|
||||||
|
message.ActionId = Guid.NewGuid().ToString("N").Substring(0, 8);
|
||||||
|
}
|
||||||
|
|
||||||
|
var plain = MessageSerializer.Serialize(message);
|
||||||
|
var encrypted = _encryption.Encrypt(plain);
|
||||||
|
|
||||||
|
lock (_sendLock)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
SendData(encrypted);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Dispatcher.Post(() => OnError?.Invoke($"Send error: {ex.Message}"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task SendPlainAsync(Message message)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
var data = MessageSerializer.Serialize(message);
|
||||||
|
await SendDataAsync(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SendData(byte[] data)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
|
||||||
|
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
|
||||||
|
_stream.Write(lengthBuffer, 0, 4);
|
||||||
|
_stream.Write(data, 0, data.Length);
|
||||||
|
_stream.Flush();
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task SendDataAsync(byte[] data)
|
||||||
|
{
|
||||||
|
if (_stream == null) return;
|
||||||
|
|
||||||
|
var lengthBuffer = BitConverter.GetBytes(data.Length);
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
|
||||||
|
await _stream.WriteAsync(lengthBuffer, 0, 4);
|
||||||
|
await _stream.WriteAsync(data, 0, data.Length);
|
||||||
|
await _stream.FlushAsync();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Receiving
|
||||||
|
|
||||||
|
private async Task ReceiveLoopAsync(CancellationToken ct)
|
||||||
|
{
|
||||||
|
int decryptFailures = 0;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
while (!ct.IsCancellationRequested && IsConnected)
|
||||||
|
{
|
||||||
|
var data = await ReadMessageAsync();
|
||||||
|
if (data == null) break;
|
||||||
|
|
||||||
|
var decrypted = _encryption?.Decrypt(data);
|
||||||
|
if (decrypted == null)
|
||||||
|
{
|
||||||
|
decryptFailures++;
|
||||||
|
if (decryptFailures >= 3)
|
||||||
|
{
|
||||||
|
Disconnect("Too many decryption failures");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
decryptFailures = 0;
|
||||||
|
|
||||||
|
var message = MessageSerializer.Deserialize(decrypted);
|
||||||
|
if (message != null)
|
||||||
|
{
|
||||||
|
ProcessMessage(message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex) when (!ct.IsCancellationRequested)
|
||||||
|
{
|
||||||
|
Disconnect($"Connection error: {ex.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async Task<byte[]?> ReadMessageAsync()
|
||||||
|
{
|
||||||
|
if (_stream == null) return null;
|
||||||
|
|
||||||
|
var lengthBuffer = new byte[4];
|
||||||
|
var read = await _stream.ReadAsync(lengthBuffer, 0, 4);
|
||||||
|
if (read < 4) return null;
|
||||||
|
|
||||||
|
if (BitConverter.IsLittleEndian)
|
||||||
|
Array.Reverse(lengthBuffer);
|
||||||
|
var length = BitConverter.ToInt32(lengthBuffer, 0);
|
||||||
|
|
||||||
|
if (length <= 0 || length > 1048576) return null;
|
||||||
|
|
||||||
|
var buffer = new byte[length];
|
||||||
|
var totalRead = 0;
|
||||||
|
while (totalRead < length)
|
||||||
|
{
|
||||||
|
read = await _stream.ReadAsync(buffer, totalRead, length - totalRead);
|
||||||
|
if (read == 0) return null;
|
||||||
|
totalRead += read;
|
||||||
|
}
|
||||||
|
|
||||||
|
return buffer;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessMessage(Message message)
|
||||||
|
{
|
||||||
|
// Zpracujeme speciální typy
|
||||||
|
switch (message)
|
||||||
|
{
|
||||||
|
case CreateLobbyResponse r:
|
||||||
|
if (r.Success)
|
||||||
|
{
|
||||||
|
LobbyId = r.LobbyId;
|
||||||
|
JoinCode = r.JoinCode;
|
||||||
|
CurrentLobbyState = r.LobbyState;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case JoinLobbyResponse r:
|
||||||
|
if (r.Success)
|
||||||
|
{
|
||||||
|
LobbyId = r.LobbyId;
|
||||||
|
CurrentLobbyState = r.LobbyState;
|
||||||
|
JoinCode = r.LobbyState?.JoinCode;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case PositionBroadcast b:
|
||||||
|
ProcessPositionBroadcast(b);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case Pong p:
|
||||||
|
var now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
|
||||||
|
Ping = (int)(now - p.ClientTime);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case GameEvent evt:
|
||||||
|
ProcessGameEvent(evt);
|
||||||
|
Dispatcher.Post(() => OnGameEvent?.Invoke(evt));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
Dispatcher.Post(() => OnMessage?.Invoke(message));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessPositionBroadcast(PositionBroadcast broadcast)
|
||||||
|
{
|
||||||
|
PlayerPositions.Clear();
|
||||||
|
foreach (var player in broadcast.Players)
|
||||||
|
{
|
||||||
|
PlayerPositions[player.ClientUuid] = player;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ProcessGameEvent(GameEvent evt)
|
||||||
|
{
|
||||||
|
LastEventId = evt.EventId;
|
||||||
|
|
||||||
|
switch (evt.EventType)
|
||||||
|
{
|
||||||
|
case "PlayerJoined":
|
||||||
|
// Add player to lobby state
|
||||||
|
var joinedPayload = evt.GetPayload<PlayerJoinedPayload>();
|
||||||
|
if (joinedPayload != null && CurrentLobbyState?.Players != null)
|
||||||
|
{
|
||||||
|
// Check if player already exists
|
||||||
|
bool exists = CurrentLobbyState.Players.Any(p => p.ClientUuid == joinedPayload.ClientUuid);
|
||||||
|
if (!exists)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Players.Add(new PlayerInfo
|
||||||
|
{
|
||||||
|
ClientUuid = joinedPayload.ClientUuid,
|
||||||
|
DisplayName = joinedPayload.DisplayName,
|
||||||
|
IsOwner = false,
|
||||||
|
IsReady = false,
|
||||||
|
State = PlayerState.Alive
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "PlayerLeft":
|
||||||
|
// Remove player from lobby state
|
||||||
|
var leftPayload = evt.GetPayload<PlayerLeftPayload>();
|
||||||
|
if (leftPayload != null && CurrentLobbyState?.Players != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Players.RemoveAll(p => p.ClientUuid == leftPayload.ClientUuid);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "HostChanged":
|
||||||
|
// Update lobby owner
|
||||||
|
var hostPayload = evt.GetPayload<HostChangedPayload>();
|
||||||
|
if (hostPayload != null && CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.OwnerId = hostPayload.NewHostId;
|
||||||
|
// Update IsOwner flag on all players
|
||||||
|
foreach (var player in CurrentLobbyState.Players)
|
||||||
|
{
|
||||||
|
player.IsOwner = player.ClientUuid == hostPayload.NewHostId;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameStarting":
|
||||||
|
// Game is entering loading phase - update lobby state if available
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Loading;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "MapDataReady":
|
||||||
|
// Map data received - store it and send confirmation
|
||||||
|
var mapDataPayload = evt.GetPayload<MapDataReadyPayload>();
|
||||||
|
if (mapDataPayload != null && CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.MapData = mapDataPayload.MapData;
|
||||||
|
CurrentLobbyState.MapDataReady = true;
|
||||||
|
}
|
||||||
|
// Send confirmation to server
|
||||||
|
Send(new MapDataReceived());
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameStarted":
|
||||||
|
// Game officially started - update phase
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "RoleAssigned":
|
||||||
|
var rolePayload = evt.GetPayload<RoleAssignedPayload>();
|
||||||
|
if (rolePayload != null && rolePayload.ClientUuid == ClientUuid)
|
||||||
|
{
|
||||||
|
MyRole = rolePayload.Role;
|
||||||
|
MyTasks.Clear();
|
||||||
|
if (rolePayload.Tasks != null)
|
||||||
|
{
|
||||||
|
MyTasks.AddRange(rolePayload.Tasks);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "PlayerKilled":
|
||||||
|
var killPayload = evt.GetPayload<PlayerKilledPayload>();
|
||||||
|
if (killPayload != null)
|
||||||
|
{
|
||||||
|
Bodies.Add(new Body
|
||||||
|
{
|
||||||
|
BodyId = killPayload.BodyId,
|
||||||
|
VictimId = killPayload.VictimId,
|
||||||
|
Location = killPayload.Location
|
||||||
|
});
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "MeetingStarted":
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Meeting;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "VotingClosed":
|
||||||
|
Bodies.Clear(); // Bodies zmizí po meetingu
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Playing;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "GameEnded":
|
||||||
|
if (CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
CurrentLobbyState.Phase = GamePhase.Ended;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Game Actions
|
||||||
|
|
||||||
|
public void CreateLobby(Position? center = null, int impostorCount = 1, int taskCount = 5, string? password = null, double playAreaRadius = 500)
|
||||||
|
{
|
||||||
|
Send(new CreateLobby
|
||||||
|
{
|
||||||
|
PlayAreaCenter = center,
|
||||||
|
PlayAreaRadius = playAreaRadius,
|
||||||
|
ImpostorCount = impostorCount,
|
||||||
|
TaskCount = taskCount,
|
||||||
|
Password = password
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void JoinLobby(string joinCode, string? password = null)
|
||||||
|
{
|
||||||
|
Send(new JoinLobby
|
||||||
|
{
|
||||||
|
JoinCode = joinCode.ToUpperInvariant(),
|
||||||
|
Password = password
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LeaveLobby()
|
||||||
|
{
|
||||||
|
Send(new LeaveLobby());
|
||||||
|
LobbyId = null;
|
||||||
|
JoinCode = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
Send(new StartGame());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReturnToLobby()
|
||||||
|
{
|
||||||
|
Send(new ReturnToLobby());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdatePosition(Position position)
|
||||||
|
{
|
||||||
|
MyPosition = position;
|
||||||
|
Send(new UpdatePosition { Position = position });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Kill(string targetUuid)
|
||||||
|
{
|
||||||
|
Send(new KillAttempt { TargetClientUuid = targetUuid });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReportBody(string bodyId)
|
||||||
|
{
|
||||||
|
Send(new ReportBody { BodyId = bodyId });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void CallEmergencyMeeting()
|
||||||
|
{
|
||||||
|
Send(new CallEmergencyMeeting());
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Vote(string? targetUuid)
|
||||||
|
{
|
||||||
|
Send(new CastVote { TargetClientUuid = targetUuid });
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Pokus o dokončení tasku. Server ověří že hráč je na správné pozici.
|
||||||
|
/// </summary>
|
||||||
|
public void CompleteTask(string taskId)
|
||||||
|
{
|
||||||
|
Send(new TaskComplete { TaskId = taskId });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SendPing()
|
||||||
|
{
|
||||||
|
Send(new Ping { ClientTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() });
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reconnect(string lobbyId)
|
||||||
|
{
|
||||||
|
Send(new Reconnect { LobbyId = lobbyId, LastEventId = LastEventId });
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Helpers
|
||||||
|
|
||||||
|
public Body? FindNearbyBody(double maxDistance)
|
||||||
|
{
|
||||||
|
foreach (var body in Bodies)
|
||||||
|
{
|
||||||
|
if (MyPosition.DistanceTo(body.Location) <= maxDistance)
|
||||||
|
{
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public string? FindNearbyPlayer(double maxDistance, bool aliveOnly = true)
|
||||||
|
{
|
||||||
|
foreach (var (uuid, info) in PlayerPositions)
|
||||||
|
{
|
||||||
|
if (uuid == ClientUuid) continue;
|
||||||
|
if (aliveOnly && info.State != PlayerState.Alive) continue;
|
||||||
|
|
||||||
|
if (MyPosition.DistanceTo(info.Position) <= maxDistance)
|
||||||
|
{
|
||||||
|
return uuid;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameTask? FindNearbyTask(double maxDistance)
|
||||||
|
{
|
||||||
|
foreach (var task in MyTasks)
|
||||||
|
{
|
||||||
|
if (MyPosition.DistanceTo(task.Location) <= maxDistance)
|
||||||
|
{
|
||||||
|
return task;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Volat z Unity Update() pro zpracování callbacků
|
||||||
|
public void Update()
|
||||||
|
{
|
||||||
|
Dispatcher.ProcessPendingActions();
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
public void Dispose()
|
||||||
|
{
|
||||||
|
Disconnect("Disposed");
|
||||||
|
_encryption?.Dispose();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
2
Assets/ClientSDK/GameClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 91e0f647c37b0b94b83f53bb854db28c
|
||||||
1055
Assets/ClientSDK/Protocol.cs
Normal file
1055
Assets/ClientSDK/Protocol.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
2
Assets/ClientSDK/Protocol.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 14463228dfea2264ebfc36c3a7dc4b99
|
||||||
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
1992
Assets/ClientSDK/SimulatorClient.cs
Normal file
File diff suppressed because it is too large
Load Diff
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
2
Assets/ClientSDK/SimulatorClient.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 80ef0979df5d1fe489225f3e5edadc5c
|
||||||
8
Assets/ClientSDK/bin.meta
Normal file
8
Assets/ClientSDK/bin.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3a4035bdb812fee4f96cb1aa1b24c999
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/ClientSDK/obj.meta
Normal file
8
Assets/ClientSDK/obj.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 131d9de257c8edc49991d792c6e702f6
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
92
Assets/GameManager/AreaMat.mat
Normal file
92
Assets/GameManager/AreaMat.mat
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: AreaMat
|
||||||
|
m_Shader: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _AlphaTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _BumpMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailAlbedoMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailMask:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _DetailNormalMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _EmissionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MainTex:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _MetallicGlossMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _OcclusionMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
- _ParallaxMap:
|
||||||
|
m_Texture: {fileID: 0}
|
||||||
|
m_Scale: {x: 1, y: 1}
|
||||||
|
m_Offset: {x: 0, y: 0}
|
||||||
|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- PixelSnap: 0
|
||||||
|
- _BumpScale: 1
|
||||||
|
- _Cutoff: 0.5
|
||||||
|
- _DetailNormalMapScale: 1
|
||||||
|
- _DstBlend: 0
|
||||||
|
- _EnableExternalAlpha: 0
|
||||||
|
- _GlossMapScale: 1
|
||||||
|
- _Glossiness: 0.5
|
||||||
|
- _GlossyReflections: 1
|
||||||
|
- _Metallic: 0
|
||||||
|
- _Mode: 0
|
||||||
|
- _OcclusionStrength: 1
|
||||||
|
- _Parallax: 0.02
|
||||||
|
- _SmoothnessTextureChannel: 0
|
||||||
|
- _SpecularHighlights: 1
|
||||||
|
- _SrcBlend: 1
|
||||||
|
- _UVSec: 0
|
||||||
|
- _ZWrite: 1
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 0.0813297, g: 1, b: 0, a: 1}
|
||||||
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
|
- _Flip: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
|
m_BuildTextureStacks: []
|
||||||
|
m_AllowLocking: 1
|
||||||
8
Assets/GameManager/AreaMat.mat.meta
Normal file
8
Assets/GameManager/AreaMat.mat.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5a46533bdf4003449bc9146ccef44e27
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
148
Assets/GameManager/GameManager.cs
Normal file
148
Assets/GameManager/GameManager.cs
Normal file
@@ -0,0 +1,148 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using GeoSus.Client;
|
||||||
|
using Subsystems;
|
||||||
|
using System.Collections;
|
||||||
|
using System;
|
||||||
|
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 GameManager_Map mapSubsystem;
|
||||||
|
protected GameManager_Input inputSubsystem;
|
||||||
|
|
||||||
|
protected GameClient gameClient;
|
||||||
|
|
||||||
|
[Header("Player Info")]
|
||||||
|
public string displayName;
|
||||||
|
|
||||||
|
[Header("UI Elements")]
|
||||||
|
public Canvas JoinCreateLobby;
|
||||||
|
public Canvas InLobby;
|
||||||
|
public Canvas LoadingScreen;
|
||||||
|
public Canvas GameScreen;
|
||||||
|
|
||||||
|
|
||||||
|
[Header("Map")]
|
||||||
|
public GameObject MapCenterPoint;
|
||||||
|
public BuildingSettings buildingSettings;
|
||||||
|
public PathwaySettings pathwaySettings;
|
||||||
|
public AreaSettings areaSettings;
|
||||||
|
|
||||||
|
[Header("GPS")]
|
||||||
|
public GameObject Player;
|
||||||
|
|
||||||
|
[Header("Debug")]
|
||||||
|
public bool testMode = false;
|
||||||
|
private GameClient _secondClient;
|
||||||
|
private GameClient _thirdClient;
|
||||||
|
private GameManager_Network _secondNetwork;
|
||||||
|
private GameManager_Network _thirdNetwork;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
DontDestroyOnLoad(this);
|
||||||
|
if (displayName == null || displayName == "")
|
||||||
|
{
|
||||||
|
displayName = GenerateUsername();
|
||||||
|
}
|
||||||
|
if (testMode)
|
||||||
|
{
|
||||||
|
_secondClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
|
_secondNetwork = new GameManager_Network(_secondClient);
|
||||||
|
_thirdClient = new GameClient(GenerateUUID(), GenerateUsername());
|
||||||
|
_thirdNetwork = new GameManager_Network(_thirdClient);
|
||||||
|
|
||||||
|
_secondNetwork.OpenConection();
|
||||||
|
_thirdNetwork.OpenConection();
|
||||||
|
}
|
||||||
|
gameClient = new GameClient(GenerateUUID(), displayName);
|
||||||
|
uiSubsystem = new GameManager_UI(gameClient, JoinCreateLobby, InLobby, LoadingScreen, GameScreen);
|
||||||
|
networkSubsystem = new GameManager_Network(gameClient);
|
||||||
|
mapSubsystem = new GameManager_Map(gameClient, MapCenterPoint, buildingSettings, pathwaySettings, areaSettings);
|
||||||
|
inputSubsystem = new GameManager_Input(gameClient, Player, testMode);
|
||||||
|
networkSubsystem.OpenConection();
|
||||||
|
}
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (gameClient.CurrentLobbyState != null)
|
||||||
|
{
|
||||||
|
uiSubsystem.UpdateLobbyUI();
|
||||||
|
}
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (gameClient.CurrentLobbyState.MapDataReady)
|
||||||
|
{
|
||||||
|
mapSubsystem.BuildMap();
|
||||||
|
gameClient.CurrentLobbyState.MapDataReady = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (NullReferenceException ex) { }
|
||||||
|
inputSubsystem.positionCheck();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
protected string GenerateUUID()
|
||||||
|
{
|
||||||
|
string UUID = System.Guid.NewGuid().ToString();
|
||||||
|
Debug.Log(UUID);
|
||||||
|
return UUID;
|
||||||
|
}
|
||||||
|
protected string GenerateUsername()
|
||||||
|
{
|
||||||
|
string Username = UnityEngine.Random.Range(0,10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString() + UnityEngine.Random.Range(0, 10).ToString();
|
||||||
|
Debug.Log(Username);
|
||||||
|
return Username;
|
||||||
|
}
|
||||||
|
public void CreateLobbyButton()
|
||||||
|
{
|
||||||
|
networkSubsystem.CrateLobby(50.7727264, 15.0719876);
|
||||||
|
if (testMode)
|
||||||
|
{
|
||||||
|
StartCoroutine(ConnectTestClients());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
public void StartGameButton()
|
||||||
|
{
|
||||||
|
networkSubsystem.StartGame();
|
||||||
|
}
|
||||||
|
void OnApplicationQuit()
|
||||||
|
{
|
||||||
|
gameClient.Disconnect();
|
||||||
|
_secondClient?.Disconnect();
|
||||||
|
_thirdClient?.Disconnect();
|
||||||
|
}
|
||||||
|
IEnumerator ConnectTestClients()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(2f);
|
||||||
|
_secondNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
|
_thirdNetwork.JoinLobby(gameClient.CurrentLobbyState.JoinCode);
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager.cs.meta
Normal file
2
Assets/GameManager/GameManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 22bf82e679cf6e1419440d236360ba3b
|
||||||
926
Assets/GameManager/GameManager_Input.cs
Normal file
926
Assets/GameManager/GameManager_Input.cs
Normal file
@@ -0,0 +1,926 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
internal class CoroutineHost : MonoBehaviour
|
||||||
|
{
|
||||||
|
public CoroutineHost() { }
|
||||||
|
}
|
||||||
|
internal enum GPSState
|
||||||
|
{
|
||||||
|
Uninitialized,
|
||||||
|
Initializing,
|
||||||
|
Running,
|
||||||
|
Failed
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Position source backend. Selectable at runtime via the GPS overlay
|
||||||
|
/// "Source" button so the user can recover when one path misbehaves on
|
||||||
|
/// their phone:
|
||||||
|
/// Auto - JNI: subscribe to gps + network, pick most recent fix.
|
||||||
|
/// GpsOnly - JNI: subscribe to gps only (network's frequent indoor
|
||||||
|
/// fixes don't drown out the slower-but-precise gps fix).
|
||||||
|
/// NetworkOnly - JNI: subscribe to network only (cell tower / WiFi).
|
||||||
|
/// Useful indoors when no satellite lock is possible.
|
||||||
|
/// UnityInput - Unity's Input.location wrapper. Verified to hang on
|
||||||
|
/// Mi 9T / A20e (which is why JNI exists), but works on
|
||||||
|
/// newer Android where the JNI streaming-callbacks path
|
||||||
|
/// silently doesn't fire (MIUI/HyperOS battery saver,
|
||||||
|
/// approximate-vs-precise permission split, minDistance
|
||||||
|
/// gating on stationary phones).
|
||||||
|
/// EditorWasd - WASD-driven simulated position. Available regardless
|
||||||
|
/// of testMode flag so desktop builds and editor sessions
|
||||||
|
/// can navigate the map without real GPS.
|
||||||
|
/// </summary>
|
||||||
|
public enum PositionSource
|
||||||
|
{
|
||||||
|
Auto,
|
||||||
|
GpsOnly,
|
||||||
|
NetworkOnly,
|
||||||
|
UnityInput,
|
||||||
|
EditorWasd,
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
/// <summary>
|
||||||
|
/// Bridges android.location.LocationListener to managed code. The method
|
||||||
|
/// names here must match Java's LocationListener interface exactly so
|
||||||
|
/// AndroidJavaProxy's reflection dispatcher can find them.
|
||||||
|
/// </summary>
|
||||||
|
internal class AndroidLocationProxy : AndroidJavaProxy
|
||||||
|
{
|
||||||
|
public AndroidLocationProvider Owner { get; set; }
|
||||||
|
public AndroidLocationProxy() : base("android.location.LocationListener") { }
|
||||||
|
|
||||||
|
// Called by Android each time a new fix arrives from the registered provider.
|
||||||
|
public void onLocationChanged(AndroidJavaObject location)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (location == null) return;
|
||||||
|
double lat = location.Call<double>("getLatitude");
|
||||||
|
double lon = location.Call<double>("getLongitude");
|
||||||
|
long t = location.Call<long>("getTime");
|
||||||
|
string provider = "";
|
||||||
|
try { provider = location.Call<string>("getProvider"); } catch { }
|
||||||
|
// Streaming callbacks are LIVE (never cached). The cached path
|
||||||
|
// calls UpdateLocation directly with isCached=true.
|
||||||
|
Owner?.UpdateLocation(lat, lon, t, provider, isCached: false);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[GPS-JNI] onLocationChanged failed: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Required by the LocationListener interface even if we don't use them.
|
||||||
|
// Missing methods cause java.lang.AbstractMethodError at runtime.
|
||||||
|
public void onStatusChanged(string provider, int status, AndroidJavaObject extras) { }
|
||||||
|
public void onProviderEnabled(string provider) { }
|
||||||
|
public void onProviderDisabled(string provider) { }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Direct wrapper around android.location.LocationManager via JNI, used as
|
||||||
|
/// a replacement for Unity's Input.location on Android when the user picks
|
||||||
|
/// Auto/GpsOnly/NetworkOnly. Subscribed providers are configurable so the
|
||||||
|
/// position-source picker can rewire live without restart.
|
||||||
|
/// </summary>
|
||||||
|
internal class AndroidLocationProvider
|
||||||
|
{
|
||||||
|
private AndroidJavaObject _activity;
|
||||||
|
private AndroidJavaObject _locationManager;
|
||||||
|
private AndroidLocationProxy _gpsListener;
|
||||||
|
private AndroidLocationProxy _networkListener;
|
||||||
|
private double _lat, _lon;
|
||||||
|
private long _lastTimeMillis;
|
||||||
|
private long _lastLiveTimeMillis; // Time of most recent NON-cached fix.
|
||||||
|
private bool _hasFix;
|
||||||
|
private bool _hasLiveFix; // True once any streaming callback fired.
|
||||||
|
private string _activeProvider = "";
|
||||||
|
|
||||||
|
// Captured at Initialize() so the diagnostic can report
|
||||||
|
// "GPS provider DISABLED, only network enabled" etc.
|
||||||
|
private bool _gpsProviderEnabled;
|
||||||
|
private bool _networkProviderEnabled;
|
||||||
|
private bool _gpsLastKnownExists;
|
||||||
|
private bool _networkLastKnownExists;
|
||||||
|
private string _enabledProvidersList = "";
|
||||||
|
|
||||||
|
// Subscription scope - set in Initialize, used in Shutdown to know
|
||||||
|
// which listeners we registered.
|
||||||
|
private bool _subscribedGps;
|
||||||
|
private bool _subscribedNetwork;
|
||||||
|
|
||||||
|
public bool HasFix => _hasFix;
|
||||||
|
public bool HasLiveFix => _hasLiveFix;
|
||||||
|
public long LastLiveTimeMillis => _lastLiveTimeMillis;
|
||||||
|
public long LastTimeMillis => _lastTimeMillis;
|
||||||
|
public double Lat => _lat;
|
||||||
|
public double Lon => _lon;
|
||||||
|
public string ActiveProvider => _activeProvider;
|
||||||
|
public bool GpsProviderEnabled => _gpsProviderEnabled;
|
||||||
|
public bool NetworkProviderEnabled => _networkProviderEnabled;
|
||||||
|
public bool GpsLastKnownExists => _gpsLastKnownExists;
|
||||||
|
public bool NetworkLastKnownExists => _networkLastKnownExists;
|
||||||
|
public string EnabledProvidersList => _enabledProvidersList;
|
||||||
|
public bool SubscribedGps => _subscribedGps;
|
||||||
|
public bool SubscribedNetwork => _subscribedNetwork;
|
||||||
|
|
||||||
|
public bool Initialize(out string error, bool useGps, bool useNetwork)
|
||||||
|
{
|
||||||
|
error = "";
|
||||||
|
try
|
||||||
|
{
|
||||||
|
using (var unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"))
|
||||||
|
{
|
||||||
|
_activity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");
|
||||||
|
}
|
||||||
|
if (_activity == null) { error = "no current activity"; return false; }
|
||||||
|
|
||||||
|
_locationManager = _activity.Call<AndroidJavaObject>("getSystemService", "location");
|
||||||
|
if (_locationManager == null) { error = "getSystemService(\"location\") returned null"; return false; }
|
||||||
|
|
||||||
|
// Capture provider enable state up front so the diagnostic
|
||||||
|
// can distinguish "provider disabled at OS level" from
|
||||||
|
// "provider enabled but produced no fix yet".
|
||||||
|
_gpsProviderEnabled = SafeIsProviderEnabled("gps");
|
||||||
|
_networkProviderEnabled = SafeIsProviderEnabled("network");
|
||||||
|
_enabledProvidersList = SafeGetEnabledProviders();
|
||||||
|
|
||||||
|
Debug.Log($"[GPS-JNI] init useGps={useGps} useNetwork={useNetwork} gps enabled={_gpsProviderEnabled} network enabled={_networkProviderEnabled} all enabled=[{_enabledProvidersList}]");
|
||||||
|
|
||||||
|
// Try cached last-known fixes from the providers we're about
|
||||||
|
// to subscribe to. If the OS already knows where we are
|
||||||
|
// (e.g. from another app that recently used GPS), we get a
|
||||||
|
// fix at zero cost and zero wait time. Tagged isCached so
|
||||||
|
// the diagnostic can mark them and we know we still need
|
||||||
|
// to wait for a streaming callback.
|
||||||
|
if (useNetwork) TryLastKnown("network", out _networkLastKnownExists);
|
||||||
|
if (useGps) TryLastKnown("gps", out _gpsLastKnownExists);
|
||||||
|
|
||||||
|
_subscribedGps = useGps;
|
||||||
|
_subscribedNetwork = useNetwork;
|
||||||
|
|
||||||
|
if (useGps) _gpsListener = new AndroidLocationProxy { Owner = this };
|
||||||
|
if (useNetwork) _networkListener = new AndroidLocationProxy { Owner = this };
|
||||||
|
|
||||||
|
// requestLocationUpdates must be called on a thread with a
|
||||||
|
// Looper. Use the Activity's UI thread, which always has one.
|
||||||
|
// minTime=1000ms, minDistance=0f - we want updates on every
|
||||||
|
// fix the OS produces. Previously this was 1f which gated
|
||||||
|
// out updates from a stationary phone (MIUI/newer Android
|
||||||
|
// are stricter about this and that's the suspected cause of
|
||||||
|
// "via gps (cached)" sticking forever).
|
||||||
|
_activity.Call("runOnUiThread", new AndroidJavaRunnable(() =>
|
||||||
|
{
|
||||||
|
if (useGps)
|
||||||
|
{
|
||||||
|
try { _locationManager.Call("requestLocationUpdates", "gps", 1000L, 0f, _gpsListener); }
|
||||||
|
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] gps subscribe failed: " + ex.Message); }
|
||||||
|
}
|
||||||
|
if (useNetwork)
|
||||||
|
{
|
||||||
|
try { _locationManager.Call("requestLocationUpdates", "network", 1000L, 0f, _networkListener); }
|
||||||
|
catch (Exception ex) { Debug.LogWarning("[GPS-JNI] network subscribe failed: " + ex.Message); }
|
||||||
|
}
|
||||||
|
}));
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
error = "JNI init exception: " + ex.Message;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void TryLastKnown(string provider, out bool nonNullReturned)
|
||||||
|
{
|
||||||
|
nonNullReturned = false;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var loc = _locationManager.Call<AndroidJavaObject>("getLastKnownLocation", provider);
|
||||||
|
if (loc != null)
|
||||||
|
{
|
||||||
|
nonNullReturned = true;
|
||||||
|
double lat = loc.Call<double>("getLatitude");
|
||||||
|
double lon = loc.Call<double>("getLongitude");
|
||||||
|
long t = loc.Call<long>("getTime");
|
||||||
|
UpdateLocation(lat, lon, t, provider, isCached: true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[GPS-JNI] getLastKnownLocation({provider}) failed: " + ex.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool SafeIsProviderEnabled(string provider)
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
return _locationManager.Call<bool>("isProviderEnabled", provider);
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[GPS-JNI] isProviderEnabled({provider}) failed: " + ex.Message);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build a comma-separated list of currently-enabled providers via
|
||||||
|
// LocationManager.getProviders(true). We iterate the returned
|
||||||
|
// java.util.List by index because AndroidJavaObject does not
|
||||||
|
// implement IEnumerable.
|
||||||
|
string SafeGetEnabledProviders()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
var list = _locationManager.Call<AndroidJavaObject>("getProviders", true);
|
||||||
|
if (list == null) return "";
|
||||||
|
int size = list.Call<int>("size");
|
||||||
|
var parts = new System.Text.StringBuilder();
|
||||||
|
for (int i = 0; i < size; i++)
|
||||||
|
{
|
||||||
|
var name = list.Call<string>("get", i);
|
||||||
|
if (i > 0) parts.Append(",");
|
||||||
|
parts.Append(name);
|
||||||
|
}
|
||||||
|
return parts.ToString();
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[GPS-JNI] getProviders failed: " + ex.Message);
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateLocation(double lat, double lon, long timeMillis, string provider, bool isCached)
|
||||||
|
{
|
||||||
|
// Ignore older fixes if a newer one is already in hand. This lets
|
||||||
|
// both gps + network listeners feed us without ping-ponging
|
||||||
|
// between stale and fresh data.
|
||||||
|
if (timeMillis < _lastTimeMillis) return;
|
||||||
|
_lat = lat;
|
||||||
|
_lon = lon;
|
||||||
|
_lastTimeMillis = timeMillis;
|
||||||
|
// Active-provider name carries cached/live state in the diagnostic
|
||||||
|
// banner so the user can see at a glance whether streaming has
|
||||||
|
// kicked in or we're still on the initial cached snapshot.
|
||||||
|
_activeProvider = (provider ?? "") + (isCached ? " (cached)" : "");
|
||||||
|
_hasFix = true;
|
||||||
|
if (!isCached)
|
||||||
|
{
|
||||||
|
_hasLiveFix = true;
|
||||||
|
_lastLiveTimeMillis = timeMillis;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Shutdown()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (_locationManager != null)
|
||||||
|
{
|
||||||
|
if (_gpsListener != null) _locationManager.Call("removeUpdates", _gpsListener);
|
||||||
|
if (_networkListener != null) _locationManager.Call("removeUpdates", _networkListener);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("[GPS-JNI] Shutdown failed: " + ex.Message);
|
||||||
|
}
|
||||||
|
_gpsListener = null;
|
||||||
|
_networkListener = null;
|
||||||
|
_locationManager = null;
|
||||||
|
_activity = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
public static class PositonExtensions
|
||||||
|
{
|
||||||
|
public static Position ToLocal(this Position position, Position center)
|
||||||
|
{
|
||||||
|
double latDiff = position.Lat - center.Lat;
|
||||||
|
double lonDiff = position.Lon - center.Lon;
|
||||||
|
double metersPerDegreeLat = 111320.0;
|
||||||
|
double metersPerDegreeLon = 111320.0 * Math.Cos(center.Lat * Math.PI / 180.0);
|
||||||
|
float x = (float)(lonDiff * metersPerDegreeLon);
|
||||||
|
float z = (float)(latDiff * metersPerDegreeLat);
|
||||||
|
return new Position(z, x);
|
||||||
|
}
|
||||||
|
public static Vector3 ToLocalVector3(this Position position, Position center)
|
||||||
|
{
|
||||||
|
return position.ToLocal(center).ToVector3(); //TODO: Implementace v subsystemech
|
||||||
|
}
|
||||||
|
public static Vector3 ToVector3(this Position position)
|
||||||
|
{
|
||||||
|
return new Vector3((float)position.Lon, 0, (float)position.Lat); //TODO: Implementace v subsystemech
|
||||||
|
}
|
||||||
|
public static double DistanceTo(this Vector3 pos, Vector3 other)
|
||||||
|
{
|
||||||
|
return Math.Sqrt((other.x - pos.x) * (other.x - pos.x) + (other.z - pos.z) * (other.z - pos.z));
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public class GameManager_Input
|
||||||
|
{
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private Position _currentPosition;
|
||||||
|
private Position _lastSentPosition;
|
||||||
|
private GameObject _player;
|
||||||
|
private bool _testMode;
|
||||||
|
|
||||||
|
// PlayerPrefs key for the user's chosen position source. Persists
|
||||||
|
// across app restarts so a user who flipped to UnityInput because
|
||||||
|
// their phone hated the JNI path doesn't have to flip again every
|
||||||
|
// launch.
|
||||||
|
private const string PrefsSourceKey = "PositionSource_v1";
|
||||||
|
private PositionSource _currentSource = PositionSource.Auto;
|
||||||
|
|
||||||
|
// When the multi-client editor test mode picks a non-host bot as
|
||||||
|
// active, we need the host's WASD path to NOT also move. Set true
|
||||||
|
// by GameManager when active slot != 0.
|
||||||
|
public bool SuppressWasd = false;
|
||||||
|
|
||||||
|
private GPSState _GPSState = GPSState.Uninitialized;
|
||||||
|
private float _speed = 0.00001f;
|
||||||
|
private Position _mapCenter;
|
||||||
|
private CoroutineHost _coroutineHost;
|
||||||
|
|
||||||
|
private int _gpsRetryCount = 0;
|
||||||
|
private const int _maxGpsRetries = 5;
|
||||||
|
private float _lastPositionSendTime;
|
||||||
|
private const float _positionKeepAliveSeconds = 1.0f;
|
||||||
|
|
||||||
|
// Diagnostic state. We capture *why* GPS init failed so the UI can
|
||||||
|
// surface it to the user without requiring logcat. Older Android
|
||||||
|
// phones (Mi 9T, A20e) hit silent failure modes that are impossible
|
||||||
|
// to distinguish from "still warming up" without this.
|
||||||
|
private string _lastGpsError = "";
|
||||||
|
private float _gpsInitStartTime = -1f;
|
||||||
|
// Bump from the original 20s. Cold-start GPS on older Android can
|
||||||
|
// easily exceed 20s indoors or under cloud cover - by the time the
|
||||||
|
// user notices nothing is happening, we've already given up.
|
||||||
|
private const int _gpsInitTimeoutSeconds = 60;
|
||||||
|
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
// JNI-backed location provider, used for Auto/GpsOnly/NetworkOnly.
|
||||||
|
// UnityInput uses Input.location instead and leaves this null.
|
||||||
|
private AndroidLocationProvider _androidProvider;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
/// <summary>Last known GPS position (for CreateLobby centre point)</summary>
|
||||||
|
public Position? LastKnownPosition => _currentPosition.Lat != 0 || _currentPosition.Lon != 0 ? _currentPosition : (Position?)null;
|
||||||
|
|
||||||
|
/// <summary>Current GPS state machine value (debug/diagnostic).</summary>
|
||||||
|
public string GpsStateName => _GPSState.ToString();
|
||||||
|
|
||||||
|
/// <summary>Last GPS error reason captured during init (empty if none).</summary>
|
||||||
|
public string LastGpsError => _lastGpsError ?? "";
|
||||||
|
|
||||||
|
/// <summary>Retry count out of max (debug/diagnostic).</summary>
|
||||||
|
public string GpsRetryProgress => $"{_gpsRetryCount}/{_maxGpsRetries}";
|
||||||
|
|
||||||
|
/// <summary>Currently selected position source (for UI cycle button).</summary>
|
||||||
|
public PositionSource CurrentSource => _currentSource;
|
||||||
|
|
||||||
|
/// <summary>Display name for the current source (for UI label).</summary>
|
||||||
|
public string CurrentSourceName
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
switch (_currentSource)
|
||||||
|
{
|
||||||
|
case PositionSource.Auto: return "Auto (GPS+Net)";
|
||||||
|
case PositionSource.GpsOnly: return "GPS only";
|
||||||
|
case PositionSource.NetworkOnly: return "Network only";
|
||||||
|
case PositionSource.UnityInput: return "Unity Input";
|
||||||
|
case PositionSource.EditorWasd: return "WASD";
|
||||||
|
default: return _currentSource.ToString();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Human-readable one-line GPS status for on-screen overlay. Designed
|
||||||
|
/// to be visible without ADB so users can self-diagnose permission
|
||||||
|
/// vs. timeout vs. device-disabled vs. running-but-no-fix-yet.
|
||||||
|
/// </summary>
|
||||||
|
public string GpsDiagnostic
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_currentSource == PositionSource.EditorWasd)
|
||||||
|
{
|
||||||
|
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
||||||
|
return "WASD: waiting for map center";
|
||||||
|
return $"WASD lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}";
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (_GPSState)
|
||||||
|
{
|
||||||
|
case GPSState.Uninitialized:
|
||||||
|
return "Uninitialized (will start on first lobby action)";
|
||||||
|
case GPSState.Initializing:
|
||||||
|
{
|
||||||
|
float elapsed = _gpsInitStartTime >= 0 ? Time.time - _gpsInitStartTime : 0;
|
||||||
|
string providers = "";
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
if (_androidProvider != null && !string.IsNullOrEmpty(_androidProvider.EnabledProvidersList))
|
||||||
|
providers = $" providers=[{_androidProvider.EnabledProvidersList}]";
|
||||||
|
#endif
|
||||||
|
return $"Initializing ({elapsed:F1}s / max {_gpsInitTimeoutSeconds}s){providers}";
|
||||||
|
}
|
||||||
|
case GPSState.Running:
|
||||||
|
{
|
||||||
|
string suffix = "";
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
if (_androidProvider != null)
|
||||||
|
{
|
||||||
|
string p = _androidProvider.ActiveProvider;
|
||||||
|
if (!string.IsNullOrEmpty(p)) suffix = " via " + p;
|
||||||
|
// Show how stale the most recent fix is (ms-level
|
||||||
|
// resolution) so "stuck on cached" is obvious at
|
||||||
|
// a glance: "via gps (cached) [no live, 47s old]".
|
||||||
|
if (!_androidProvider.HasLiveFix)
|
||||||
|
{
|
||||||
|
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||||
|
long ageMs = now - _androidProvider.LastTimeMillis;
|
||||||
|
if (_androidProvider.LastTimeMillis > 0 && ageMs > 0)
|
||||||
|
suffix += $" [no live, {ageMs / 1000}s old]";
|
||||||
|
else
|
||||||
|
suffix += " [no live]";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
long now = (long)(DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.Utc)).TotalMilliseconds;
|
||||||
|
long ageMs = now - _androidProvider.LastLiveTimeMillis;
|
||||||
|
if (ageMs > 5000) suffix += $" [live {ageMs / 1000}s old]";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
if (_currentPosition.Lat == 0 && _currentPosition.Lon == 0)
|
||||||
|
return "Running but no fix yet (waiting for satellites)" + suffix;
|
||||||
|
return $"Running lat={_currentPosition.Lat:F5} lon={_currentPosition.Lon:F5}" + suffix;
|
||||||
|
}
|
||||||
|
case GPSState.Failed:
|
||||||
|
return $"Failed: {(_lastGpsError ?? "unknown")} (retries {GpsRetryProgress})";
|
||||||
|
default:
|
||||||
|
return "?";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public GameManager_Input(GameClient gameClient, GameObject player, bool testMode)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
_player = player;
|
||||||
|
_testMode = testMode;
|
||||||
|
// CoroutineHost needs a MonoBehaviour on a real GameObject
|
||||||
|
var hostGO = new UnityEngine.GameObject("_CoroutineHost");
|
||||||
|
UnityEngine.Object.DontDestroyOnLoad(hostGO);
|
||||||
|
_coroutineHost = hostGO.AddComponent<CoroutineHost>();
|
||||||
|
|
||||||
|
// Restore the user's last picked source. Default depends on
|
||||||
|
// platform: editor defaults to EditorWasd (no GPS hardware in
|
||||||
|
// editor anyway); device defaults to Auto.
|
||||||
|
string saved = PlayerPrefs.GetString(PrefsSourceKey, "");
|
||||||
|
if (!string.IsNullOrEmpty(saved) && Enum.TryParse(saved, out PositionSource parsed))
|
||||||
|
{
|
||||||
|
_currentSource = parsed;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
_currentSource = PositionSource.EditorWasd;
|
||||||
|
#else
|
||||||
|
_currentSource = PositionSource.Auto;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
// Legacy testMode flag forces EditorWasd. New code paths should
|
||||||
|
// use SwitchPositionSource(EditorWasd) instead, but we keep the
|
||||||
|
// old behavior for backward compatibility with the inspector flag.
|
||||||
|
if (_testMode) _currentSource = PositionSource.EditorWasd;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Called from OnSceneLoaded when Client.unity loads so the
|
||||||
|
/// Player capsule (which lives in Client.unity) can be wired at runtime.</summary>
|
||||||
|
public void SetPlayerObject(GameObject player) { _player = player; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Switch the active position source backend live. Tears down the
|
||||||
|
/// current backend's listeners (JNI proxies, Input.location), resets
|
||||||
|
/// the state machine, and kicks off init for the new source. Persists
|
||||||
|
/// the choice to PlayerPrefs.
|
||||||
|
/// </summary>
|
||||||
|
public void SwitchPositionSource(PositionSource newSource)
|
||||||
|
{
|
||||||
|
if (_currentSource == newSource) return;
|
||||||
|
Debug.Log($"[GPS] SwitchPositionSource {_currentSource} -> {newSource}");
|
||||||
|
|
||||||
|
// Tear down whatever's running.
|
||||||
|
ShutdownCurrentBackend();
|
||||||
|
|
||||||
|
_currentSource = newSource;
|
||||||
|
PlayerPrefs.SetString(PrefsSourceKey, newSource.ToString());
|
||||||
|
PlayerPrefs.Save();
|
||||||
|
|
||||||
|
_GPSState = GPSState.Uninitialized;
|
||||||
|
_gpsRetryCount = 0;
|
||||||
|
_lastGpsError = "";
|
||||||
|
_gpsInitStartTime = -1f;
|
||||||
|
// Don't clear _currentPosition - the user has presumably been
|
||||||
|
// playing somewhere. Map markers/avatar position can stay until
|
||||||
|
// the next fix arrives from the new source.
|
||||||
|
|
||||||
|
EnsureGPSStarted();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Cycle through the available sources for tap-to-cycle UI.</summary>
|
||||||
|
public void CycleNextPositionSource()
|
||||||
|
{
|
||||||
|
var values = (PositionSource[])Enum.GetValues(typeof(PositionSource));
|
||||||
|
int idx = Array.IndexOf(values, _currentSource);
|
||||||
|
var next = values[(idx + 1) % values.Length];
|
||||||
|
SwitchPositionSource(next);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ShutdownCurrentBackend()
|
||||||
|
{
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
if (_androidProvider != null)
|
||||||
|
{
|
||||||
|
_androidProvider.Shutdown();
|
||||||
|
_androidProvider = null;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
// Stop Unity Input.location too, in case it was running.
|
||||||
|
try { Input.location.Stop(); } catch { }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Kick off GPS initialization if it hasn't started yet. Safe to call
|
||||||
|
/// repeatedly. Hosts must call this from the lobby setup screen so
|
||||||
|
/// that by the time they click "Create Lobby" we have a real GPS
|
||||||
|
/// fix to use as the play-area center, instead of falling back to
|
||||||
|
/// the hardcoded coordinates.
|
||||||
|
/// </summary>
|
||||||
|
public void EnsureGPSStarted()
|
||||||
|
{
|
||||||
|
if (_currentSource == PositionSource.EditorWasd) return;
|
||||||
|
if (_coroutineHost == null) return;
|
||||||
|
// Allow tapping "Create Lobby" again (or any caller of this
|
||||||
|
// method) to retry from Failed up to _maxGpsRetries times.
|
||||||
|
if (_GPSState == GPSState.Uninitialized)
|
||||||
|
{
|
||||||
|
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||||
|
}
|
||||||
|
else if (_GPSState == GPSState.Failed && _gpsRetryCount < _maxGpsRetries)
|
||||||
|
{
|
||||||
|
_gpsRetryCount++;
|
||||||
|
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public void positionCheck()
|
||||||
|
{
|
||||||
|
var state = _gameClient?.CurrentLobbyState;
|
||||||
|
if (state == null || state.Phase != GamePhase.Playing)
|
||||||
|
return;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
if (_currentSource == PositionSource.EditorWasd)
|
||||||
|
{
|
||||||
|
if (_currentPosition == new Position(0, 0))
|
||||||
|
{
|
||||||
|
if (state.MapData == null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
//Init blok
|
||||||
|
_currentPosition = state.MapData.Center;
|
||||||
|
_mapCenter = state.MapData.Center;
|
||||||
|
_lastSentPosition = _currentPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!SuppressWasd)
|
||||||
|
TestPlayerPosition();
|
||||||
|
else
|
||||||
|
TrySendCurrentPosition(); // keep-alive only
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (_GPSState == GPSState.Uninitialized)
|
||||||
|
{
|
||||||
|
_coroutineHost.StartCoroutine(InitiallizeGPS());
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (_GPSState == GPSState.Initializing)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (_GPSState == GPSState.Running)
|
||||||
|
{
|
||||||
|
EnsureMapCenter();
|
||||||
|
TrySendCurrentPosition();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log("GPS failed, trying again...");
|
||||||
|
if (_gpsRetryCount < _maxGpsRetries)
|
||||||
|
{
|
||||||
|
_gpsRetryCount++;
|
||||||
|
_GPSState = GPSState.Uninitialized;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("GPS unavailable after max retries. Using last known position.");
|
||||||
|
// Keep _GPSState = Failed so we stop retrying
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception ex)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"[Input] positionCheck failed: {ex.Message}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EnsureMapCenter()
|
||||||
|
{
|
||||||
|
if (_mapCenter.Lat != 0 || _mapCenter.Lon != 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var md = _gameClient?.CurrentLobbyState?.MapData;
|
||||||
|
if (md != null)
|
||||||
|
_mapCenter = md.Center;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TrySendCurrentPosition()
|
||||||
|
{
|
||||||
|
bool moved = _currentPosition != _lastSentPosition;
|
||||||
|
bool keepAliveDue = (Time.time - _lastPositionSendTime) >= _positionKeepAliveSeconds;
|
||||||
|
if (!moved && !keepAliveDue)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var previous = _lastSentPosition;
|
||||||
|
_gameClient.UpdatePosition(_currentPosition);
|
||||||
|
_lastSentPosition = _currentPosition;
|
||||||
|
_lastPositionSendTime = Time.time;
|
||||||
|
|
||||||
|
if (_player == null || (_mapCenter.Lat == 0 && _mapCenter.Lon == 0))
|
||||||
|
return;
|
||||||
|
|
||||||
|
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||||
|
_player.transform.position = localCurrent;
|
||||||
|
|
||||||
|
if (previous.Lat == 0 && previous.Lon == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var heading = CalculateHeading(previous.ToLocalVector3(_mapCenter), localCurrent);
|
||||||
|
if (heading.HasValue)
|
||||||
|
_player.transform.rotation = Quaternion.Euler(0, (float)heading.Value, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void TestPlayerPosition()
|
||||||
|
{
|
||||||
|
double x = Input.GetAxis("Horizontal");
|
||||||
|
double y = Input.GetAxis("Vertical");
|
||||||
|
_currentPosition = new Position( _lastSentPosition.Lat + y * _speed, _lastSentPosition.Lon + x * _speed);
|
||||||
|
var localCurrent = _currentPosition.ToLocalVector3(_mapCenter);
|
||||||
|
var heading = CalculateHeading(_lastSentPosition.ToLocalVector3(_mapCenter), localCurrent);
|
||||||
|
if (heading != null)
|
||||||
|
{
|
||||||
|
if (_player != null)
|
||||||
|
_player.transform.rotation = Quaternion.Euler(0, (float)heading, 0);
|
||||||
|
}
|
||||||
|
if (_player != null)
|
||||||
|
_player.transform.position = localCurrent;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
TrySendCurrentPosition();
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
_gameClient.UpdatePosition(_currentPosition);
|
||||||
|
_lastSentPosition = _currentPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private double? CalculateHeading(Vector3 first, Vector3 second)
|
||||||
|
{
|
||||||
|
if ((first - second).magnitude < 0.0001f) return null;
|
||||||
|
float dx = second.x - first.x;
|
||||||
|
float dz = second.z - first.z;
|
||||||
|
float heading = Mathf.Atan2(dx, dz) * Mathf.Rad2Deg;
|
||||||
|
if (heading < 0) heading += 360f;
|
||||||
|
return heading;
|
||||||
|
}
|
||||||
|
IEnumerator InitiallizeGPS()
|
||||||
|
{
|
||||||
|
_GPSState = GPSState.Initializing;
|
||||||
|
_gpsInitStartTime = Time.time;
|
||||||
|
_lastGpsError = "";
|
||||||
|
|
||||||
|
#if UNITY_ANDROID
|
||||||
|
// Request fine location permission if not already granted.
|
||||||
|
// On Android 12+ a "precise" toggle exists separately from coarse,
|
||||||
|
// but Unity's FineLocation request covers both for our purposes.
|
||||||
|
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||||
|
{
|
||||||
|
UnityEngine.Android.Permission.RequestUserPermission(UnityEngine.Android.Permission.FineLocation);
|
||||||
|
// Wait up to 10 seconds for user to respond to the permission dialog
|
||||||
|
float waited = 0f;
|
||||||
|
while (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation) && waited < 10f)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
waited += 0.5f;
|
||||||
|
}
|
||||||
|
if (!UnityEngine.Android.Permission.HasUserAuthorizedPermission(UnityEngine.Android.Permission.FineLocation))
|
||||||
|
{
|
||||||
|
_lastGpsError = "Permission denied (fine location)";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
// Choose subscription scope based on selected source. UnityInput
|
||||||
|
// skips JNI entirely and falls through to the Input.location path
|
||||||
|
// below (the same path iOS / editor use).
|
||||||
|
if (_currentSource == PositionSource.Auto ||
|
||||||
|
_currentSource == PositionSource.GpsOnly ||
|
||||||
|
_currentSource == PositionSource.NetworkOnly)
|
||||||
|
{
|
||||||
|
bool useGps = (_currentSource != PositionSource.NetworkOnly);
|
||||||
|
bool useNetwork = (_currentSource != PositionSource.GpsOnly);
|
||||||
|
|
||||||
|
if (_androidProvider != null)
|
||||||
|
{
|
||||||
|
_androidProvider.Shutdown();
|
||||||
|
_androidProvider = null;
|
||||||
|
}
|
||||||
|
_androidProvider = new AndroidLocationProvider();
|
||||||
|
if (!_androidProvider.Initialize(out var initError, useGps, useNetwork))
|
||||||
|
{
|
||||||
|
_lastGpsError = "Native LocationManager failed: " + initError;
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_androidProvider = null;
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Fast-fail if neither subscribed provider is enabled at OS
|
||||||
|
// level. Waiting 60s for fixes from disabled providers is
|
||||||
|
// pointless - tell the user immediately what's wrong.
|
||||||
|
bool anyUsableEnabled =
|
||||||
|
(useGps && _androidProvider.GpsProviderEnabled) ||
|
||||||
|
(useNetwork && _androidProvider.NetworkProviderEnabled);
|
||||||
|
if (!anyUsableEnabled)
|
||||||
|
{
|
||||||
|
string which = useGps && useNetwork ? "gps + network"
|
||||||
|
: useGps ? "gps"
|
||||||
|
: "network";
|
||||||
|
_lastGpsError = $"{which} provider DISABLED at OS level. Open Settings > Location and switch it ON. Or tap [Source] to try a different backend.";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_androidProvider.Shutdown();
|
||||||
|
_androidProvider = null;
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Wait for the first fix (cached or live).
|
||||||
|
int maxWaitJni = _gpsInitTimeoutSeconds;
|
||||||
|
while (!_androidProvider.HasFix && maxWaitJni > 0)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(1);
|
||||||
|
maxWaitJni--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!_androidProvider.HasFix)
|
||||||
|
{
|
||||||
|
string enabled = _androidProvider.EnabledProvidersList ?? "";
|
||||||
|
string gpsState = _androidProvider.GpsProviderEnabled ? "ON" : "OFF";
|
||||||
|
string netState = _androidProvider.NetworkProviderEnabled ? "ON" : "OFF";
|
||||||
|
string lastKnown = $"lastKnown[gps={(_androidProvider.GpsLastKnownExists ? "yes" : "no")}, net={(_androidProvider.NetworkLastKnownExists ? "yes" : "no")}]";
|
||||||
|
|
||||||
|
_lastGpsError = $"Timeout {_gpsInitTimeoutSeconds}s on {_currentSource}. enabled=[{enabled}] gps={gpsState} net={netState} {lastKnown}. Try [Source] cycle to switch backends.";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_androidProvider.Shutdown();
|
||||||
|
_androidProvider = null;
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||||
|
_GPSState = GPSState.Running;
|
||||||
|
_gpsRetryCount = 0;
|
||||||
|
_coroutineHost.StartCoroutine(AndroidGPSService());
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// _currentSource == UnityInput on Android: fall through to the
|
||||||
|
// Input.location path below. This is the recovery path for
|
||||||
|
// newer Android phones where JNI's streaming-callbacks don't
|
||||||
|
// fire (MIUI/HyperOS background restrictions, approximate-vs-
|
||||||
|
// precise permission, minDistance gating on stationary phones).
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// iOS / editor / non-Android / Android-with-UnityInput-source:
|
||||||
|
// use Unity's Input.location.
|
||||||
|
if (!Input.location.isEnabledByUser)
|
||||||
|
{
|
||||||
|
_lastGpsError = "Location services not enabled by user";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
float desiredAccuracyInMeters = 5f;
|
||||||
|
float updateDistanceInMeters = 1f;
|
||||||
|
|
||||||
|
Input.location.Start(desiredAccuracyInMeters, updateDistanceInMeters);
|
||||||
|
|
||||||
|
int maxWait = _gpsInitTimeoutSeconds;
|
||||||
|
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(1);
|
||||||
|
maxWait--;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (maxWait < 1)
|
||||||
|
{
|
||||||
|
_lastGpsError = $"Timed out after {_gpsInitTimeoutSeconds}s waiting for first fix (try moving outdoors, or tap [Source] to try a different backend)";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.location.status == LocationServiceStatus.Failed)
|
||||||
|
{
|
||||||
|
_lastGpsError = "Unity Input.location reported Failed status";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
_GPSState = GPSState.Running;
|
||||||
|
_gpsRetryCount = 0;
|
||||||
|
_coroutineHost.StartCoroutine(GPSService());
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_ANDROID && !UNITY_EDITOR
|
||||||
|
/// <summary>
|
||||||
|
/// Mirrors the JNI provider's most recent fix into _currentPosition
|
||||||
|
/// every 0.5s so the rest of the game (which polls _currentPosition
|
||||||
|
/// indirectly via LastKnownPosition / TrySendCurrentPosition) keeps
|
||||||
|
/// working unchanged. Replaces GPSService on Android.
|
||||||
|
/// </summary>
|
||||||
|
IEnumerator AndroidGPSService()
|
||||||
|
{
|
||||||
|
while (_GPSState == GPSState.Running && _androidProvider != null)
|
||||||
|
{
|
||||||
|
if (_androidProvider.HasFix)
|
||||||
|
{
|
||||||
|
_currentPosition = new Position(_androidProvider.Lat, _androidProvider.Lon);
|
||||||
|
}
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Loop ended (state != Running or provider disposed). Clean up
|
||||||
|
// listeners so we don't leak across retries.
|
||||||
|
if (_androidProvider != null)
|
||||||
|
{
|
||||||
|
_androidProvider.Shutdown();
|
||||||
|
_androidProvider = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
IEnumerator GPSService()
|
||||||
|
{
|
||||||
|
while (_GPSState == GPSState.Running)
|
||||||
|
{
|
||||||
|
if (Input.location.status == LocationServiceStatus.Failed)
|
||||||
|
{
|
||||||
|
_lastGpsError = "Location service died after init (provider stopped)";
|
||||||
|
Debug.LogError("[GPS] " + _lastGpsError);
|
||||||
|
_GPSState = GPSState.Failed;
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keep current GPS position fresh; sending is throttled in positionCheck().
|
||||||
|
var data = Input.location.lastData;
|
||||||
|
_currentPosition = new Position(data.latitude, data.longitude);
|
||||||
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
2
Assets/GameManager/GameManager_Input.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2ef1abfb1e85a7943925f9dc3cfea742
|
||||||
375
Assets/GameManager/GameManager_Map.cs
Normal file
375
Assets/GameManager/GameManager_Map.cs
Normal file
@@ -0,0 +1,375 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Globalization;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
|
namespace Subsystems{
|
||||||
|
[System.Serializable]
|
||||||
|
public class BuildingSettings
|
||||||
|
{
|
||||||
|
public Material ResidentalBuildingsMat;
|
||||||
|
public float ResidentalBuildingHeight;
|
||||||
|
public Material CommercialBuildingsMat;
|
||||||
|
public float CommercialBuildingHeight;
|
||||||
|
public Material IndustrialBuildingsMat;
|
||||||
|
public float IndustrialBuildingHeight;
|
||||||
|
public Material DefaultBuildingMat;
|
||||||
|
public float DefaultBuildingHeight;
|
||||||
|
}
|
||||||
|
[System.Serializable]
|
||||||
|
public class PathwaySettings
|
||||||
|
{
|
||||||
|
public Material FootwayMat;
|
||||||
|
public float FootwayWidth;
|
||||||
|
public Material PathMat;
|
||||||
|
public float PathWidth;
|
||||||
|
public Material StepsMat;
|
||||||
|
public float StepsWidth;
|
||||||
|
public Material CyclewayMat;
|
||||||
|
public float CyclewayWidth;
|
||||||
|
public Material PedestrianMat;
|
||||||
|
public float PedestrianWidth;
|
||||||
|
public Material RoadMat;
|
||||||
|
public float RoadWidth;
|
||||||
|
public Material ServiceMat;
|
||||||
|
public float ServiceWidth;
|
||||||
|
public Material ResidentialMat;
|
||||||
|
public float ResidentialWidth;
|
||||||
|
public Material TrackMat;
|
||||||
|
public float TrackWidth;
|
||||||
|
public Material DefaultMat;
|
||||||
|
public float DefaultWidth;
|
||||||
|
}
|
||||||
|
[System.Serializable]
|
||||||
|
public class AreaSettings
|
||||||
|
{
|
||||||
|
public Material ParkMat;
|
||||||
|
public Material GardenMat;
|
||||||
|
public Material PlaygroundMat;
|
||||||
|
public Material ForestMat;
|
||||||
|
public Material GrassMat;
|
||||||
|
public Material WaterMat;
|
||||||
|
public Material DefaultMat;
|
||||||
|
}
|
||||||
|
public class GameManager_Map
|
||||||
|
{
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private GameObject _mapCenterPoint;
|
||||||
|
private Position _centerPosition;
|
||||||
|
private BuildingSettings _buildingSettings;
|
||||||
|
private PathwaySettings _pathwaySettings;
|
||||||
|
private AreaSettings _areaSettings;
|
||||||
|
private const float _metersPerUnit = 1f;
|
||||||
|
public GameManager_Map(GameClient gameClient, GameObject mapCenterPoint, BuildingSettings buildingSettings, PathwaySettings pathwaySettings, AreaSettings areaSettings)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
_mapCenterPoint = mapCenterPoint;
|
||||||
|
_buildingSettings = buildingSettings;
|
||||||
|
_pathwaySettings = pathwaySettings;
|
||||||
|
_areaSettings = areaSettings;
|
||||||
|
}
|
||||||
|
public void BuildMap()
|
||||||
|
{
|
||||||
|
ClearChildren();
|
||||||
|
_centerPosition = _gameClient.CurrentLobbyState.MapData.Center;
|
||||||
|
GameObject buildingsRoot = new GameObject("Buildings");
|
||||||
|
buildingsRoot.transform.parent = _mapCenterPoint.transform;
|
||||||
|
|
||||||
|
GameObject pathRoot = new GameObject("Pathways");
|
||||||
|
pathRoot.transform.parent = _mapCenterPoint.transform;
|
||||||
|
|
||||||
|
GameObject areaRoot = new GameObject("Areas");
|
||||||
|
areaRoot.transform.parent = _mapCenterPoint.transform;
|
||||||
|
|
||||||
|
foreach (var building in _gameClient.CurrentLobbyState.MapData.GetBuildings())
|
||||||
|
{
|
||||||
|
string buildingType = "Unknown";
|
||||||
|
try
|
||||||
|
{
|
||||||
|
buildingType = _gameClient.CurrentLobbyState.MapData.BuildingTypes[_gameClient.CurrentLobbyState.MapData.GetBuildings().IndexOf(building)];
|
||||||
|
}
|
||||||
|
catch (Exception ex) { Debug.Log($"Error: {ex.Message}"); }
|
||||||
|
building.Name = buildingType;
|
||||||
|
GameObject b = BuildBuildingMesh(building);
|
||||||
|
b.transform.parent = buildingsRoot.transform;
|
||||||
|
}
|
||||||
|
foreach (var path in _gameClient.CurrentLobbyState.MapData.GetPathways())
|
||||||
|
{
|
||||||
|
GameObject p = BuildPathwayMesh(path);
|
||||||
|
p.transform.parent = pathRoot.transform;
|
||||||
|
}
|
||||||
|
foreach (var area in _gameClient.CurrentLobbyState.MapData.GetAreas())
|
||||||
|
{
|
||||||
|
GameObject a = BuildAreaMesh(area);
|
||||||
|
a.transform.parent = areaRoot.transform;
|
||||||
|
}
|
||||||
|
//TODO: POIs
|
||||||
|
}
|
||||||
|
void ClearChildren()
|
||||||
|
{
|
||||||
|
List<GameObject> toDestroy = new List<GameObject>();
|
||||||
|
foreach (Transform t in _mapCenterPoint.transform)
|
||||||
|
toDestroy.Add(t.gameObject);
|
||||||
|
foreach (var g in toDestroy)
|
||||||
|
{
|
||||||
|
UnityEngine.Object.DestroyImmediate(g);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#region Mesh Building
|
||||||
|
GameObject BuildBuildingMesh(MapBuilding b)
|
||||||
|
{
|
||||||
|
var building = new GameObject($"Building_{b.Name ?? "Unknown"}");
|
||||||
|
|
||||||
|
// Výpočet středu budovy
|
||||||
|
Vector3 center = CalculatePolygonCenter(b.Outline);
|
||||||
|
building.transform.position = center;
|
||||||
|
|
||||||
|
// Vytvoření mesh pro budovu
|
||||||
|
MeshFilter meshFilter = building.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer meshRenderer = building.AddComponent<MeshRenderer>();
|
||||||
|
|
||||||
|
float height;
|
||||||
|
Material mat;
|
||||||
|
switch (b.BuildingType.ToLower())
|
||||||
|
{
|
||||||
|
case "residential":
|
||||||
|
mat = _buildingSettings.ResidentalBuildingsMat;
|
||||||
|
height = _buildingSettings.ResidentalBuildingHeight;
|
||||||
|
break;
|
||||||
|
case "commercial":
|
||||||
|
mat = _buildingSettings.CommercialBuildingsMat;
|
||||||
|
height = _buildingSettings.CommercialBuildingHeight;
|
||||||
|
break;
|
||||||
|
case "industrial":
|
||||||
|
mat = _buildingSettings.IndustrialBuildingsMat;
|
||||||
|
height = _buildingSettings.IndustrialBuildingHeight;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
mat = _buildingSettings.DefaultBuildingMat;
|
||||||
|
height = _buildingSettings.DefaultBuildingHeight;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
Mesh mesh = CreateExtrudedPolygonMesh(b.Outline, height);
|
||||||
|
meshFilter.mesh = mesh;
|
||||||
|
|
||||||
|
//TODO: material by type
|
||||||
|
// Použijeme barvu podle typu budovy
|
||||||
|
meshRenderer.material = mat;
|
||||||
|
|
||||||
|
// Přidání collideru pro interakci
|
||||||
|
building.AddComponent<MeshCollider>();
|
||||||
|
return building;
|
||||||
|
}
|
||||||
|
GameObject BuildPathwayMesh(MapPathway w)
|
||||||
|
{
|
||||||
|
var path = new GameObject($"Path_{w.Name ?? "Unknown"}");
|
||||||
|
|
||||||
|
// Použijeme LineRenderer pro jednoduchost
|
||||||
|
LineRenderer line = path.AddComponent<LineRenderer>();
|
||||||
|
float width;
|
||||||
|
Material mat;
|
||||||
|
|
||||||
|
switch (w.PathType)
|
||||||
|
{
|
||||||
|
case PathType.Footway:
|
||||||
|
mat = _pathwaySettings.FootwayMat;
|
||||||
|
width = _pathwaySettings.FootwayWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Path:
|
||||||
|
mat = _pathwaySettings.PathMat;
|
||||||
|
width = _pathwaySettings.PathWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Steps:
|
||||||
|
mat = _pathwaySettings.StepsMat;
|
||||||
|
width = _pathwaySettings.PathWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Cycleway:
|
||||||
|
mat = _pathwaySettings.CyclewayMat;
|
||||||
|
width = _pathwaySettings.CyclewayWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Pedestrian:
|
||||||
|
mat = _pathwaySettings.PedestrianMat;
|
||||||
|
width = _pathwaySettings.PedestrianWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Road:
|
||||||
|
mat = _pathwaySettings.RoadMat;
|
||||||
|
width = _pathwaySettings.RoadWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Service:
|
||||||
|
mat = _pathwaySettings.ServiceMat;
|
||||||
|
width = _pathwaySettings.ServiceWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Residential:
|
||||||
|
mat = _pathwaySettings.ResidentialMat;
|
||||||
|
width = _pathwaySettings.ResidentialWidth;
|
||||||
|
break;
|
||||||
|
case PathType.Track:
|
||||||
|
mat = _pathwaySettings.TrackMat;
|
||||||
|
width = _pathwaySettings.TrackWidth;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
mat = _pathwaySettings.DefaultMat;
|
||||||
|
width = _pathwaySettings.DefaultWidth;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
line.material = mat;
|
||||||
|
line.widthMultiplier = width;
|
||||||
|
|
||||||
|
// Nastavení bodů cesty
|
||||||
|
line.positionCount = w.Points.Count;
|
||||||
|
for (int i = 0; i < w.Points.Count; i++)
|
||||||
|
{
|
||||||
|
Vector3 pos = w.Points[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
|
pos.y = 0.1f; // Mírně nad zemí
|
||||||
|
line.SetPosition(i, pos);
|
||||||
|
}
|
||||||
|
return path;
|
||||||
|
}
|
||||||
|
GameObject BuildAreaMesh(MapArea a)
|
||||||
|
{
|
||||||
|
var area = new GameObject($"Area_{a.Name ?? "Unknown"}");
|
||||||
|
|
||||||
|
MeshFilter meshFilter = area.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer meshRenderer = area.AddComponent<MeshRenderer>();
|
||||||
|
|
||||||
|
// Vytvoření plochého mesh
|
||||||
|
Mesh mesh = CreateFlatPolygonMesh(a.Outline);
|
||||||
|
meshFilter.mesh = mesh;
|
||||||
|
|
||||||
|
|
||||||
|
Material mat;
|
||||||
|
switch (a.AreaType)
|
||||||
|
{
|
||||||
|
case MapAreaType.Park:
|
||||||
|
mat = _areaSettings.ParkMat;
|
||||||
|
break;
|
||||||
|
case MapAreaType.Garden:
|
||||||
|
mat = _areaSettings.GardenMat;
|
||||||
|
break;
|
||||||
|
case MapAreaType.Playground:
|
||||||
|
mat = _areaSettings.PlaygroundMat;
|
||||||
|
break;
|
||||||
|
case MapAreaType.Forest:
|
||||||
|
mat = _areaSettings.ForestMat;
|
||||||
|
break;
|
||||||
|
case MapAreaType.Grass:
|
||||||
|
mat = _areaSettings.GrassMat;
|
||||||
|
break;
|
||||||
|
case MapAreaType.Water:
|
||||||
|
mat = _areaSettings.WaterMat;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
mat = _areaSettings.DefaultMat;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
meshRenderer.material = mat;
|
||||||
|
|
||||||
|
area.transform.position = new Vector3(0, 0.05f, 0); // Těsně nad zemí
|
||||||
|
|
||||||
|
return area;
|
||||||
|
}
|
||||||
|
//TODO: POIs
|
||||||
|
#endregion
|
||||||
|
#region Polygon Utils
|
||||||
|
private Vector3 CalculatePolygonCenter(List<Position> points)
|
||||||
|
{
|
||||||
|
Vector3 center = Vector3.zero;
|
||||||
|
foreach (var point in points)
|
||||||
|
{
|
||||||
|
center += point.ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center);
|
||||||
|
}
|
||||||
|
return center / points.Count;
|
||||||
|
}
|
||||||
|
private Mesh CreateExtrudedPolygonMesh(List<Position> outline, float height)
|
||||||
|
{
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
|
int vertexCount = outline.Count;
|
||||||
|
|
||||||
|
// Vertices - spodní a horní podstava
|
||||||
|
Vector3[] vertices = new Vector3[vertexCount * 2];
|
||||||
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
{
|
||||||
|
Vector3 pos = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
|
vertices[i] = pos; // Spodní
|
||||||
|
vertices[i + vertexCount] = pos + Vector3.up * height; // Horní
|
||||||
|
}
|
||||||
|
|
||||||
|
// Triangles - jen boční stěny pro jednoduchost
|
||||||
|
List<int> triangles = new List<int>();
|
||||||
|
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
{
|
||||||
|
int next = (i + 1) % vertexCount;
|
||||||
|
|
||||||
|
// Boční stěna - dva trojúhelníky
|
||||||
|
triangles.Add(i);
|
||||||
|
triangles.Add(i + vertexCount);
|
||||||
|
triangles.Add(next);
|
||||||
|
|
||||||
|
triangles.Add(next);
|
||||||
|
triangles.Add(i + vertexCount);
|
||||||
|
triangles.Add(next + vertexCount);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Horní podstava - zjednodušená triangulace (fan)
|
||||||
|
if (vertexCount >= 3)
|
||||||
|
{
|
||||||
|
for (int i = 1; i < vertexCount - 1; i++)
|
||||||
|
{
|
||||||
|
triangles.Add(vertexCount); // Střed (první bod horní)
|
||||||
|
triangles.Add(vertexCount + i);
|
||||||
|
triangles.Add(vertexCount + i + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.triangles = triangles.ToArray();
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
private Mesh CreateFlatPolygonMesh(List<Position> outline)
|
||||||
|
{
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
|
||||||
|
int vertexCount = outline.Count;
|
||||||
|
Vector3[] vertices = new Vector3[vertexCount];
|
||||||
|
Vector3 center = CalculatePolygonCenter(outline);
|
||||||
|
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
{
|
||||||
|
vertices[i] = outline[i].ToLocalVector3(_gameClient.CurrentLobbyState.MapData.Center) - center;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Triangulace - fan pattern
|
||||||
|
List<int> triangles = new List<int>();
|
||||||
|
if (vertexCount >= 3)
|
||||||
|
{
|
||||||
|
for (int i = 1; i < vertexCount - 1; i++)
|
||||||
|
{
|
||||||
|
triangles.Add(0);
|
||||||
|
triangles.Add(i);
|
||||||
|
triangles.Add(i + 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.triangles = triangles.ToArray();
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
2
Assets/GameManager/GameManager_Map.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 71870ee18b89dd7438e5362ff9e02a3b
|
||||||
162
Assets/GameManager/GameManager_Network.cs
Normal file
162
Assets/GameManager/GameManager_Network.cs
Normal file
@@ -0,0 +1,162 @@
|
|||||||
|
using GeoSus.Client;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Subsystems;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
public class GameManager_Network
|
||||||
|
{
|
||||||
|
private const string _serverAddress = "geosus.honzuvkod.dev";
|
||||||
|
private const int _serverPort = 7777;
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private GameManager_Map _mapSubsystem;
|
||||||
|
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($"Network error: {error}");
|
||||||
|
}
|
||||||
|
private void OnMessage(Message message)
|
||||||
|
{
|
||||||
|
switch (message.Type)
|
||||||
|
{
|
||||||
|
case "GameEvent":
|
||||||
|
OnGameEvent(message as GameEvent);
|
||||||
|
break;
|
||||||
|
case "CreateLobbyResponse":
|
||||||
|
Debug.Log("Received CreateLobbyResponse message");
|
||||||
|
HandleCreateLobbyResponse(message as CreateLobbyResponse);
|
||||||
|
break;
|
||||||
|
case "JoinLobbyResponse":
|
||||||
|
Debug.Log("Received JoinLobbyResponse message");
|
||||||
|
HandleJoinLobbyResponse(message as JoinLobbyResponse);
|
||||||
|
break;
|
||||||
|
case "Ack":
|
||||||
|
Debug.Log("Received Ack message");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.Log("Received message of type: " + message.Type);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private void OnGameEvent(GameEvent gameEvent)
|
||||||
|
{
|
||||||
|
switch (gameEvent.EventType)
|
||||||
|
{
|
||||||
|
case "PlayerJoined":
|
||||||
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerJoinedPayload>().DisplayName} joined");
|
||||||
|
break;
|
||||||
|
case "PlayerLeft":
|
||||||
|
Debug.Log($"Player {gameEvent.GetPayload<PlayerLeftPayload>()} left");
|
||||||
|
break;
|
||||||
|
case "GameStarting":
|
||||||
|
Debug.Log("Game is starting!");
|
||||||
|
break;
|
||||||
|
case "GameStarted":
|
||||||
|
Debug.Log("Game started");
|
||||||
|
break;
|
||||||
|
case "MapDataReady":
|
||||||
|
Debug.Log("Map data ready");
|
||||||
|
break;
|
||||||
|
case "PlayerMapDataReceived":
|
||||||
|
Debug.Log("Player map data recieved");
|
||||||
|
break;
|
||||||
|
case "MapDataError":
|
||||||
|
Debug.Log("Received MapData server error");
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
Debug.Log("Received GameEvent of type: " + gameEvent.EventType);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
public void StartGame()
|
||||||
|
{
|
||||||
|
_gameClient.StartGame();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
2
Assets/GameManager/GameManager_Network.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 989e9292fe24c2a4ba95ceae191dd330
|
||||||
71
Assets/GameManager/GameManager_UI.cs
Normal file
71
Assets/GameManager/GameManager_UI.cs
Normal file
@@ -0,0 +1,71 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using Subsystems;
|
||||||
|
using GeoSus.Client;
|
||||||
|
using System.ComponentModel;
|
||||||
|
using System.Threading;
|
||||||
|
|
||||||
|
namespace Subsystems
|
||||||
|
{
|
||||||
|
public class GameManager_UI
|
||||||
|
{
|
||||||
|
private GameClient _gameClient;
|
||||||
|
private Canvas _CreateJoinLobby;
|
||||||
|
private Canvas _InLobby;
|
||||||
|
private Canvas _LoadingScreen;
|
||||||
|
private Canvas _GameScreen;
|
||||||
|
public GameManager_UI(GameClient gameClient, Canvas CreateJoinLobby, Canvas InLobby, Canvas LoadingScreen, Canvas GameScreen)
|
||||||
|
{
|
||||||
|
_gameClient = gameClient;
|
||||||
|
_CreateJoinLobby = CreateJoinLobby;
|
||||||
|
_LoadingScreen = LoadingScreen;
|
||||||
|
_GameScreen = GameScreen;
|
||||||
|
_InLobby = InLobby;
|
||||||
|
_CreateJoinLobby.enabled = true;
|
||||||
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = false;
|
||||||
|
_LoadingScreen.enabled = false;
|
||||||
|
}
|
||||||
|
public void UpdateLobbyUI()
|
||||||
|
{
|
||||||
|
if (_gameClient.CurrentLobbyState == null)
|
||||||
|
{
|
||||||
|
_CreateJoinLobby.enabled = true;
|
||||||
|
_InLobby.enabled = false;
|
||||||
|
_GameScreen.enabled = false;
|
||||||
|
_LoadingScreen.enabled = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else if (_gameClient.CurrentLobbyState.Phase == GamePhase.Loading)
|
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92
Assets/GameManager/TestMaterial.mat
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8
Assets/GameManager/TestMaterial.mat.meta
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8
Assets/GameManager/TestMaterial.mat.meta
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8
Assets/Hra_Kabely.meta
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Assets/Hra_Kabely/Kabely-Material.meta
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8
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84
Assets/Hra_Kabely/Kabely-Material/BLUE.mat
Normal file
84
Assets/Hra_Kabely/Kabely-Material/BLUE.mat
Normal file
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84
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84
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84
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fontRenderingMode: 0
|
||||||
|
ascentCalculationMode: 1
|
||||||
|
useLegacyBoundsCalculation: 0
|
||||||
|
shouldRoundAdvanceValue: 1
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Binary file not shown.
@@ -0,0 +1,21 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8c12c1f44e7180c4caf6d4a2d8690d7a
|
||||||
|
TrueTypeFontImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 4
|
||||||
|
fontSize: 16
|
||||||
|
forceTextureCase: -2
|
||||||
|
characterSpacing: 0
|
||||||
|
characterPadding: 1
|
||||||
|
includeFontData: 1
|
||||||
|
fontNames:
|
||||||
|
- Nunito
|
||||||
|
fallbackFontReferences: []
|
||||||
|
customCharacters:
|
||||||
|
fontRenderingMode: 0
|
||||||
|
ascentCalculationMode: 1
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||||||
|
useLegacyBoundsCalculation: 0
|
||||||
|
shouldRoundAdvanceValue: 1
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
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||||||
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user